- Gabriel Belmont -
Full Name: Gabriel Belmont
Main Weapon: Combat Cross
Weapon Power-Up: None
Alternate Weapons: None
Starting Abilities: Gabriel can execute several combos, grab, and both block and evade enemy attacks
Gained Abilities: None
Armor: None

Limitations
Gabriel's is an introductory "Chapter" and exists only to train the player in the basics. The short scene is mostly cinematic, with Gabriel slowly marching forward and reacting to the game's prompts. When in direct control of Gabriel, though the scene is still scripted, you'll learn of the Belmont clan's prototypical abilities: That is, Gabriel can move at different speeds, depending upon how far the circle pad is tilted from its center; jump in controlled but stiff manner; and execute all of the whip combos available (where for the other characters most must be unlocked) using in sequence what are termed "Direct" and "Area" attacks. His first defensive tricks is the block, which can be performed both on the ground and in the air; a "synchronized block," which is a block timed to the exact moment of an enemy strike, will momentarily stun the creature, leaving it open for a quick counter. Too, he has an
evasion maneuver, which comes in two forms: A rolling dodge when grounded, and an air dodge while airborne. If certain conditions are met, Gabriel's attacks will render an enemy silver, which for a limited time enters it into a vulnerable state; if the player reacts hastily, Gabriel can "Grab" the foe, latching onto its frame with the Combat Cross, and deliver a one-hit-kill finishing move.

   

                                
- Simon Belmont -
Full Name: Simon Belmont
Main Weapon: Beast Hunter
Weapon Power-Up: Combat Cross
Alternate Weapons: None
Starting Abilities: Simon can execute combos, grab, both block and evade enemy attacks, stomp, and fast recover
Gained Abilities: He'll learn new weapon combos/techniques and gain magical abilities
Armor: None

Limitations
Simon directly follows Gabriel's blueprint but is at first much more limited. That is, available early to him are only basic whip combos and the game's few defensive moves. Though, Simon is the first of the heroes to benefit from the game's RPG system, which rewards him experience for defeating enemies; when his XP meter is completely filled, he'll gain a level, which will increase his strength and give access to new whip combos. (It should be noted that Simon shares his XP/level gains with heroes controlled in other chapters, so there's no pressure for the player to reach the level-18 cap during this single mission; likewise, any level-gains earned by the other storyline heroes will be shared by Simon.) His arsenal will begin growing when in storyline he randomly locates the Throwing Axe and Oil Flask sub-weapons, which are powered by single ammo hearts; too, he'll gain two magical abilities--the Spirit of Sypha and Spirit of Schneider--that serve as protection while granting him increased castle accessibility. More traditionally, by locating and breaking open certain crypts, he'll collect the special stat-boost items that increase the capacity for his health and magic meters plus his ammo heart total.
   

                                
- Alucard -
Full Name: Alucard
Main Weapon: Dark Pain
Weapon Power-Up: Improved Dark Pain
Alternate Weapons: None
Starting Abilities: Alucard can use combos, latch his weapon onto grapple points, grab, both block and evade enemy attacks, stomp, and fast recover
Gained Abilities: He can transform into mist and a wolf form, ride on rails, wall jump and double jump
Armor: None

Limitations
Alucard sticks closely to the script, exhibiting at first the standard ability-set plus what was once an advanced move--the grapple maneuver. He begins his respective chapter with all of the level status and weapon combos as earned by the previous Simon, of which we're aware. Though, this doesn't suggest that his castle accessibility is immediately at its peak, as he'll need to locate a number of tools if he wants to explore every nook and cranny. The procured transformation powers, Mist Form and Wolf Form, will allow him to breach certain barriers (the Wolf Form more for loot discovery), and he'll need to learn wall jump and double jump (out of which he can slowly guide down) techniques to traverse heights that were once unreachable. Even the second of his two sub-weapons, the Stopwatch, is required to pass an otherwise unnavigable obstacle (the first sub-weapon--the Bat Attack, which he picks up early on--is merely an offensive burst). When his main weapon is upgraded to the Improved Dark Pain, he'll gain the ability to ride on magnetic rails, advancing the plot while completing his quest to become a map-filling machine.
   

                                
- Trevor Belmont -
Full Name: Trevor Belmont
Main Weapon: Combat Cross
Weapon Power-Up: Improved Combat Cross
Alternate Weapons: None
Starting Abilities: Trevor can use combos, latch onto grapple points, grab, both block and evade enemy attacks, stomp, fast recover, and ride rails
Gained Abilities: He'll use Light and Dark magic, break barriers with the Cross, and execute long jumps
Armor: None

Limitations
Not deviating from the formula is Trevor Belmont, who retains as his starting arsenal all of the level gains and abilities as reaped by the previous Alucard (though, Trevor's natural double jump doesn't have the benefit of a slow glide). This may seem strange when you consider that Trevor's story unfolds years before the adventures of both Simon and Alucard but not so much when you consider the fate he eventually meets. His starting weapon is the Combat Cross, which after much trouble will be upgraded to the Improved Combat Cross--for both a power boost and the ability to break certain barriers. As did Simon, he'll cut-scene his way into possession of two sub-weapons--the versatile Boomerang and the engulfing Electric Bomb--both powered by ammo hearts. Additionally, he'll become versed in the arts of both Light and Dark magic, which sound interesting but are nothing more than spells used to unlock doors and illuminate crests. The last technique acquired is the long jump, which is purely an accessibility maneuver and is needed specifically for the clearing of long gaps--one of which is a mandatory feat.