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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 combos 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, comboing, 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.]
 
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. 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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