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== Fighter Overview ==
== Fighter Overview ==


[Fighter Name] is one of the playable Fighters of Terrible Platform Fighters. They are a [Light, Medium, Heavy]weight Fighter, boasting [Fast, Medium, Slow] ground speed and [Fast, Medium, Slow] air speed. Additionally, they have a [High, Medium, Low] jump, with a jump count of [Jump Count, usually 1]. They are received by [unlock method].
'''Name:''' [What is your Fighter's name?]


== Fighter Ability ==
'''Author:''' [Who made this Fighter?]


[Fighter Name]'s Ability is [ [[Fighter Ability]] ].
'''Bio:''' [A short backstory/description.]


== Neutral Attacks ==
'''Health Pool:''' [Large, Medium, Low, etc.]


'''Jab:''' [A series of weak attacks your Fighter does while standing still. This has the main use of combos or just being an overall quick move in your Fighters kit.]
'''Move Speed:''' [Fast, Medium, Slow, etc.]


'''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.]
'''Jump Height:''' [High, Medium, Low, etc.]


'''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.]
'''Ability:''' [Does your Fighter have an ability?]


'''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 Normals ==


'''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.]
'''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.]


== Aerial Attacks ==
'''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.]


'''Neutral Air:''' [A fast attack that usually hits all around your Fighter while airborne. It’s useful for interrupting opponents or covering your approach.]
'''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.]


'''Forward Air:''' [A strike aimed forward while your Fighter is moving forwards midair. Usually good for extending combos or finishing enemies near the ledge.]
'''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.]


'''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.]
'''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.]


'''Up Air:''' [A move that hits above your Fighter midair. Ideal for juggling airborne opponents or finishing off enemies high above the stage.]
'''Airborne Primary:''' [A basic attack your Fighter can perform. This is usually an attack performed by pressing Jump, and the Primary input while 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.]
== Primary Specials ==


== Strong Attacks ==
'''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.]


'''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.]
== Secondary Normals ==


'''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.]
'''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.]


'''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.]
'''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.]


== Grab Attacks ==
'''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.]


'''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.]
'''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.]


'''Pummel:''' [A quick, single, repeatable hit your Fighter can do while holding a grabbed Fighter.]
'''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.]


'''Forward Throw:''' [Throws the grabbed Fighter in front of yours.]
'''Airborne Secondary:''' [A basic attack your Fighter can perform. This is usually an attack performed by pressing Jump, and the Secondary input while airborne.]


'''Back Throw:''' [Throws the grabbed Fighter behind yours. Great for KOs near the edge of the stage.]
== Secondary Specials ==


'''Up Throw:''' [Throws the grabbed Fighter straight up. Can lead into combos or juggles.]
'''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.]
 
'''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 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.]
 
== In-Game Animations ==
 
'''Idle Stance:''' [The pose your Fighter does while standing still.]
 
'''Idle Animation:''' [An animation your Fighter does when they've been standing still for awhile.]
 
'''Entrance Animation:''' [An animation your Fighter does when they enter a match.]
 
== Lobby Animations ==
 
'''Join Animation:''' [How does your Fighter enter the Lobby and take their seat in their chair?]
 
'''Leave Animation:''' [How does your Fighter get off the chair and exit the Lobby?]
 
'''Ready Animation:''' [How does your Fighter signify in the Lobby that they are ready to fight?]
 
'''Uneady Animation:''' [How does your Fighter signify in the Lobby that they aren't ready to fight?]
 
'''Win Animation:''' [How does your Fighter react to winning the prior match?]
 
'''Loss Animation:''' [How does your Fighter react to losing the prior match?]

Latest revision as of 02:38, 18 October 2025

Fighter Overview[edit]

Name: [What is your Fighter's name?]

Author: [Who made this Fighter?]

Bio: [A short backstory/description.]

Health Pool: [Large, Medium, Low, etc.]

Move Speed: [Fast, Medium, Slow, etc.]

Jump Height: [High, Medium, Low, etc.]

Ability: [Does your Fighter have an ability?]

Primary Normals[edit]

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.]

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.]

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.]

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.]

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.]

Airborne Primary: [A basic attack your Fighter can perform. This is usually an attack performed by pressing Jump, and the Primary input while airborne.]

Primary Specials[edit]

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.]

Secondary Normals[edit]

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.]

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.]

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.]

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.]

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.]

Airborne Secondary: [A basic attack your Fighter can perform. This is usually an attack performed by pressing Jump, and the Secondary input while airborne.]

Secondary Specials[edit]

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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