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Fighter Template: Difference between revisions

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Input Command: [An input string consisting of 🡠, 🡤, 🡡, 🡥, 🡢, 🡦, 🡣, 🡧, and S at the end of said input string. A Fighter can have up to three, and they are usually either reserved for moves that could have been Specials, high-skill combo tools, or unique attacks. This assumes your Fighter is facing right.]
Input Command: [An input string consisting of 🡠, 🡤, 🡡, 🡥, 🡢, 🡦, 🡣, 🡧, and S at the end of said input string. A Fighter can have up to three, and they are usually either reserved for moves that could have been Specials, high-skill combo tools, or unique attacks. 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.]

Revision as of 17:51, 13 September 2025

Fighter Overview

Fighter Attributes

Neutral Attacks

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

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, comboing, 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.]

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.]

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 of all.]

Input Commands

Input Command: [An input string consisting of 🡠, 🡤, 🡡, 🡥, 🡢, 🡦, 🡣, 🡧, and S at the end of said input string. A Fighter can have up to three, and they are usually either reserved for moves that could have been Specials, high-skill combo tools, or unique attacks. 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.]

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