Is there a list of all the characters different abilities?
I don't think there's a neatly compiled list in this OT, but I'll try it out:
Spring Man, the Bouncer:
Rebound: When Spring Man's Charge wears off, he is surrounded by a shockwave that deflects any non-laser punch near him. This includes grab attempts.
Bounce Back: When at or below 25% health, Spring Man's ARMS are permanently charged.
Ribbon Girl, the Airess:
High Notes: Ribbon Girl can jump three times in the air.
Album Drop: By holding Dash in midair, Ribbon Girl can almost instantly land with Charged ARMS.
Ninjara, the Student of Stealth:
Warp Jutsu: When Dashing, Ninjara temporarily vanishes, making him invulnerable until the Dash ends.
Block Ninjustu: When blocking, Ninjara automatically dashes away if he's hit.
Master Mummy, the Grim Creeper:
Undead and Unphased: Master Mummy does not flinch when hit with uncharged punches.
Cursed Bandages: When blocking, Master Mummy heals 10 HP repeatedly at a steadily increasing rate.
Min Min, the Ramen Bomber
Kung-Fu: When dashing forwards or backwards, Min Min unleashes a quick kick that can deflect an opponent's punch.
Dragon Power: By holding a Charge button down for an extended period of time or landing a grab, Min Min can supercharge her left ARM, making it larger and stronger.
Mechanica, the Scrapyard Scrapper:
Full Metal Body: Mechanica does not flinch when hit with uncharged punches.
Engage Thrusters: By holding Dash on the ground, Mechanica can greatly extend the length of her Dash. In addition, holding Jump allows her to slowly hover through the air a short distance.
Byte and Barq, the Clockwork Cops:
Good Boy, Barq: Byte fights with the AI-controlled Barq on his side. Barq generally follows Byte, and can Punch, Charge, and Jump. If punched, Barq is knocked out for a few seconds, but Byte loses no health.
Dog Springboard: By jumping on Barq, Byte can gain a super jump or simply bounce off his companion repeatedly. When bouncing, press Jump with good timing to super jump. In addition, jumping off Barq deflects nearby punches.
Kid Cobra, the Speed Demon:
Aerialist: Kid Cobra has slow ground movement and a lackluster ground Dash, but is very fast in the air.
Slither: When his ARMS are charged, Kid Cobra can chain together multiple, extremely fast dashes. These Slithers can also allow Kid Cobra to duck some punches.
Helix, the "Man" of Mystery:
Stretch: By holding Jump, Helix can extend his body upwards to comical lengths. He is grounded in one place while doing so, but can lean around to avoid punches. Helix's ARMS stay permanently charged while in Stretch Stance.
Squash: By dashing, Helix can melt into a small puddle. This allows him to dodge almost any punch or grab. Squash Stance can be extended by mashing Dash repeatedly.
Twintelle, the Silver Screen Queen:
Stage Presence: When charging her ARMS, Twintelle slows any incoming attacks to a halt.
Glamour: By holding Dash in midair, Twintelle can halt attacks, charge her ARMS, and change the direction of her airdash.
Max Brass, the Commish:
Man Up: By holding Charge for an extended period of time, Max Brass can buff his upper body, gaining super armor and light damage resistance. Getting hit with grabs and charged punches ends this buff.
Fighting Spirit: When Max Brass's charge ends, he is surrounded by a shockwave that deflects punches.
Champion's Aura: When at or below 25% health, Max Brass's ARMS are permanently charged and he permanently gains the Man Up buff.
(this is in fact, accurate. Brass has 3 abilities to everyone else's two.)