Archive / Ramblings / How Every Deltarune Character Would Play In A Fighting Game (7/5/2026)

Very Briefly Describing How Every Deltarune Character Would Play In A Fighting Game
Baseline
System Mechanics
Characters
Fun Gang
Kris
Susie
Ralsei
Lighters
Noelle
Berdly
Card Kingdom
Lancer
K. Round
Rouxls Kaard
King
Jevil
Cyber World
Sweet Cap'n Cakes
Spamton
Tasque Manager
Queen
Spamton NEO
TV World
Lanino & Elnina
Tenna
The Roaring Knight
Dark Sanctuary
Jackenstein
Hammer of Justice
Titan Spawn
"Mike"
Flower Kingdom
Aqua / Seth
Orange / Green
Blue / Yellow
Flowery
Pink
Stages



- Very Briefly Describing How Every Deltarune Character Would Play In A Fighting Game -
The landscape of Deltarune theories is pissing me off so I'm doing this instead.
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Baseline
In terms of general gameplay, I am working off the assumption that it will be closest to Guilty Gear. Because of course I am. I will occasionally be using Guilty Gear characters as examples to convey my points. If I don't mention something but Guilty Gear has it (think FD or Negative Penalty) assume it is also in this game.

Since I'm more familiar with it the default here is Strive, but I will probably specifically use other versions of characters (Ex. Xrd Sol rather than Strive Sol) for the sake of clarity.
System Mechanics
The primary meter is TP. It works essentially the same as GG's Tension.
Grazing is mechanic that grants a good boost to TP when being somewhat close to getting hit by an attack, but not getting hit by it. The spacing is a lot more generous than in Deltarune. The most obvious case for this to happen outside of good spacing in neutral would be dropped combos.
There is of course a Burst equivalent, though I'm not sure what to call it... the best I can think of is Unleash, like in the Titan fight, but obviously such a thing would only make sense for Kris.
Characters
Fun Gang
Lightners
Card Kingdom
Cyber World
TV World
Dark Sanctuary
Flower Kingdom
For the most part, I wanted to include every reasonable miniboss / boss, as well as the main party members plus chapter 2's lightners. The only notable exceptions are Clover and Shuttah; Clover is just too big and would be hard to make work, while Shuttah quickly becomes a standard enemy and isn't really given any notabilty.

--- *Note About The Flowers* ---
The flowers (besides Flowery) are place in groups of two. Seth and Green aren't really fighters, so it makes more sense for them to be supporting parts of another flower's moveset. Obviously it would be weird to have two pairs of flowers and two on their own (especially with Yellow and Blue's relationship) so they were also put together.
- Lightners -
This is all evidence surrounding the logic of adding certain characters, based on their popularity, uniqueness, lore relevence, etc.
Individual Analysis
An analysis of each character's individual likelihood of returning.
Kris
Kris gets the "main character treatment" and is therfore not too complex. A Ky-like shoto, effectively. Probably not as much range as he has, but they would still be a pretty good midrange character.
Susie
Susie Badguy.

As many other people have pointed out, this is very obvious. A slightly slower Sol with a bit more range due to how big her axe is. Rude Buster is a slow but strong projectile.
Ralsei