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| == Fighter Overview == | | == Fighter Overview == |
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| == Fighter Attributes ==
| | '''Name:''' [What is the Name of your Fighter?] |
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| == Neutral Attacks ==
| | '''Author:''' [Your Name, and anyone who helped make the Fighter.] |
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| Jab: [A series of weak attacks your Fighter does while standing still. This has the main use of comboing or just being an overall quick move.]
| | '''Bio:''' [Write a short summary about who this Fighter is.] |
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| Forward Tilt: [A simple, medium-speed attack aimed in front of your Fighter while walking. Good for poking or keeping pressure without committing to a Strong attack.]
| | '''Ability:''' [Does your Fighter have a [[Fighter Ability]]? If so, what is it? They don’t need one.] |
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| Dash Attack: [An attack your Fighter does while running. It’s faster than most tilts and covers more ground, but can leave you open if you miss.]
| | '''Weight:''' [How easily is your Fighter knocked away from attacks? Heavy, Medium, Light, etc.] |
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| Up Tilt: [A quick upward attack used to catch enemies above your Fighter or start a combo. Great for juggling, comboing, or just covering platforms.]
| | '''Ground Speed:''' [How fast does your Fighter move around the Stage on foot? Fast, Medium, Slow, etc.] |
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| Down Tilt: [A low-hitting, fast move aimed near the Fighter’s feet whilst they’re crouched. Often used to poke or pressure grounded opponents without being too open.]
| | '''Air Speed:''' [How fast does your Fighter move around in the air? Fast, Medium, Slow, etc.] |
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| == Aerial Attacks ==
| | '''Jump Height:''' [How high does your Fighters jump? High, Medium, Low, etc.] |
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| Neutral Air: [A fast attack that usually hits all around your Fighter while airborne. It’s useful for interrupting opponents or covering your approach.]
| | '''Midair Jumps:''' [How many times can your Fighter jump while in the air? Usually 1 all around. Multiple jumps are usually given to Fighters with wings, magic, or some logical outside force.] |
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| Forward Air: [A strike aimed forward while your Fighter is moving forwards midair. Usually good for extending combos or finishing enemies near the ledge.]
| | == Normal Attacks == |
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| Back Air: [A strike aimed behind your Fighter while they’re moving backwards midair. Usually good for killing offstage opponents, often the most strong Aerial.]
| | '''Jab:''' [A series of, or single, weak hits your Fighter does whilst standing still and grounded. Has the purpose of being quick, or simply just being for racking damage and being a combo tool.] |
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| Up Air: [A move that hits above your Fighter midair. Ideal for juggling airborne opponents or finishing off enemies high above the stage.]
| | '''Forward Tilt:''' [A simple attack aimed in front of your Fighter while walking forwards. Has the purpose of being a good tool for poking at your opponent from middle range, but not super close.] |
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| 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.]
| | '''Dash Attack:''' [An attack your Fighter does while running. It’s faster than most tilts and covers more ground, but can leave you open if you miss. Mainly the "tilt" that's best for KO'ing.] |
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| == Strong Attacks ==
| | '''Up Tilt:''' [An attack that is directed in the upwards area of your Fighter, somewhere in the area above their head. Good for attacking opponents Who are above your Fighter, or for juggling.] |
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| 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.]
| | '''Down Tilt:''' [A low-hitting move aimed near the Fighter’s feet whilst they’re crouched. Often used to poke or pressure grounded opponents without being too open, with the bonus of being fast.] |
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| 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.]
| | == Aerial Attacks == |
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| 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.]
| | '''Neutral Air:''' [A fast attack that usually hits all around your Fighter while airborne. It’s useful for interrupting opponents or covering your approach, given how quick it is to come out.] |
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| == Grab Attacks ==
| | '''Forward Air:''' [An attack aimed forward while your Fighter is moving forwards midair. Usually good for extending combos or finishing enemies near the ledge, with similar use to Neutral Air.] |
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| 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.]
| | '''Back Air:''' [An attack aimed behind your Fighter while they’re moving backwards midair. Usually good for killing offstage opponents. Often the most strong Aerial, but might have poor frame data.] |
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| Pummel: [A quick, repeatable hit your Fighter can do while holding a grabbed opponent. Good for squeezing in extra damage before throwing.]
| | '''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.] |
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| Forward Throw: [Tosses the enemy in front of your Fighter. Can be used to start a chase or send them flying offstage.]
| | '''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.] |
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| Back Throw: [Launches the opponent behind your Fighter. Great for surprise KOs near the edge of the stage or simple repositioning.]
| | == Strong Attacks == |
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| Up Throw: [Throws the opponent straight up. Can lead into combos or juggles, and some Up Throws can even kill.]
| | '''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.] |
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| Down Throw: [A throw that tosses a grabbed Fighter downward, usually at the ground. Usually the most damaging throw, and it usually is good for combos.]
| | '''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.] |
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| == Special Attacks ==
| | '''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.] |
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| 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.]
| | == Grab Attacks == |
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| 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.]
| | '''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.] |
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| 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.]
| | '''Pummel:''' [A quick, single, repeatable hit your Fighter can do while holding a grabbed Fighter.] |
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| 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 of all.]
| | '''Forward Throw:''' [Throws the grabbed Fighter in front of yours.] |
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| == Input Commands ==
| | '''Back Throw:''' [Throws the grabbed Fighter behind yours. Great for KOs near the edge of the stage.] |
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| Input Command: [An input string consisting of 🡠, 🡤, 🡡, 🡥, 🡢, 🡦, 🡣, 🡧, and S at the end of said input string. A Fighter can have up to three, and they are usually either reserved for moves that could have been Specials, high-skill combo tools, or unique attacks. This assumes your Fighter is facing right.]
| | '''Up Throw:''' [Throws the grabbed Fighter straight up. Can lead into combos or juggles.] |
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| == In-Game Animations ==
| | '''Down Throw:''' [Throws the grabbed Fighter downward, usually at the ground.] |
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| Idle Stance: [The pose your Fighter does while standing still. This is usually used to show off a bit of personality your Fighter has.]
| | == Special Attacks == |
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| Idle Animation: [An animation your Fighter does when they've been standing still for awhile. This is usually used to show off a bit of personality your Fighter has.]
| | '''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.] |
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| Entrance Animation: [An animation your Fighter does when they enter a match. This has the purpose of showing how that Fighter got on the Stage.]
| | '''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.] |
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| == Lobby Animations ==
| | '''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.] |
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| Join Animation: [How does your Fighter enter the Lobby and take their seat in a chair? Additionally, how does your Fighter take their seat?]
| | '''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.] |
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| Leave Animation: [How does your Fighter exit the Lobby and get offscreen? Additionally, how does your Fighter get up from their seat?]
| | == Input Commands == |
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| Idle Pose: [An animation your Fighter does when they've been idling in the Lobby for awhile. This is usually used to show off a bit of personality your Fighter has.]
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| Idle Animation: [The way your Fighter sits in the chair of the Lobby. This is usually used to show off a bit of personality your Fighter has.]
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| Ready Animation: [How does your Fighter signify in the Lobby that they are ready to fight? This is used to show off personality and that the user is ready.]
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| Unready Animation: [How does your fighter go from the Ready to Idle animation? This is used to show off personality and that the user is no longer ready.]
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| Win Animation: [How does your Fighter react to winning the prior match? After your Fighter does said animation, they go back into their Idle Pose.]
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| Loss Animation: [How does your Fighter react to losing the prior match? After your Fighter does said animation, they go back into their Idle Pose.]
| | '''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.] |