- Trevor Belmont -
Full Name: Trevor C. Belmont
Main Weapon: Vampire Killer Whip
Weapon Power-Up: Chain Whip & Morning Star Whip
Alternate Weapons: None
Sub-Weapon Power-Up: Double & Triple Shots
Starting Abilities: None
Gained Abilities: None
Armor: None

Limitations
Trevor is identical physically to Simon in Castlevania: He treads slowly both while on the ground and while climbing on stairways plus his attacks are executed at only a fair speed. Trevor, however, is the most well-rounded when compared to the three available allies. In that regard: He's the most durable, due to his tougher exterior; his jumping ability and speed are average, which is still better than two-thirds of the helper crew; and he's the most stocked in terms of sub-weapons, as all five of the usual assortment are at his command. As in the case of his descendant, Trevor's real strength lies in his utilization of his sub-weapons, which often help him compensate for what his limited whip-span. Click here for Trevor's full bio.
   

                                
- Grant -
Full Name: Grant Danasty
Main Weapon: Short Dagger (American Version) / Throwing Dagger (Japanese Version)
Weapon Power-Up: None
Alternate Weapons: None
Sub-Weapon Power-Up: Double & Triple Shots
Starting Abilities: Grant can climb along walls and ceilings and attack while clinging
Gained Abilities: None
Armor: None

Limitations
Grant is by far the fastest and the most agile of the four. While his vertical jumping ability is second to none, his horizontal range suffers due to his high-arcing movement; also, Grant is in for some trouble when jumping within narrow passages, because he's apt to bump into ceilings, which are sometimes spiked, and fall short of a target. To his advantage, and unlike his allies, Grant can reverse direction in midair, his every jump controllable till its end. He has an easier time navigating stairs because his speed and smaller size allow him to more effectively weave around and avoid Medusa heads, bone-pillar fire, and such. His weaknesses include strength and endurance: He takes more-than-average damage for hits, his ground-based range is short, and his attack power is weak. Grant's special ability is his greatest asset: He can climb on walls and ceilings, escaping combat by crawling overheard, squeezing through tight spaces (one-block openings), skipping over obstacles and whole stage sections, and blighting bosses by attacking them while out of their range.
How? Well, Grant can only use three of the sub-weapons, but he's able to use them while climbing; this allows him to chuck the sharp-edged objects forward while on walls or directly downward while on ceilings. Click here for Grant's full bio.

   

                                
- Sypha -
Full Name: Sypha Belnades
Main Weapon: Warakiya Staff
Weapon Power-Up: None
Alternate Weapons: None
Sub-Weapon Power-Up: None
Starting Abilities: None
Gained Abilities: None
Armor: None

Limitations
Sypha is similar to Trevor in both the way she treads and jumps. Sypha, though, as you'll discover when engaging enemies, ties with Grant for weakest attack-strength, and she takes maximum damage for enemy contact. While her staff can be swung at a quick speed, allowing her to quickly score multiple hits, it's a risky prospect, and the enemies' forward-momentum will eventually trump her speed. If you're going to take Sypha along as your ally, it'll probably be for one very specific reason: Her powerful spells. That is, rather than the typical assortment of sub-weapons, Sypha can procure spell books that allow her to execute three magical attacks, each of which is devastating in its own way. Due to her ace-in-the-hole prowess,
Sypha can tag along for the sole purpose of wrecking mid- and stage-ending bosses. Too, you'll find her spells effective in rough stage areas, like those with rushing streams and towers where stacked bone pillars and Medusa heads lurk. She's clearly the most useful of the three. Click here for Sypha's full bio.

   

                                
- Alucard -
Full Name: Adrian Farenheights Tepes
Main Weapon: Ball of Destruction
Weapon Power-Up: Two- & Three-Directional Balls of Destruction
Alternate Weapons: None
Sub-Weapon Power-Up: None
Starting Abilities: Alucard can transform into a bat; this ability is fueled by hearts
Gained Abilities: None
Armor: None

Limitations
Alucard, like Trevor and Sypha, is average when it comes to speed and jumping. In fact, none of Alucard's physical abilities are all that impressive. Due to his height, also, he's a larger target, which works against him when he encounters jumps within narrow passages; climbing on stairways that rest near spiked platforms will also prove troublesome, since he's liable to hit his head and die. Alucard attacks with the very weak Ball of Destruction, which can be powered up thrice for a two- then three-directional assault--the latter of which is still far from ideal, because all three fireballs must strike the target to cause just average damage; additionally, he cannot use this attack while climbing stairs. The fireballs are useful on strictly airborne bosses, but there aren't too many of those. "Then why even bother taking him along, then?" you ask. Simple, really: His ability to transform into a bat--a power fueled by hearts. Though the bat-morph drains the heart-total rather quickly, it's useful in that it allows Alucard to fly over and skip whole stage areas (including a particularly terrifying area where blocks fall from the sky) and avoid enemy clusters.
If struck while in bat form, he'll quickly revert to human form and fall helplessly, which should be considered before taking flight in crowded areas. Click here for Alucard's full bio.