Sorry for the brevity here. I'll expand this part out later after I get more information by coding the game. The names and abilities may change.

You can be either good or evil, and there are 5 classes for each side. You don't have to take it as a rule though, you can play all 10 classes as good or evil, but they are most optimally played as their alignment.

The first fighter is the Chaos Warrior aligned towards evil. His moves aren't focused, but they are fast, wild and all over the place. The Chaos Warrior excells at fighting multiple targets and confusing it's enemy. Most importantly the Chaos Warrior has arguably the best fireball in the game: The Multiball which spreads out like a fan across the battlefield. The Chaos Warrior's element of choice is clearly Chaos.

Opposing the Chaos Warrior is the Knight of Order aligned towards good. The Knight of Order recieves the lowest penalty for wearing armor, and at high levels is still biased to wielding a weapon. The Knight of Order has no fireball, but instead envelops the area surrounding himself with a forcefield which eliminates all projectiles that hit it or are inside its radius. The Knight of Order's element is also obvious: Order.

Next is the Vampire aligned towards evil. The Vampire has special moves which involve draining the opponents health and raising his own. The Vampire's desired element is dark. The Vampire has no fireball, but instead opens up a sphere of pain. Light damage is inflicted, but for each entity damaged, the Vampire gains a little health. If the Vampire is outnumbered by several lower leveled entities, it can just leech health and inflict damage at the same time.

Opposing the Vampire is the Charge Warrior aligned towards good. The Charge Warrior has moves which require time to start up, but release powerfully. The Charge Warriors are reknown for their running because the longer they run, the faster they get. High level Charge Warriors have been known to break the sound barrier on land, while their feet glow of fire. A Charge Warrior at top speed that lands a blow such as a jump kick normally results in a quick win for the Charge Warrior. It is difficult however for a Charge Warrior to ever coordinate such an attack because it may take a quarter mile of running room before the blow lands. Charge warriors have a formidable fireball as well. They charge for three seconds and release three fireballs all in a line. The Charge Warrior's element is light.

Next is the Ninja biased towards evil. The Ninja's attacks are fast and direct. You can control the direction of almost any attack or combo by using the directional keypad on your controller. The Ninja throws a fireball that is in another dimmention, and cannot be cancelled out by opposing fireballs, but is stopped by the Knight of Order's forcefield. A properly equiped Ninja can scale many types of walls and surfaces. The Ninja is a dual elemental class which means you won't have much choice on what elements you put in your power rings, he is Blade and Corruption.

The Ninja's enemy is the Samurai who is good. The Samurai's attacks are generally wide cutting swaths. The Samurai is good for fighting multiple foes because of this. The Samurai has bonuses to using the bow. The Samurai is also a dual elemental class: Blade and Soul. The Samurai has no fireball, but can swing a spirit sword which is an arc of damage in front of him, longer than a regular sword.

Next is the Ground Pounder aligned towards evil. The Ground Pounder unleashes excellent damage, but is low on mobility for its optimal fighting stance is crouched. The Ground Pounder is not defenseless though, he can roll from side to side or front to back. The Ground Pounder's fireball is an explosive arcing grenade. His element preference is Earth.

Opposite of the Ground Pounder is the good Aerial. The Aerial's specialty is jumping. High level Aerials have been known to do a second pounce off the air itself. The Aerial have a multi fireball like the Chaos Fighter, but it can only be used when the Aerial is in the air, and is launched at several diagonal angles straight ahead. The Aerial's element is air.

Next is the evil Domination Barbarian(DB). The DB has attacks that can leave his opponent in a state of stun, ready to be beaten again. The DB's fireball will not cancel with other fireballs, but instead destroys them while still going on its path. The DB isn't as mobile as the other classes, but makes up for it in raw power. Don't think this makes him the best class because speed will let you chase your opponent down for extra combos or to finish them off. The DB also takes very little penalties for wearing armor, but as he is already slow, he ends up being just about as slow as any other class in armor. The Domination Barbarian's element is Body.

Finally opposing the DB is the good Akido Wrestler (AW). The Akido Wrestler has some really fun throws where you can use your enemys as weapons against other enemies. The Akido Wrestler has the most counters to other fighter's moves. The AW's element is Time.

There will be more classes added in the expansions.