Fighter Template: Difference between revisions
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'''Author:''' [Your Name, and anyone who helped make the Fighter.] | '''Author:''' [Your Name, and anyone who helped make the Fighter.] | ||
'''Bio:''' [Write a short summary about who this Fighter is.] | |||
'''Ability:''' [Does your Fighter have a [[Fighter Ability]]? If so, what is it? They don’t need one.] | '''Ability:''' [Does your Fighter have a [[Fighter Ability]]? If so, what is it? They don’t need one.] | ||
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'''Jump Height:''' [How high does your Fighters jump? High, Medium, Low, etc.] | '''Jump Height:''' [How high does your Fighters jump? High, Medium, Low, etc.] | ||
'''Midair Jumps:''' [How many times can your Fighter jump while in the air? Usually 1 all around.] | '''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.] | ||
== Normal Attacks == | == Normal Attacks == | ||
'''Jab:''' [A series of weak | '''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.] | ||
'''Forward Tilt:''' [A simple | '''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.] | ||
'''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.] | '''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.] | ||
'''Up Tilt:''' [ | '''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.] | ||
'''Down Tilt:''' [A low-hitting | '''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.] | ||
== Aerial Attacks == | == Aerial Attacks == | ||
'''Neutral Air:''' [A fast attack that usually hits all around your Fighter while airborne. It’s useful for interrupting opponents or covering your approach.] | '''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.] | ||
'''Forward Air:''' [ | '''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.] | ||
'''Back Air:''' [ | '''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.] | ||
'''Up Air:''' [ | '''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.] | '''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 == | == Strong Attacks == | ||
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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, from counters, to traps, to transformations.] | '''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 Command:''' [An input string consisting of 🡠, 🡤, 🡡, 🡥, 🡢, 🡦, 🡣, 🡧, and | == 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.] |
Latest revision as of 03:23, 16 September 2025
Fighter Overview[edit]
Name: [What is the Name of your Fighter?]
Author: [Your Name, and anyone who helped make the Fighter.]
Bio: [Write a short summary about who this Fighter is.]
Ability: [Does your Fighter have a Fighter Ability? If so, what is it? They don’t need one.]
Weight: [How easily is your Fighter knocked away from attacks? Heavy, Medium, Light, etc.]
Ground Speed: [How fast does your Fighter move around the Stage on foot? Fast, Medium, Slow, etc.]
Air Speed: [How fast does your Fighter move around in the air? Fast, Medium, Slow, etc.]
Jump Height: [How high does your Fighters jump? High, Medium, Low, etc.]
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.]
Normal Attacks[edit]
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.]
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.]
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.]
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.]
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.]
Aerial Attacks[edit]
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.]
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.]
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.]
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[edit]
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[edit]
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[edit]
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[edit]
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.]