FIGHTER FILE 21
Champion sits in slot 21 of 21 on the select screen, rates 2 of 5 for ease of use, and wears 1 costume in 8 colours.
Champion is a high-power character who prefers to fight solo. Use the Button to perform unique actions instead of summoning allies. Meeting certain conditions allows him to transform into a powered-up state for the rest of the match.
Unleashes a projectile forward.
Before the projectile comes out, he can endure projectiles or Assist attacks from the opponent.
The version projectile travels slowly and deals multiple hits.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
Will not be knocked back by projectiles and attacks from non-Leader characters from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
A grab, approaching the opponent before grappling them.
Enters armor state from partway through the action.
He can endure different types of attacks depending on the button input.
If he endures an attack from the opponent's leader character at the right timing, he will grapple them regardless of the opponent's state.
If this attack whiffs, he loses Pride Gauge and the gain rate decreases.
version Skill Gauge cost: 25
version
A throw attack that can grab grounded opponents.
Automatically performs a counter-attack in response to attacks except for lows from midway through the action.
version
A throw attack that can grab grounded opponents.
Automatically performs a counter-attack in response to low attacks from midway through the action.
version
A throw attack that can grab grounded opponents.
Automatically performs a counter-attack in response to all attacks except for throws from midway through the action.
On successful parry (counter-attack)
A throw attack that can grab grounded opponents.
An attack that can hit opponents during invincibility, with exceptions.
Kicks the opponent away rapidly with a lunging attack.
The and versions send the opponent flying back, creating an opportunity for a follow-up.
version Skill Gauge cost: 25
Universal (grounded)
A direct attack performed by the character.
Universal (aerial)
A direct attack performed by the character.
version
An attack that triggers a Break when near the corner.
Leaps up and swings down with his fist.
Champion is able to move before his opponent even if this attack is blocked.
The and versions send the opponent flying back, creating an opportunity for a follow-up.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Super Skill
Punches the ground, unleashing projectiles that expand outward from Champion.
Skill Gauge cost: 50
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from midway through the action.
Ultimate Skill
A grab, grappling the opponent before performing a follow-up attack.
This move can grab aerial opponents if they are in hitstun, meaning it can be used in situations outside of mixup as well.
Skill Gauge cost: 100
Universal
A throw attack that can grab grounded opponents.
Opponents in hitstun can be thrown either when grounded or mid-air.
Gains invincibility to attacks from the start of the action.
Tōkon Assemble
Performs a strike, and then a solo attack by Champion.
He enters the Awakened Form, dealing heavy damage with a formidable strike.
This move is only available when losing the current round would end the match.
Skill Gauge cost: 150
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
A move that triggers a power-up.
A gauge unique to Champion, displayed when Champion starts the battle in his Primordial Form.
It increases over time as Champion fights, accumulating faster while on the offense.
Performing Member Switch or whiffing certain moves depletes some of the gauge.
When the gauge reaches max, hitting a Supernova Slam or Cosmic Crush outside of a combo transforms him into his Awakened Form.
Champion's true form, shown when he acknowledges his opponent's worth.
Various attacks become enhanced, such as his Skills and Unique moves.
He also gains an aerial dash in addition to extra speed on his movement and dashes.
The Awakened Form is maintained across rounds, lasting until the match is decided.
While he has access to fewer Link Attack routes than other characters, many of his moves trigger a unique damage state on Counter Hit.
After connecting with a grounded attack, it is possible to follow up using a delayed attack.
A grab, grappling the opponent and performing an attack.
This move can grab aerial opponents if they are in hitstun, meaning it can be used in situations outside of mixup as well.
Universal
A throw attack that can grab grounded opponents.
Opponents in hitstun can be thrown either when grounded or mid-air.
A grab, leaping up into the air to grapple the opponent and perform an attack.
This move can grab aerial opponents if they are in hitstun, meaning it can be used in situations outside of mixup as well.
Universal
A throw attack that can grab aerial opponents even during hitstun.
Makes a small leap before grappling an aerial opponent and performing an attack.
This move can grab aerial opponents if they are in hitstun, meaning it can be used in situations outside of mixup as well.
Universal
A throw attack that can grab aerial opponents even during hitstun.
A follow-up to Supernova Slam only available in Champion's Primordial Form.
Increases accumulation speed of the Pride Gauge.
Universal
A move that triggers a power-up.
A follow-up to Supernova Slam only available in Champion's Awakened Form.
Performs an additional attack.
This attack is enhanced when Supernova Slam is performed as a direct hit rather than as part of a combo.
Universal
A direct attack performed by the character.
Enhanced version
An attack that triggers a Break when near the corner.
Swaps the character you control.
You can select the ally to swap in with
/ / .
Member Switch is available when allies are summoned via actions such as Assemble Assist or Assemble Rush.
It cannot be activated when the leader or assist characters are hit with an attack.
Switching characters reduces both the Pride Gauge amount and its accumulation rate.
When controlling Champion, performs a unique action instead of summoning an ally.
Champion strikes a pose, increasing the accumulation rate of the Pride Gauge.
During the grounded version, the button can be held to repeat the action.
Only available while in Champion's Primordial Form.
Universal
A move that does not hit as an attack.
The Primordial Soul, the embodiment of the Champion's fighting spirit, lunges forward to perform an attack.
This move is equivalent to other characters' Assemble Assist Shooter.
Only available in Champion's Awakened Form while Champion is the leader character.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
The Primordial Soul, the embodiment of the Champion's fighting spirit, performs an attack aimed above.
This move is equivalent to other characters' Assemble Assist Vertical.
Only available in Champion's Awakened Form while Champion is the leader character.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
The Primordial Soul, the embodiment of the Champion's fighting spirit, leaps up and performs an attack upon landing.
This move is equivalent to other characters' Assemble Assist Assault.
Only available in Champion's Awakened Form while Champion is the leader character.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
An attack that cannot be blocked while crouching.
The Primordial Soul, the embodiment of the Champion's fighting spirit, performing an aerial attack aimed towards the ground.
This move is equivalent to other characters' Assemble Assist Aerial.
Only available in Champion's Awakened Form while Champion is the leader character.
Universal
An indirect attack using a projectile or other means.
The Primordial Soul, the embodiment of the Champion's fighting spirit, performs a rapid follow-up.
This move is equivalent to other characters' Assemble Rush.
Only available in Champion's Awakened Form while Champion is the leader character.
Assemble Gauge cost: 1
Universal
An indirect attack using a projectile or other means.
An attack that hits as an overhead.
From the startup until midway through the action, the attack will continue even if hit by the opponent. On hit, the Primordial Soul appears and performs a follow-up. Additional inputs can trigger the Primordial Soul to perform more follow-up attacks.
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Will not be knocked back by all attacks except for throws from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
A lunging attack that tracks the opponent.
Although it cannot hit crouching opponents, it is invincible to Assemble Assist attacks and projectiles from the start.
On hit, the Primordial Soul appears and performs a follow-up. Additional inputs can trigger the Primordial Soul to perform more follow-up attacks.
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Gains invincibility to projectiles and attacks from non-Leader characters from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
Moves away while preparing for an attack from the opponent.
Upon successfully guarding against an attack at the start of the move, performs a counter-attack followed up by the Primordial Soul.
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 1
Universal
Automatically performs a counter-attack in response to attacks from the start of the action.
On successful parry (counter-attack)
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
A counter-attack performed by an ally, available only when blocking an attack from the opponent.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
However, the Pride Gauge accumulation rate decreases when summoning an ally.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
This move can be performed when input quickly in response to the opponent's Crossover.
An ally intercepts the opponent's counter-attack.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
However, the Pride Gauge accumulation rate decreases when summoning an ally.
Assemble Gauge cost: 1
Universal
A move that does not hit as an attack.
Performed when input right before the opponent's Crossover attack would land.
Your ally intercepts the counter-attack, then performs an attack of their own that sends the opponent flying.
If the character sent flying hits the leader character, it puts them in the Disassembled state, preventing them from using Assists for a duration.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
However, the Pride Gauge accumulation rate decreases when summoning an ally.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
Unleashes a projectile forward.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
Will not be knocked back by projectiles and attacks from non-Leader characters from midway through the action.
Damage taken from attacks during the Armor state is converted into Healing Gauge.
Performs an attack aimed above.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
Leaps up, then performs an attack upon landing.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Performs a downward kick from mid-air.
A Member Switch can be performed immediately if this move hits the opponent.
You can select the ally character who appears for Assemble Assist Aerial with / / .
Universal
A direct attack performed by the character.
Follows up with a lunging attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
After slamming the opponent to the ground, performs Big Bang Barrage as a follow-up.
Automatically changes the leader character when performed.
You can select the ally character who appears during Super Assemble with / / .
Assemble Gauge cost: 1
Skill Gauge cost: 50
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from the start of the action.
Performs a throw attack that has limited range but cannot be blocked.
The opponent cannot be thrown when they cannot move, such as during hitstun or blockstun.
The grounded version moves a certain distance toward the opponent when used outside of point-blank range.
This move triggers the Break effect, as well.
Throws can be escaped by performing the same throw input the instant you are thrown.
A leaping movement.
Before landing, you can either jump again or perform an aerial dash a single time.
A high leap.
The trajectory can be altered during the action with or .
Rapid forward movement.
Releasing the input performs a sudden brake.
Rapid backward movement.
Rapid forward movement while mid-air.
Only available in Champion's Awakened Form.
Rapid backward movement while mid-air.
Only available in Champion's Awakened Form.
Defends against the opponent's attacks while standing.
Cannot defend against low attacks and throws.
Defends against the opponent's attacks while crouching.
Cannot defend against overhead attacks and throws.
Defends against the opponent's attacks while mid-air.
Cannot defend against throws.
Close to Opponent
Far from Opponent