Fighter Template: Difference between revisions
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== Overview | == Overview == | ||
Name: [What is the Name of your Fighter?] | Name: [What is the Name of your Fighter?] | ||
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Received By: [How can one obtain this Fighter?] | Received By: [How can one obtain this Fighter?] | ||
== Neutral Attacks | == Neutral Attacks == | ||
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.] | 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.] | ||
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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.] | 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.] | ||
== Aerial Attacks | == Aerial Attacks == | ||
Neutral Air: [A fast attack that usually hits all around your Fighter while airborne. It’s useful for interrupting opponents or covering your approach.] | Neutral Air: [A fast attack that usually hits all around your Fighter while airborne. It’s useful for interrupting opponents or covering your approach.] | ||
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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.] | 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 | == 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.] | 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.] | ||
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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.] | 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 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.] | 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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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.] | 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 | == 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.] | 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.] | ||
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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. 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.] | 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: [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 | == 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 Stance: [The pose your Fighter does while standing still. This is usually used to show off a bit of personality your Fighter has.] | ||
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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.] | 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 | == 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?] | Join Animation: [How does your Fighter enter the Lobby and take their seat in a chair? Additionally, how does your Fighter take their seat?] |
Revision as of 08:08, 13 September 2025
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 high does your Fighters jump? High, Medium, Low, etc.]
Midair Jumps: [How many times can your Fighter jump while in the air? Usually 1 all around.]
Received By: [How can one obtain this Fighter?]
Neutral Attacks
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.]
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.]
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.]
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.]
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.]
Aerial Attacks
Neutral Air: [A fast attack that usually hits all around your Fighter while airborne. It’s useful for interrupting opponents or covering your approach.]
Forward Air: [A strike aimed forward while your Fighter is moving forwards midair. Usually good for extending combos or finishing enemies near the ledge.]
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.]
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 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.]