Byte and Barq - The Clockwork Cops
Ability 1: Barq is AI controlled and can attack, move, bodyblock, and be knocked out for around 5 seconds; using the Super Move will instantly revive Barq and merge him with Byte, removing him from the field
Ability 2: Byte can jump on Barq to jump with extra height. When you jump on Barq you also gain charge instantly.
Barq attacks on his own every 5 seconds.
Barq Damage:
Uncharged: 30
Charged: 70 (with knockdown)
Throw damage: 150
Helix - The Man(?) of Mystery
Ability 1: Hold jump to stretch body vertically, keeping Helix in place and causing only his torso to move with the controls accordingly
Ability 2: When dashing, Helix ducks temporarily, dodging high attacksmaster
Throw damage: 150
Kid Cobra - The Speed Demon
Ability 1: Can charge up dashes in conjunction with ARMS, making dashes quicker and giving more distance
Ability 2: When "charge dashing" on the ground, Kid Cobra will duck under all incoming attacks
Throw damage: 170
Master Mummy - The Grim Creeper
Ability 1: When blocking, will heal in 10 health increments; healing per second increases the longer block is held
Ability 2: Will not flinch from non-charged (and some charged) attacks while jumping, dashing, or punching; also gain 50% damage reduction when a punch is resisted
Throw damage: 200
Mechanica - The Scrapyard Scrapper
Ability 1: Can hold jump to hover for a short time
Ability 2: Will not flinch from non-charged (and some charged) attacks while jumping, dashing, or punching; also gain 50% damage reduction when a punch is resisted
Throw damage: 160
Min Min - The Ramen Bomber
Ability 1: While dashing, will kick away airborne ARMS, knocking them to the ground, leaving an opening
Ability 2: After a successful throw or a long charge after dash, left arm will become a dragon and the left ARMS weapon will be charged for a much longer time; ends prematurely if Min Min is knocked down
Throw damage: 150
Ninjara - The Student of Stealth
Ability 1: When dashing in midair, Ninjara will pop in and out of existence for a brief time
Ability 2: Can dash out of block by disappearing and reappearing
Throw damage: 150
Ribbon Girl - The Air-ress
Ability 1: Ribbon Girl can midair jump up to four times
Ability 2: Ribbon girl quickly falls to the ground by holding the dash button and get a quick charge.
Throw damage: 150
Spring Man - The Bouncer
Ability 1: A charge after dash will cause incoming ARMS to stop all momentum and sink to the ground, leaving an opening
Ability 2: When under 25% health, ARMS will be permanently charged
Throw damage: 150
Twintelle - The Silver Screen Queen
Ability 1: When charging up ARMS in any way besides blocking, Twintelle will slow all incoming attacks in a small area around her for a short time and can dodge away.
Ability 2: When using her time slow in the air, Twintelle will float.
Throw damage: 160
(credit to /r/6tennis on reddit)
Max Brass - The Commish
Ability 1: When performing a full charge after a dash or jump, Max will become Buff, gaining super armor and growing in size. Buff lasts for a short time or until knocked down.
Ability 2: When letting go of a charge before it completes, Max releases a shockwave like Spring Man that stops incoming Arms.
Throw damage: 170
Gore's advanced notes:
"When in tower mode Helix has permanently charged arms. Whenever Helix's punches or grabs are interrupted, be it from an enemy punch/grab, hitting the ground, or max distance, air movement is reset, allowing me to keep dashing for as long as I'm being interrupted, which is how I dodge supers to easily, I throw or punch your punches in the air to let me stay in the air
Twintelle's two abilities seem to be air and ground time stop, I believe the ground version might be more powerful.
Using up all of Cobras charged dashes will remove the charge from the arms.
Barq will always attack once Byte falls to the ground and Barq catches up, Punching with Byte seems to also prompt Barq to punch.
Helix's and Mechanica's puddle/hover can be spammed indefinitely.
Left Min Min arm is PERMANENTLY charged (after a throw or full dash charge turns her arm into a dragon) unless she falls back to the ground, it also makes the left arm much bigger than average. Disabling Min Min's left arm also takes away the dragon. Also, aside from the ground back kick, you need to kick toward a punch to deflect so it's risky.
Throw damage is increased by 5 for characters wielding the "+" versions of Megaton, Megawatt, Whammer and Guardian."