Fighter Template: Difference between revisions

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== Overview ==
== Fighter Overview ==


Name: [What is the Name of your Fighter?]
'''Name:''' What is your Fighters 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.]
'''Health Pool:''' Large, Medium, Low, etc.


Gimmick: [Does your Fighter have a Fighter Ability? If so, what is it? They don’t need one.]
'''Move Speed:''' Fast, Medium, Slow, etc.


Weight: [How easily is your Fighter knocked away from attacks? Heavy, Medium, Light, etc.]
'''Jump Height:''' High, Medium, Low, etc.


Speed: [How fast does your Fighter move around the Stage on foot? Fast, Medium, Slow, etc.]
== Normal Attacks (Primary) ==


Jump: [How high does your Fighters jump? High, Medium, Low, etc.]
'''Standing Primary:''' The most 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.


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.


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


== 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.


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.]
'''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.


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.


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.]
== Normal Attacks (Secondary) ==


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.]
'''Standing Secondary:''' The most 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 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.]
'''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.


== Aerial 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.


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


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


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.]
'''Airborne Secondary:''' A basic attack your Fighter can perform. This is usually an attack performed by pressing Secondary, and the Punch input while airborne.
 
Up Air: [A move that hits above your Fighter midair. Ideal for juggling airborne opponents or finishing off enemies high above the stage.]
 
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.]
 
== Strong Attacks ==
 
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 ==
 
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 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.]
'''Input Command:''' 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) or Secondary (S) at the end.
 
== In-Game Animations ==
 
Idle Stance: [The pose your Fighter does constantly while standing still in the middle of a match. 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 in the middle of a match. 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 a seat in their 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 constantly 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.]
== Modifies ==


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.]
'''Modified Move:''' A modification or replacement to a preexisting Normal move in a Fighter’s moveset, usually making said move stronger or offer a secondary version of this Fighter's attack, possibly with some sort of drawback limiting it in return. This is performed by pressing Modify (M) whilst performing the attack.