Ok so much is wrong in all your posts so I'm gonna correct it.
Alpha Patroklos:
Heavy emphasis on execution for huge damage.
Mid-low/throw mixups and punishment. Short-medium range. Weak step tracking.
Aeon:
Controls mid-range movement and positioning so he can stop movement in order to run mid/throw mixups, or avoid getting hit and set up favorable stage positioning for ringouts and wall combos.
Whiff punishment, space controlling, CH fishing, ringout/reverse ringout. Medium-long range. Strong step tracking.
Algol:
Has 2D fighter mechanics, like slow projectiles, reversal DPs, jump-ins, and directional charge. Well-rounded.
Spacing, rushdown, whiff punishment. Medium-long range. Weak step tracking.
Astaroth:
The game's main grappler character. Controls mid-range movement and positioning so he can stop movement in order to run mid/throw mixups, avoid getting hit and set up favorable stage positioning for ringouts and wall combos, or simply pile on guard damage. Slowest character up-close.
Mid/throw mixups, space control, ringout. Long range. Strong step tracking.
Cervantes:
A character that spaces unsafe moves at tip range to make them safer and uses that spacing to provoke whiffs or unsafe options from the opponent.
Whiff punishment, block punishment. Medium-long range. Strong step tracking.
Dampierre:
Has random number generator mechanics, with moves randomly transitioning into weak mixup stances, but is capable of high damage if he can do his combos without unluckily transitioning.
Mid/low mixups and random stance transitions into mixups. Short range. Weak tracking.
Ezio Auditore:
Well-rounded character with a fast, but unsafe projectile and uses CH confirms for his damage.
Decent Mid/low mixup, space control, CH fishing, and oki. Short-mid range except for the crossbow. Strong tracking.
Hilde:
Button charge character with three levels of charge, building over a few seconds, with the middle timing giving the best moves. She has a powerful combination of fast movement, strong whiff punishment, and movement control which is all enhanced by proper planning of charge timings. At the same time, she can handle herself up close with her speed.
Whiff punishment, space control, reverse ringout. Mid-long range. Medium tracking.
Ivy:
Uses safe, evasive moves and strong CH damage to dominate the close-mid range, while having tools to control range.
Evasion, CH fishing, space control. Mid-long range. Medium tracking.
Leixia:
Uses speed, evasion, and complete close range movement control to keep opponents guessing on when to attack, while having lows to break turtles.
Evasion, string mixups, rushdown. Short-mid range. Strong tracking.
Maxi:
A well-rounded character that has the option of running mixup stances after many moves or cancelling them to provoke responses or punish passivity. His complex system of six stances that transition into each other in various ways give him many options but one must be open-minded about adapting or have the many weaknesses of his stances exploited.
Stance/string mixups. Medium range. Medium tracking.
Mitsurugi:
Can keep opponents out with high-pushback pokes while being able to rushdown with speed, short recovery, and risky but powerful mixups. Also has safe evasive moves and decent guard damage.
Mid/low mixups, space control, evasion, ringout. Medium tracking.
Natsu:
Speedy character that can still hang at range. Has powerful evades and counter hits, and can punish things no other character can with her speed. Her stance also gives her a variety of mixup options.
Evasion, punishment, rushdown. Short-medium range. Medium tracking.
Nightmare:
Despite having slow attacks, can rushdown once he lands a hit with an advancing stance and long range grabs. Uses space control to limit options and control positioning for his variety of ringout options and wall combos. His fast movement and long range whiff punishment makes a deadly combination.
Whiff punishment, space control, rushdown, ringouts. Long range. Strong tracking.
Patroklos:
Uses speed and good mids, lows and throws to dominate close range while a having a single powerful tool that gets him by in the long range game.
Block/whiff punishment, rushdown, ringouts. Weak tracking.
Pyrrha:
Uses punishment, safety, and strong movement to limit the opponent's offensive options, while using speed and safe tracking to limit their defensive options.
Block/whiff punishment. Short-medium range. Strong tracking.
Pyrrha Omega:
Like Pyrrha, but with stronger whiff punishes and guard burst capabilities and weaker up-close game and worse safety.
Block/whiff punishment, Guard damage. Medium range. Strong tracking.
Raphael:
Uses ranged, high speed pokes at the cost of damage and tracking to control forward and backward movement. Uses CH confirms and evasion for his damage. Movement is also notable.
Evasion and CH fishing. Long range. WEAK tracking.
Siegfried:
Uses space control to limit options and control positioning for his variety of ringout options, while having the option to use stances for high risk, high reward mixups.
Spacing and risky stance mixups, ringouts. Long range. Strong tracking.
Tira:
Has two mood stances that greatly vary her strength. She begins in Jolly and does moves that have a random chance to transition to Gloomy, where she is a force to be reckoned with.
All around weak in Jolly, all around strong in Gloomy. Medium range. Strong tracking.
Viola:
Uses safe and powerful mixups into mixups by use of her delayed orb attack in conjunction with her normal attacks. Starts with holding her magic orb, where she does low damage but has ok range, but when the orb is set into the field she loses range but gains huge damage potential and control with her various orb callbacks.
Delayed projectile mixups, ringouts. Short range except for projectiles. Weak tracking.
Voldo:
Uses stances to run mixups that vary mid/low/throw and sidestep/crouch/mid GI at the same time, so to counter his evades, one has to do more than just bait them. This gives him the ability to rushdown.
Stance mixups, rushdown. Medium range. Weak tracking.
Xiba:
Uses powerful CH confirms to do big damage. Has a variety of strings that can be delayed or safely stopped early, and can use opponent hesitation to land CHs. He also has a variety of lows to be used if the opponent hesitates too long.
String mixups, mid/low mixups, and CH fishing. Medium range. Medium-strong tracking.
Yoshimitsu:
The rushdown character. Uses speed and powerful CHs to dominate close range, and has a variety stances that can run weak mixups. Uses close range domination to encourage the opponent to back away into worse positioning, where they're vulnerable to step-catching moves that ring out a long distance.
Rushdown, ringout, mid/low mixups. Short-medium range except for teleport stance. Medium tracking.
Z.W.E.I.
Uses a wolf spirit to attack after him at varied timings, which allows for tight strings or unblockable setups while piling on guard damage.
Delayed projectile pressure and guard pressure. Medium range. Weak tracking.
So, those are the character profiles. That's what they all do. There's only one "long range" and one "short range" because ranges are pretty homogenized. There really isn't that big of a difference between Xiba's and Natsu's range, for example. Tracking ability is based on whether they have a safe ranged tracking mid (strong) or a ranged safe tracking high (medium). The rest are weak unless they have some unique circumstances (Raph has 66A but the rest of his tracking sucks and Yoshi has no safe ranged tracking high and no mid-ranged safe tracking mid, but he has 3K as a tracking mid and iFC3K as a tracking ranged low as well as 90 damage 66A BE).