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| Overview: | | == Fighter Overview == |
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| Name: [What is the Name of your Fighter?] | | '''Name:''' [What is your Fighter's name?] |
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| Author: [Your Name, and anyone who helped make the Fighter.] | | '''Author:''' [Who made this Fighter?] |
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| | '''Bio:''' [A short backstory/description.] |
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| Bio: [Write a short summary about who this Fighter is.]
| | '''Health Pool:''' [Large, Medium, Low, etc.] |
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| Gimmick: [Does your Fighter have a Fighter Ability? If so, what is it? They don’t need one.]
| | '''Move Speed:''' [Fast, Medium, Slow, etc.] |
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| Weight: [How easily is your Fighter knocked away from attacks? Heavy, Medium, Light, etc.]
| | '''Jump Height:''' [High, Medium, Low, etc.] |
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| Speed: [How fast does your Fighter move around the Stage on foot? Fast, Medium, Slow, etc.]
| | '''Ability:''' [Does your Fighter have an ability?] |
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| Jump: [How high does your Fighters jump? High, Medium, Low, etc.]
| | == Primary Normals == |
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| | '''Standing Primary:''' [A basic attack your Fighter can perform. This usually is a forward-based attack, or multiple, performed by pressing the Primary input when standing still on the ground.] |
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| Midair Jumps: [How many times can your Fighter jump while in the air? Usually 1 all around.]
| | '''Walking Primary:''' [A basic attack your Fighter can perform. This is usually a forward-based attack performed by pressing the Primary input when walking forwards on the ground.] |
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| Received By: [How can one obtain this Fighter?]
| | '''Strafing Primary:''' [A basic attack your Fighter can perform. This is usually a forward-based attack performed by pressing the Primary input when strafing backwards on the ground.] |
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| Neutral Attacks:
| | '''Rising Primary:''' [A basic attack your Fighter can perform. This is usually an upward-based attack performed by pressing the Primary input while pressing the Up input.] |
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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 in your Fighters kit.]
| | '''Crouching Primary:''' [A basic attack your Fighter can perform. This is usually a low to the ground, forward-based attack performed by pressing the Primary input when crouched.] |
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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.]
| | '''Airborne Primary:''' [A basic attack your Fighter can perform. This is usually an attack performed by pressing Jump, and the Primary input while airborne.] |
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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.]
| | == Primary Specials == |
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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.]
| | '''Primary Special:''' [A sequence of quick-timed inputs which must be done by the player. This causes a Fighter to do a unique attack. The components are Tapped Directions (🡠, 🡤, 🡡, 🡥, 🡢, 🡦, 🡣, 🡧), Held Directions (🡠h, 🡤h, 🡡h, 🡥h, 🡢h, 🡦h, 🡣h, 🡧h), A time where No Input (#) is pressed, and Primary (P) at the end. A Fighter can have up to three Primary Specials.] |
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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.]
| | == Secondary Normals == |
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| == Aerial Attacks ==
| | '''Standing Secondary:''' [A basic attack your Fighter can perform. This usually is a forward-based attack, or multiple, performed by pressing the Secondary input when standing still on the ground.] |
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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.]
| | '''Walking Secondary:''' [A basic attack your Fighter can perform. This is usually a forward-based attack performed by pressing the Secondary input when walking forwards on the ground.] |
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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.]
| | '''Strafing Secondary:''' [A basic attack your Fighter can perform. This is usually a forward-based attack performed by pressing the Secondary input when strafing backwards on the ground.] |
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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.]
| | '''Rising Secondary:''' [A basic attack your Fighter can perform. This is usually an upward-based attack performed by pressing the Secondary input while pressing the Up input.] |
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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.]
| | '''Crouching Secondary:''' [A basic attack your Fighter can perform. This is usually a low to the ground, forward-based attack performed by pressing the Secondary input when crouched.] |
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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.]
| | '''Airborne Secondary:''' [A basic attack your Fighter can perform. This is usually an attack performed by pressing Jump, and the Secondary input while airborne.] |
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| | == Secondary Specials == |
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| == Strong Attacks ==
| | '''Secondary Special:''' [A sequence of quick-timed inputs which must be done by the player. This causes a Fighter to do a unique attack. The components are Tapped Directions (🡠, 🡤, 🡡, 🡥, 🡢, 🡦, 🡣, 🡧), Held Directions (🡠h, 🡤h, 🡡h, 🡥h, 🡢h, 🡦h, 🡣h, 🡧h), A time where No Input (#) is pressed, and Secondary (S) at the end. A Fighter can have up to three Secondary Specials.] |
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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.]
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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.]
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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.]
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| == Grab Attacks ==
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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.]
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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.]
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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.]
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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.]
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| Up Throw: [Throws the opponent straight up. Can lead into combos or juggles, and some Up Throws can even kill.]
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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.]
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| == Special Attacks ==
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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.]
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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.]
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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 to get back onstage and can reposition them.]
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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.]
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| == Input Commands ==
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| Input Command: [An input string consisting of 🡠, 🡤, 🡡, 🡥, 🡢, 🡦, 🡣, 🡧, and Special (S) at the end of said input string. A Fighter can have up to three of these, and they are usually either reserved for moves that could have been Specials, or high-skill combo tools, unique attacks, or defining character mechanics.]
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| == In-Game Animations ==
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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.]
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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.]
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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.]
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| == Lobby Animations ==
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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?]
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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?]
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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.]
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