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Fighter Template: Difference between revisions

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Created page with "=== Overview: === 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.] Gimmick: [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.] Speed: [How fast does your Fighter move around the Stage on foot? Fast, Medium, Slow, etc.] Jump: [How hi..."   (change visibility)
 
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=== Overview: ===
== Fighter Overview ==


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


Author: [Your Name, and anyone who helped make the Fighter.]
'''Author:''' [Who made this Fighter?]


Bio: [Write a short summary about who this Fighter is.]
'''Bio:''' [A short backstory/description.]


Gimmick: [Does your Fighter have a Fighter Ability? If so, what is it? They don’t need one.]
'''Health Pool:''' [Large, Medium, Low, etc.]


Weight: [How easily is your Fighter knocked away from attacks? Heavy, Medium, Light, etc.]
'''Move Speed:''' [Fast, Medium, Slow, etc.]


Speed: [How fast does your Fighter move around the Stage on foot? Fast, Medium, Slow, etc.]
'''Jump Height:''' [High, Medium, Low, etc.]


Jump: [How high does your Fighters jump? High, Medium, Low, etc.]
'''Ability:''' [Does your Fighter have an ability?]


Midair Jumps: [How many times can your Fighter jump while in the air? Usually 1 all around.]
== Primary Normals ==


Received By: [How can one obtain this Fighter?]
'''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.]


=== Neutral 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.]


Jab: [A series of weak attacks your Fighter does while standing still. This has the main use of combo potential or just being an overall quick move in your Fighters kit.]
'''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 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.]
'''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.]


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.]
'''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 Tilt: [A quick upward attack used to catch enemies above your Fighter or start a combo. Great for juggling, combos, or just covering platforms.]
'''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 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.]
== Primary Specials ==


=== Aerial 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.]


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


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


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.]
'''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.]


Up Air: [A move that hits above your Fighter midair. Ideal for juggling airborne opponents or finishing off enemies high above the stage.]
'''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.]


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.]
'''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.]


=== Strong Attacks: ===
'''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.]


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


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.]
== Secondary Specials ==


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.]
'''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.]
 
=== 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, repeatable hit your Fighter can do while holding a grabbed opponent. Good for squeezing in extra damage before throwing.]
 
Forward Throw: [Tosses the enemy in front of your Fighter. Can be used to start a chase or send them flying offstage.]
 
Back Throw: [Launches the opponent behind your Fighter. Great for surprise KOs near the edge of the stage or simple repositioning.]
 
Up Throw: [Throws the opponent straight up. Can lead into combos or juggles, and some Up Throws can even kill.]
 
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.]
 
=== 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. For example, Mario’s Fireball is his Neutral Special as that's something he’s most known for.]
 
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. For example, Captain Falcon’s Raptor Boost is his Side Special as it boosts him forwards and can start combos.]
 
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. For example, Zelda’s Faroes Wind is her Up Special as it gets her back onstage and can reposition her.]
 
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. For example, Marth’s Counter is his Down Special as it gives him a tool to defend himself other than a shield, which is a very unique thing.]
 
=== 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. For example, Terry’s Power Geyser is one of his Input Commands as it rewards him with a more powerful attack for doing an input string. This assumes your Fighter is facing right.]
 
=== In-Game Animations: ===
 
Idle Stance: [The pose your Fighter does while standing still. This is usually used to show off a bit of personality your Fighter has.]
 
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.]
 
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.]
 
=== Lobby Animations: ===
 
Join Animation: [How does your Fighter enter the Lobby and take their seat in a chair? Additionally, how does your Fighter take their seat?]
 
Leave Animation: [How does your Fighter exit the Lobby and get offscreen? Additionally, how does your Fighter get up from their seat?]
 
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.]
 
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.]
 
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.]
 
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.]
 
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.]
 
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.]

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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