Doctor Professor: Difference between revisions
BigMistahFord (talk | contribs | block) Created page with "== Fighter Overview == '''Name:''' Doctor Professor '''Author:''' Audie (Character by Dave) '''Bio:''' [Write a short summary about who this Fighter is.] '''Ability:''' None '''Weight:''' Medium-light '''Ground Speed:''' Moderate-good '''Air Speed:''' Moderate '''Jump Height:''' Decent '''Midair Jumps:''' 1 == Normal Attacks == '''Jab:''' His four mechanical tentacles lean him forward, allowing Doc to perform a right jab, then a left cross. He finishes with a..." (change visibility) |
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'''Up Tilt:''' His legs straighten and Doc uppercuts. It does poor damage and knockback, but it has pretty low endlag. His mechanical legs cannot be hit during the duration of this attack. | '''Up Tilt:''' His legs straighten and Doc uppercuts. It does poor damage and knockback, but it has pretty low endlag. His mechanical legs cannot be hit during the duration of this attack. | ||
'''Down Tilt:''' | '''Down Tilt:''' Doc stomps the ground with one of his mechanical tentacles, a sweetspot on the hand. It boasts a rather quick startup but poor endlag, as its knockback is alright. | ||
== Aerial Attacks == | == Aerial Attacks == | ||
'''Neutral Air:''' | '''Neutral Air:''' All of Docs mechanical tentacles spin around like a windmill, similar to Cloud's Neutral Air. It does one hit and does decent knockback. It is also pretty fast, and boasts decent endlag. Additionally, there's a sweetspot on the hanfds that does more damage. | ||
'''Forward Air:''' | '''Forward Air:''' Doctor Professor swings the mechanical arm forwards from high to low, a sweetspot on the hand. Its somewhat slow overall, but the knockback is decent. There is also a spiking portion of the hand on the last frames on last few frames of the hand hitbox. | ||
'''Back Air:''' | '''Back Air:''' Docs legs propel him backwards, causing him to bash himself behind. Along moving him backwards in the air, it does decent damage and knockback, being good for kills offstage at high percents. It does have a bit of startup lag, though. | ||
'''Up Air:''' [An attack that hits above your Fighter midair. Ideal for juggling airborne opponents or finishing off enemies high above the stage, as well as just hitting above your Fighter airborne.] | '''Up Air:''' [An attack that hits above your Fighter midair. Ideal for juggling airborne opponents or finishing off enemies high above the stage, as well as just hitting above your Fighter airborne.] |
Revision as of 21:34, 4 October 2025
Fighter Overview
Name: Doctor Professor
Author: Audie (Character by Dave)
Bio: [Write a short summary about who this Fighter is.]
Ability: None
Weight: Medium-light
Ground Speed: Moderate-good
Air Speed: Moderate
Jump Height: Decent
Midair Jumps: 1
Normal Attacks
Jab: His four mechanical tentacles lean him forward, allowing Doc to perform a right jab, then a left cross. He finishes with a dropkick, then the spider legs lean him back in. This does poor damage, and the finisher is nothing to write home about.
Forward Tilt: One of the mechanical tentacles swings from side to side. It has good range, but its somewhat slow and does poor damage, but it does slightly better damage on the hand of the tentacle. It has moderate endlag.
Dash Attack: His mechanical tentacles keep running, but they lean him forwards so he can dropkick. It has very good startup and moderate damage and knockback, but the kick part can be ducked under. It has alright endlag.
Up Tilt: His legs straighten and Doc uppercuts. It does poor damage and knockback, but it has pretty low endlag. His mechanical legs cannot be hit during the duration of this attack.
Down Tilt: Doc stomps the ground with one of his mechanical tentacles, a sweetspot on the hand. It boasts a rather quick startup but poor endlag, as its knockback is alright.
Aerial Attacks
Neutral Air: All of Docs mechanical tentacles spin around like a windmill, similar to Cloud's Neutral Air. It does one hit and does decent knockback. It is also pretty fast, and boasts decent endlag. Additionally, there's a sweetspot on the hanfds that does more damage.
Forward Air: Doctor Professor swings the mechanical arm forwards from high to low, a sweetspot on the hand. Its somewhat slow overall, but the knockback is decent. There is also a spiking portion of the hand on the last frames on last few frames of the hand hitbox.
Back Air: Docs legs propel him backwards, causing him to bash himself behind. Along moving him backwards in the air, it does decent damage and knockback, being good for kills offstage at high percents. It does have a bit of startup lag, though.
Up Air: [An attack that hits above your Fighter midair. Ideal for juggling airborne opponents or finishing off enemies high above the stage, as well as just hitting above your Fighter airborne.]
Down Air: [A downward attack used while falling. These are usually used to launch opponents directly downwards, either onto the stage or to their deaths, but not all of the time.]
Strong Attacks
Side Strong: [A powerful, charged forward attack your Fighter does. Great for knocking out opponents when they’re at high damage, but leaves your Fighter vulnerable.]
Up Strong: [A powerful, charged attack that hits above your Fighter. Often used to catch aerial opponents or KO from below, and even attack enemies on platforms.]
Down Strong: [A heavy attack that usually hits on both sides of your Fighter. Useful when surrounded, but it usually boasts less kill power than Side or Up Strong.]
Grab Attacks
Grab: [A move that your Fighter does to grapple an opponent Fighter. This is used to throw opponents around or punish Blocking enemies, as Grabs break through Blocks.]
Pummel: [A quick, single, repeatable hit your Fighter can do while holding a grabbed Fighter.]
Forward Throw: [Throws the grabbed Fighter in front of yours.]
Back Throw: [Throws the grabbed Fighter behind yours. Great for KOs near the edge of the stage.]
Up Throw: [Throws the grabbed Fighter straight up. Can lead into combos or juggles.]
Down Throw: [Throws the grabbed Fighter downward, usually at the ground.]
Special Attacks
Neutral Special: [A unique move your Fighter does when the Special button and no input is pressed. Usually defines your Fighter’s playstyle or identity.]
Side Special: [A unique move your Fighter does when the Special button and left or right is pressed. Usually is a movement option or sort of combo tool.]
Up Special: [A unique move your Fighter does when the Special button and up is pressed. It is almost always a move that aids A Fighters recovery to get back onstage and can reposition them.]
Down Special: [A unique move your Fighter does when the Special button and down is pressed. Usually is the wildest move in a Fighters kit, from counters, to traps, to transformations.]
Input Commands
Input Command: [An input string consisting of 🡠, 🡤, 🡡, 🡥, 🡢, 🡦, 🡣, 🡧, and S at the end of said input string. A Fighter can have up to three of these, and they are usually unique attacks.]