Fighter Template: Difference between revisions
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'''Name:''' [What is the Name of your Fighter?] | '''Name:''' [What is the Name of your Fighter?] | ||
'''Author:''' [Your Name | '''Author:''' [Your Name and others who helped make the Fighter.] | ||
'''Bio:''' [Write a short summary about who this Fighter is.] | '''Bio:''' [Write a short summary about who this Fighter is.] |
Revision as of 00:11, 14 September 2025
Overview
Name: [What is the Name of your Fighter?]
Author: [Your Name and others 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.]
Ground Speed: [How fast does your Fighter move around the Stage on foot? Fast, Medium, Slow, etc.]
Air Speed: [How fast does your Fighter move around the Stage in the air? 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 combos 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, 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 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.]
Idle Animation: [An animation your Fighter does when they've been standing still for awhile.]
Entrance Animation: [An animation your Fighter does when they enter a match.]
Lobby Animations
Join Animation: [How does your Fighter enter the Lobby and take their seat in their chair?]
Leave Animation: [How does your Fighter get off the chair and exit the Lobby?]
Ready Animation: [How does your Fighter signify in the Lobby that they are ready to fight?]
Uneady Animation: [How does your Fighter signify in the Lobby that they aren't ready to fight?]
Win Animation: [How does your Fighter react to winning the prior match?]
Loss Animation: [How does your Fighter react to losing the prior match?]