Sister Brawl — Characters

Pure character reference. Systems → Systems. Architecture → Architecture.


Roster Overview

IDNameRoleHPSpeedATKSPLDifficultyUnlock
emberEmberAggressive1005.0820⭐ BeginnerDefault
frostFrostDefensive904.5725⭐ BeginnerLevel 2
voltVoltMobile806.0618⭐⭐ IntermediateLevel 3
shadeShadeAssassin855.5922⭐⭐ IntermediateLevel 5
terraTerraTank1303.51230⭐⭐ IntermediateLevel 7
aquaAquaSupport955.0715⭐⭐⭐ AdvancedLevel 10

Character Details

Ember — The Aggressor

Playstyle: Relentless pressure, burn damage over time, combo-heavy
Regret text: “Burn, baby, burn! Unlock at Level 2 �“

StatValue
HP100
Speed5.0
Attack8
Special Power20

Special — Fireball: Launches a fireball projectile. On hit: applies Burn DoT (2 DPS × 3s). Cooldown: 8s (90 ticks).

Character-Specific Combos:

Combo IDNameSequenceMultiplier
ember_blaze_furyBlaze FuryAttack → Attack → Attack → Special2.2x
ember_fire_dashFire DashSpecial → Jump → Attack1.9x

Frost — The Zone Controller

Playstyle: Space control, projectile denial, defensive walling
Regret text: “Chill out at Level 2 ❄️”

StatValue
HP90
Speed4.5
Attack7
Special Power25

Special — Ice Wall: Creates a wall obstacle that blocks movement and projectiles for 10s. Cooldown: 10s (105 ticks).

Character-Specific Combos:

Combo IDNameSequenceMultiplier
frost_glacier_trapGlacier TrapBlock → Block → Special2.0x
frost_ice_lanceIce LanceSpecial → Attack → Attack1.7x

Volt — The Speedster

Playstyle: Hit-and-run, chain damage, mobility
Regret text: “Speed ahead at Level 3 ⚡“

StatValue
HP80
Speed6.0
Attack6
Special Power18

Special — Dash Strike: Dashes forward, damaging enemies in path. Chains to all enemies within 4 units. Cooldown: 7s (75 ticks).

Character-Specific Combos:

Combo IDNameSequenceMultiplier
volt_thunder_stormThunder StormJump → Attack → Jump → Special2.1x
volt_lightning_chainLightning ChainAttack → Special → Attack1.8x

Shade — The Assassin

Playstyle: High-risk/high-reward, burst damage, repositioning
Regret text: “Vanish into shadows (Ember M3) 🌑“

StatValue
HP85
Speed5.5
Attack9
Special Power22

Special — Teleport Crit: Teleports behind nearest enemy, next attack guaranteed 2x crit. Cooldown: 9s (90 ticks).

Character-Specific Combos:

Combo IDNameSequenceMultiplier
shade_shadow_strikeShadow StrikeBlock → Special → Attack2.5x
shade_phase_assaultPhase AssaultSpecial → Jump → Special → Attack2.0x

Terra — The Tank

Playstyle: Crowd control, area denial, durability
Regret text: “Stand your ground at Level 5 🌍“

StatValue
HP130
Speed3.5
Attack12
Special Power30

Special — Ground Pound: Slams ground, AoE damage + 1s stun in 5-unit radius. Cooldown: 12s (120 ticks).

Character-Specific Combos:

Combo IDNameSequenceMultiplier
terra_earthshatterEarthshatterAttack → Attack → Attack → Attack → Special2.8x
terra_bulwarkBulwarkBlock → Attack → Block → Special2.0x

Aqua — The Support

Playstyle: Team sustain, projectile reflection, tactical healing
Regret text: “Flow like water, strike like a wave! 🌊“

StatValue
HP95
Speed5.0
Attack7
Special Power15

Special — Water Shield: Creates shield reflecting nearby projectiles + heals self 15 HP. Cooldown: 6s (60 ticks).

Character-Specific Combos:

Combo IDNameSequenceMultiplier
aqua_tidal_waveTidal WaveSpecial → Special → Attack1.9x
aqua_healing_mistHealing MistBlock → Special → Block → Attack1.5x

Shared Combos (Fallbacks)

Available to all characters when character-specific combo not matched:

Combo IDNameSequenceMultiplier
attack_attack_specialCombo ChainAttack → Attack → Special1.5x
attack_jump_attackAerial RaveAttack → Jump → Attack1.6x
block_attack_specialCounter StrikeBlock → Attack → Special2.0x
attack_attack_attackTriple RushAttack → Attack → Attack1.4x
jump_special_attackDive BombJump → Special → Attack1.7x

Entity State Machine

Idle → Moving / Jumping / Attacking / Blocking / Special
Any → Hitstun → (recovery) → Idle
Any → KO → (respawn timer) → Idle

States (EntityState enum):

  • 0 = Idle
  • 1 = Moving
  • 2 = Jumping
  • 3 = Attacking
  • 4 = Blocking
  • 5 = Special
  • 6 = Hitstun
  • 7 = KO

Input System (Bitmask)

BitValueAction
01Attack
12Jump
24Special
38Block
416Heavy
532Dodge
664Grapple
export const BTN_ATTACK = 1
export const BTN_JUMP = 2
export const BTN_SPECIAL = 4
export const BTN_BLOCK = 8
export const BTN_HEAVY = 16
export const BTN_DODGE = 32
export const BTN_GRAPPLE = 64

Keyboard Mapping (Solo):

KeyAction
WASD / ArrowsMove
Z / JAttack
X / KJump
C / LSpecial
V / IBlock
(Future)Heavy / Dodge / Grapple

Balance Philosophy

PrincipleImplementation
TankiestTerra (130 HP, 3.5 speed)
FastestVolt (6.0 speed, 80 HP)
Hardest hitTerra (12 ATK, 30 SPL)
Fastest attackVolt (unique: 10-tick attackDuration)
Glass cannonShade (85 HP, 9 ATK, 22 SPL)

All stats positive. No character is strictly better — each has clear strengths/weaknesses creating matchup depth.


Special Ability Types (Server-Authoritative)

CharacterSpecialTypeKey Server Logic
EmberFireballburnProjectile + Burn DoT (2 DPS × 3s)
FrostIce Wallice-wallObstacle (blocks movement/projectiles, 10s)
VoltDash Strikedash-strikeAoE damage + chains to nearby enemies
ShadeTeleport Critteleport-critTeleport behind enemy + guaranteed 2x crit
TerraGround PoundstunAoE damage + 1s stun in 5-unit radius
AquaWater ShieldshieldReflects projectiles + self-heal 15 HP

File References

FilePurpose
src/types/index.tsCharacterDef, AbilityDef, EntityState enum
src/components/CharacterSelect.svelteCharacter grid, ability tooltips, unlock logic
server/match_handler.tsServer-authoritative specials, stats, combos
nakama-modules/index.tsRPC registration for leaderboard, stats, referrals

  • Systems → Character Ability System — Server-side implementation
  • Architecture → Constants — HP, speed, attack values
  • Reference → API Contracts — RPC payloads for stats/leaderboard

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