Energy Beam
W (hold) 10 energy
Hold for continuous fire. A strong beam great for clearing a lane and for stopping someone mid-approach. The head will knock someone instantly down. Targets too close will be blasted back too.

Fighter
The Unstoppable Force

Pure rage and brute power. He might be the strongest. All are beneath him.
Rostam does not dodge things. He walks through them. Light hits bounce off him while he is standing still, his beam cuts across the whole arena, and his ultimate is the single most committed move in the game. Play him like a wall that occasionally fires.
Rostam has idle armour. While he is standing, walking, running or jumping, the first light hit that lands on him is shrugged off. It costs almost nothing and comes back a couple of seconds after the last hit. Jabs and Powerballs simply do not stop him.
Heavier hits do. Chain finishers, sprint attacks and Freya's arrows all crack it, so it is not a free pass, just a big one.
His beam controls a lane, his grab beats every armour in the game, and his five-stage combo drags people across the stage. Then there is the Large Beam, which needs nearly a full bar and locks you in place for about six seconds. Fire it when everybody is in front of you. You won't regret it.
W (hold) 10 energy
Hold for continuous fire. A strong beam great for clearing a lane and for stopping someone mid-approach. The head will knock someone instantly down. Targets too close will be blasted back too.
D + ← or → 5 energy
Reach forward, grab, and hurl them behind you. Short range, cheap, and it goes through armour and super-armour, even an ultimate mid-cast. Some say they've seen Rostam grab someone right out of the hands of another. If two grabs meet, both fighters stagger. Perfect for getting enemies into beam-hitting position.
D + ↓ 35 energy
Five stages. A leaping overhead claw that covers distance, a judo chop, an axe kick that slams them into the ground, a pickup, and a palm-strike blast that fires up to three grappled bodies backwards as projectiles. Targets turn into bowling balls and knock down any they hit along their trajectory. If the axe kick misses, the combo ends there.
D + ↑ 95 energy, nearly the full bar
The ultimate. Rostams hail-mary. Cover the length of an arena and burn up all in its path. A short charge, then a massive beam for over two seconds. You cannot be knocked out of it but you can take damage the whole time. It destroys almost all projectiles that fly into it, and will clash head-on with another Large Beam. A grab is the only thing that stops it early, and if you soak too much damage while firing you collapse exhausted afterwards.
Tap A. Land a hit and the next one follows.
The finisher hits hard enough to crack armour and knock down. It turns enemies into projectiles that will hit others in their path.
From a sprint, A is a clothesline sweep that grabs whoever is in the corridor and slams them into the ground. It beats almost any move you run into.
In the air, A is a heavy kick.
Sprint, jump, in the air, A is an even heavier kick.
Specials or attacks that flow straight into the next: