Additional info about the fighters, and maybe some extra stuff too. Just click on one of the icons down below to get started. If it does nothing, it means their moveset isn't out yet.


Daydream Era

Lucid Era

Confirmed Fighters


Extras

Source: Moana
Debut: Moana (2016)

Well, Tamatoa hasn't always been this glam. He was a drab little crab once. Now he knows he can be happy as a clam, because he's beautiful baby! Tamatoa hails from deep under the ocean, from a place known as the "Realm of Monsters". He's quite self-centered, only really caring about covering himself in gold to satisfy his own desires. He has had a long rivalry with Maui, explaining why one of his legs is missing. In Lawl, he comes not only covered in gold as ever, but he also comes equipped with Maui's hook, ready to hook opponents in. He may not be as good with magic as Maui is, but he ain't no red herring when it comes to his strength!

Playstyle: Pressure/Grappler

During his screentime, Tamatoa has proven himself to be quite the dangerous foe, being able to simultaneously put the pressure on Maui & dance around to his song. He relentlessly attacks Maui both physically and mentally, barely giving both Maui and Moana any room to breathe. This translates to how Tamatoa works in Dreams, being a fast opponent able to throw a slew of attacks & having the mobility to dance around his foes. Along with this, he's a heavyweight with the ability to heal himself whom's difficult to KO at an early percentage. His downsides come in the form of his size, and his slow aerial presence. With all this in mind, a good Tamatoa should be keeping their foe on the defense and give them very little opportunities to strike back.

Source: Azumanga Daioh
Debut: Azumanga Daioh (1997)

An osakan transfer named Ayumu Kasuga. Not like anyone calls her that, thanks to Tomo's insistent behavior to call her "Osaka". Osaka's slow-minded, but overall kind to her friends and teachers alike. She has an unusual imagination, and is often stuck in her own world, causing her to not pay attention to most things. Despite this however, she has proven to be good at some unexpected stuff, like riddles and telling scary stories. Just don't depend on her to wake you up.

Playstyle: Bait and Punish

Osaka is slow, spacey, and is not very good at many things. However, she does some of the most unexpected stuff in the show that often confuses her friends, and Osaka has the most creative imagination out of the group. Osaka is a slow & light defensive character whose main benefit comes in the form of her aerial performance and great pressure tools to force an opponent to make a mistake. She has one of the best air stats and comes packing with a float ability, giving her much more flexibility in her combo game. Along with this, a lot of her tools are designed with the intention of forcing an opponent to make a predictable move and capitalizing on it. Osaka players should be staying on the defense and attempting to put opponents in a vulnerable state.

Source: Roblox
Debut: Roblox (2006)

A relic of the past, this guest mainly speaks in safechat and wields weapons reconizingly used in old Brickbattle games. Not many knows who exactly they are, but they come in many crowds. As well as Brickbattle weapons, the guest can also be seen using classic Roblox gears in their attacks.

Playstyle: Risk-reward/Zoner

Brickbattle, while simple in nature, is surprisingly tactical when it comes to combat. The best bloxxers are the one that utilize their entire inventory to the best of their abilities and aren't afraid to take risks. Guest, much like the usual Robloxian, are pretty limited when it comes to their mobility. They make up for this with a large variety of tools that specializes in ranged warfare and poking the enemy from a distance. They're rewarded the most, however, by being creative with their simple tools, most evident by their Neutral Special. A Guest that knows what they're doing can be extremely difficult to pin down on and despite this they can also pack a punch when time comes to knock you out. But some of their best options are also the ones that can backfire harshly the most, and much like how you can accidentally blow yourself up in a Brickbattle game, being clumsy or careless can cost you the entire battle. With all this in mind, a Guest should be thinking ahead and switch gears when push comes to shove.

Source: Puyo Puyo
Debut: Madou Monogatari (1990)

A magician who specializes in using puyos to perform her spells. Overall, she's a optimistic and cheerful girl that is prone to commenting on the unusual stuff that goes on around her. While friendly for the most part, she can be rather mean when it comes to certain people she comes across. She's accompanied by Carbuncle, a yellow pet of some kind that used to belong to the Dark Prince.

Playstyle: Glass Cannon/Resource Manager

Puyo battles are fast-paced and rewards not only a smart mind, but a fast mind as well. Puyo players often try to find ways to screw up what their opponents are doing while building up to a devastating chain, where the tides of the match can change very quickly. This magician essentially emulates how puyo matches are played in a combat-oriented field. Arle has the best ground mobility, is built around relentlessly comboing your foes, and then finishing them off using your meter. With this in mind however, Arle is extremely light, often leading to quick matches ending in either her opponent dying, or her own demise if she's reckless. People looking to master the Puyo popper will need to act quick and think quick, and only commit to a puyo-draining move when she's 100% sure it'll bring the opponent down.

Source: Jake Bowen
Debut: Uncle Sam (2007)

A creature known to come from closets of unfortunate enough children, where he shows them what he calls "fun with Uncle Samsonite". After stating those words, he tend to dance uncomfortably to "Pony" by Ginuwine, or in some cases twerk. Said unfortunate kids may also be taken by him and brought to his own dimension. As shown many times, he is capable of possession, being able to claim them for his own. His main weakness is off-brand soda.

Playstyle: Grappler/Pursuer

Uncle Samsonite is very unusual, and is often unpredictable with when he shows up. He often is shown putting the main characters in a disadvantageous spot to take up the spotlight, and show them a really good time. And even when not in that spot, he is shown to never be truly gone for good. This overall translates to Uncle Samsonite a heavy in-your-face character built around making his opponent feel uncomfortably vulnerable, especially when it comes to his grab game. He can make up for his poor mobility stats by essentially emulating his opponents if his neutral special is used correctly, and has some of the most unusually irregular attacks that deal heavy damage. His downsides come in the form of having no projectiles and reliance on his neutral special to gain the upper-hand in terms of speed. Uncle Samsonite is a slow heavy grappler who uses a lot of unusual methods to catch up to his foes.

Source: Nichijou
Debut: Helvetica Standard (2004)

A seemingly normal girl accompanied by her 8 year old creator, Nano is just about as average as a shy girl can be. Well, not really sure if cuckoo birds coming out of her fore-head or being able to shoot your own toe counts as "average". Aside from that, Nano tends to just want to live an ordinary life, mostly inconvenienced by the key behind her back or her other robotic parts. Hakase on the other hand, doesn't really seem to care and often installs robotic stuff into Nano without her consent because "It looks cute".

Playstyle: Heavy Zoner/Mix-up

As someone who simply wants to live a normal life, Nano dislikes the idea of people getting close or figuring out her true identity as a robot. The moment someone questions her or touches her back-screw, she loses control and cannot handle the pressure, so she often advises to avoid conflict in general. Nano acts no different in Lawl, being a heavily defensive character built around keeping opponents as far away as possible with her wide variety of projectiles and disjoints. Nano is the type of character whose built entirely around zoning, and has the potential of dealing serious damage without needing to get in direct contact. However, much like her appearance in the anime, Nano does not handle direct confrontation well as she has very few options for close-ranged attacks. Due to this, the moment opponents get close to her, Nano is in trouble. A Nano main's goal should be discouraging approaches as you keep away from your opponent, relying on your superior range to stay in control. Nano should only act aggressively if that's her only option.

Source: Azumanga Daioh
Debut: Azumanga Daioh (1997)

The unusual homeroom teacher of class three, Yukari will either be the meanest womanchild you'll set your eyes on, or just your average friendly mentor. She's self-adsorbed and very easily angered, with the source of it often coming out of jealousy. She acts on impulse, and while fluent in English, thinks that she's smarter than anyone else around her. She goes out with Nyamo for drinks, relying on her to pay for pretty much everything.

Playstyle: Rushdown/Dynamic

If there's one word to describe Yukari, that word would be "loud". She is constantly switching between being a mean tyrant of a teacher, and being a genuinely nice mentor. One thing that remains consistent with this is that her anger often determines how she'll act like. And much like it, her anger also determines how she fights in "Dreams". Overall, she is a rushdown character built on getting around defensive measures and forcing opponents to fight on her terms. Both her regular and angry state satisfies this, with her normal state based around fast-paced combos to rack up damage, and her angry state to finish them off. However, managing your anger is one of the most important things to master if you want Yukari to shine. Along with her somewhat light weight, if you're careless with how you handle her main gimmick, you're most than likely putting yourself in danger. A normal Yukari lacks the speed and armor that an angry Yukari gets, but when angry missing attacks can spell the doom of you due to the endlag present. Overall, Yukari mains should focus on using both states' main benefits to the best of their abilities and realize when it's time to shift gears.

Source: Shinryaku! Ika Musume
Debut: Shinryaku! Ika Musume (2007)

The self proclaimed invader from the sea, Squid Girl hopes to take over the surface in an act of justice for pollution of the ocean. The only problem is nobody takes her seriously for it. Her attempt was almost shut down immediately and as a result she works at a restaurant waitress as she slowly yet surely gets used to the life on the surface. She also carries many squid-like abilities including her tentacles, barfing ink, and a few other somewhat useless things.

Playstyle: Grappler/Zoner

After her early failures of invasion, Squid Girl sees to it to live on the surface life and get used to everything it has to offer. That and also considering Squid Girl's reliance on her tentacles create a grab-based character based on adapting to the situation. She has decent ground speed and some of the longest ranged attacks that aren't projectiles, allowing Squid Girl to stay in control of a fight from a good distance. As well as that, her grabs allow her to perform some harsh punishments on opponents thanks to her great amount of follow-ups, and down special allows Squid Girl to adapt on the go. With that said however, she's not only the floatiest character in the roster, but she's also pathetically slow in the air. While her aerials help her a little, it's easy for her to get launched into the air and get stuck there if your opponent manages to slip by your tentacles, almost like a fish out of water. Squid Girl is an adaptive grappler that can be difficult to escape from, but is in trouble once she leaves the ground.

Source: Happy Tree Friends
Debut: Hide and Seek (2000)

Flippy is a war veteran who's relatively kind to his fellow friends. Unfortunately, he's rarely like this normally as if anything even resembling war gets caught in his eyes or ears, he freaks out and eventually temporarily turns into Fliqpy. As Fliqpy, he treats everyone around him like enemy soldier and attempts to brutalize as many people as he can before he snaps out of this murderous trance. Flippy is usually unaware of these massacres however after turning back to normal but during the times he does know he tries his best to keep the times these happen to a minimum. Has a kill count of 141.

Playstyle: Zone-Breaker/Stage Control

Fliqpy is a master of taking advantage of his environment to give his victims some extremely painful deaths. He thrives on bursting through any attempts to hide or run away from him easily, and will often even set up traps around to trick his fellow "enemy soldiers" to walk directly into death's grasp. As Fliqpy, that should be your exact game plan: to effectively ruin any attempts at zoning Fliqpy out and making those that dare cower away feel sorry. He has a variety of tools when it comes to getting around enemy traps, and can often counter that with traps of his own. As well as this, up close he is BRUTAL. He not only has a bunch of set-ups for painful looking combos, but he also has no shortage of kill moves whatsoever. He can build up damage REALLY quick as a result. Unfortunately, he carries the same fragility that the rest of the tree friends suffer from, being the lightest character in Lawl Dreams, and receiving damage is just as painful as dishing it out. On top of this, his recovery is not the best and is easily gimpable. While you should be using your traps and set-ups to get as close as possible, be aware that your defense is horrible and as a result you cannot afford to start zoning yourself. Constantly force your opponents out of their comfort zone and dish out some painful combos if you want Fliqpy to truly have first blood.

Source: Nintendo Commercials
Debut: Australian Nintendo NES Commercial (1987)

A very strange looking representative of the Nintendo Entertainment System, otherwise known as the Famicom. He made his debut in an 1987 commercial in Australia, where he and a few mascots of the games challenged the player by insisting that their games cannot be beaten. In Dreams, Mr SyS utilizes a few of the NES' accessories that were used to save video games from the infamous crash that happened in 1983, including the Power Glove and Zapper Light Gun.

Playstyle: Stage Control/Heavy Zoner

The infamous "You Cannot Beat Us" commercial had a unique way of advertising the NES, by selling it based on the difficulty of the games themselves rather than anything else about it. Not to mention most of the hardest NES games tend to incap you with sluggish movement and extremely technical gameplay. True to this phenomenon, Mr SyS himself is a heavy character with extremely slow and floaty movement and is easily one of Dreams' most complex fighters on the roster. Despite these clear handicaps, Mr SyS is all about challenging players to beat him at his game by utilizing and manipulating his assists, traps, and zoning capabilities to punish opponents that hesistate and take advantage of their mistakes by piling on tons of damage at once. Be warned, those that master what SyS brings to the table are those that can seem to read everything in your mind and his gameplay heavily rewards complex setups with high bursts of damage and KO potential. He does tend to suffer from the usual downsides that heavyweights usually have however, like a big hurtbox and easy combo-bilitiy. Mr SyS does have some escape options in those scenarios, but those usually come at a cost. In short, Mr SyS is the most technical character in Dreams that specalizes in setups and puppeteering his minions to create a defense that you cannot beat.