I browsed posts, didn't notice names.
Anarchy Reigns having a broad selection of rule sets (i.e. variant games) may be worthy of comment, but as I said, before we get to having a discussion like that we first have trudge through (if not be derailed by) this vague separation of "Character Action" and "Beat'EmUps/Brawlers", which may not be very meaningful in the first place.
To a meaningful extent, Anarchy Reigns plays a lot like a "character action" game; the movesets, aerial mobility, combo system, etc. should be at least somewhat familiar. You may say it is "designed" around "online (lol, so?), team (lol, so?), and objective based (arguable, I suppose) gameplay", but I'm mainly speaking of the fundamentals of what is going on when you move and hit things/dudes. The objectives like carrying a flag, being told to kill a certain enemy, or hitting a ball into a goal with attacks all seem built around this familiar combat system (not to mention how obvious this is made to be true when you are not playing online/team/objective based scenarios, i.e. most of the campaign).
EDIT: If you take anything from my posts in this thread, don't let it be "Anarchy Reigns is this or that". I believe that until people throw away these ideas that were haphazardly created years ago by people who did know what they were doing (e.g. making genres somewhat depended on the aesthetics of attack animations/models like swords against monsters vs fists against thugs), arguments will be bogged down to the state of uselessness. A good exercise would be to throw out everything and logically move forward by looking at the games anew. I could envision an argument saying Anarchy Reigns isn't like Devil May Cry to the point where you'd want them to be in separate sub-genres, but I don't think that argument will ever be made as things stand.