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| == Fighter Overview == | | == Fighter Overview == |
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| [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 Fighters name? |
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| [Fighter Name] has no [[Fighter Ability]].
| | '''Author:''' Who made this Fighter? |
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| == Neutral Attacks ==
| | '''Weight:''' Heavy, Medium, Light, etc. |
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| '''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. |
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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.] | | '''Jump Height:''' High, Medium, Low, etc. |
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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.]
| | == Normal Attacks (Punch) == |
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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.] | | '''Standing Punch:''' |
| | The most basic attack a Fighter can perform. An attack, or multiple, done by pressing Punch when standing. Standing Punch usually has quick speed, but has poor range and damage. |
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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.] | | '''Walking Punch:''' |
| | A basic attack a Fighter can perform. An attack done by pressing Punch once whilst walking. |
| | Walking Punch usually has decent speed, but has meh range and damage. |
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| == Aerial Attacks ==
| | '''Strafing Punch:''' |
| | A basic attack a Fighter can perform. An attack done by pressing Punch once whilst strafing. |
| | Strafing Punch usually has good damage, but in return boasts poor startup. |
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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.] | | '''Crouching Punch:''' |
| | A basic attack a Fighter can perform. An attack done by pressing Punch once whilst crouched. Crouching Punch is usually quick, but boasts somewhat poor range and low damage. |
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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.] | | '''Airborne Punch:''' |
| | A basic attack a Fighter can perform. An attack done by pressing Punch once whilst midair. |
| | Airborne Punch is usually an attack directed forwards, with usually balanced stats. |
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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.]
| | == Normal Attacks (Kick) == |
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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.] | | '''Standing Kick:''' |
| | The most basic attack a Fighter can perform. An attack, or multiple, done by pressing Kick when standing. |
| | Standing Kick usually has good range, but has meh damage and speed in return. |
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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.] | | '''Walking Kick:''' |
| | A basic attack a Fighter can perform. An attack done by pressing Kick once whilst walking. |
| | Walking Kick usually has decent range, but has poor speed and damage. |
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| == Strong Attacks ==
| | '''Strafing Kick:''' |
| | A basic attack a Fighter can perform. An attack done by pressing Kick once whilst strafing. |
| | Strafing Kick usually is an all rounding tool, with equal pros and cons. |
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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.] | | '''Crouching Kick:''' |
| | A basic attack a Fighter can perform. An attack done by pressing Kick once whilst crouched. |
| | Crouching Kick is usually quick and has good range, but has poor damage. |
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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.] | | '''Airborne Kick:''' |
| | A basic attack a Fighter can perform. An attack done by pressing Kick once whilst midair. |
| | Airborne Kick is usually an attack directed downwards, with usually balanced stats. |
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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.]
| | == Input Commands == |
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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, single, repeatable hit your Fighter can do while holding a grabbed Fighter.] | | '''Input Command:''' |
| | A sequence of inputs which must be done by the player. This causes a Fighter to do a unique attack. Input commands usually have: Tapped Directions (🡠, 🡤, 🡡, 🡥, 🡢, 🡦, 🡣, 🡧). Held Directions (🡠h, 🡤h, 🡡h, 🡥h, 🡢h, 🡦h, 🡣h, 🡧h). No Input (#). Punch (P) or Kick (K) at the end. |
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| '''Forward Throw:''' [Throws the grabbed Fighter in front of yours.]
| | == Modifiers == |
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| '''Back Throw:''' [Throws the grabbed Fighter behind yours. Great for KOs near the edge of the stage.]
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| '''Up Throw:''' [Throws the grabbed Fighter straight up. Can lead into combos or juggles.]
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| '''Down Throw:''' [Throws the grabbed Fighter downward, usually at the ground.]
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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.] | | '''Modifier:''' A modification or replacement to a preexisting Noramove 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. |