- Alucard -
Full Name: Adrian Farenheights Tepes
Main Weapon: Fists & Flying Kick
Weapon Power-Up: Click here for Alucard's full list
Alternate Weapons: Click here for Alucard's full list
Sub-Weapon Power-Up: None
Starting Abilities: Back Dash
Gained Abilities: He can transform into a bat, a wolf or mist. Too, he'll learn to double jump, jump kick, super jump, and use a variety of spells
Armor: Click here for Alucard's full list

Limitations
Alucard is very different than you'll remember from his Dracula's Curse stint: He's faster, stronger, more agile and utterly controllable. His rather weak fists act as his main offense, and his normal defense is only standard. Though, he'll collect hundreds of swords, clubs, throwing weapons, armor/gear utilities, etc. that will help to increase all of his attributes exponentially. Both his health and magical power are measured by respective meters, and both can be increased in potency by the gaining of levels and through the location of power-ups. He'll also collect relics that will allow him to change form, from a bat, to a wolf, to a mist cloud (regular and poison); some that afford him special moves, like the double jump; some that conjure familiars; and others that offer unique abilities, such as the power to walk within water. If that's not enough: He can learn several deadly spells and those with the propensity to heal. Finally, Alucard can use nine sub-weapons (six typical and three unique) to supplement his sizable arsenal. Click here for Alucard's full bio.
   


                                
- Richter Belmont -
              
Full Name: Richter C. Belmont
Main Weapon: Vampire Killer Whip
Weapon Power-Up: Flame Whip
Alternate Weapons: None
Sub-Weapon Power-Up: Item-crash

Starting Abilities: Richter can run; backflip; slide kick (combo with repeated slides); air-dash; and super jump. Also, he can brandish the whip, flailing it wildly

Gained Abilities: None
Armor: None

Limitations
On the surface, Richter is very much similar to his Dracula X counterparts, but he's much more equipped than you'd think. He's still bound to whipping in two directions, but he has two alternate methods: He can call forth a long-lasting flame power if no sub-weapon is equipped, and he can now brandish the whip as Simon could in Super Castlevania IV. While he retains the defensive backflip, he can now pull off all of the moves you see listed under "Special Abilities." These slide, dash and super jump techniques are necessary to Richter because in addition to acting as offensive moves, they supply him accessibility where the game wasn't made with a traditional hero in mind; only by mastering these moves can he complete his mission. Richter has available all of the same nine sub-weapons, three of which (bibuti, aguen and rebound stone) are new to him; unlike Alucard, Richter can amplify the effect of each sub-weapon by utilizing the all-powerful item-crash ability. Richter is indeed powerful, and hardly any boss short of Galamoth is a real match for him. Click here for Richter's full bio.
   

                                
- Maria -
Full Name: Maria Renard
Main Weapon: Energy Ball
Weapon Power-Up: None
Alternate Weapons: Sweeping, jump, and side kicks
Sub-Weapon Power-Up: Item-crash

Starting Abilities: Maria can back dash; triple jump; roll and tumble; execute a super-dash kick; throw a flaming punch; and conjure her animal friends

Gained Abilities: None
Armor: None

Limitations
Maria has certain advantages and disadvantages that can make her a pleasure to play only when offense isn't required. Maria suffers in combat because her energy ball and kicks are weak, even when used for maximum effect; even though the energy ball can be charged, it takes time and then precision to hit the attack. Her special offensive moves require button combinations and thus also suffer. In terms of movement, she's equal to Richter in speed and in normal jumping. Whereas Richter has a sliding move, Maria has the roll and tumble (carried over from her Rondo days) for increased speed. She borrows moves from the other two, as well, like the super jump, the jump kick and the back-dash. Beyond that, it's all positive in her favor: (1) She can triple jump, which makes her a platforming master--something Richter and Alucard aren't at their most basic. (2) She can use summoning spells for some overwhelming attacks. (3) She's tougher than Richter because she's more durable against tough enemies. And (4) Maria uses most sub-weapons in bunches for a more effective onslaught; also, she can carry more hearts than Richter, which makes the sub-weapon use even more potent even though her usage consumption is greater. Click here for Maria's full bio.