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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].
[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].
[Fighter Name] has no [[Fighter Ability]].


== Neutral Attacks ==
== Neutral Attacks ==

Revision as of 07:37, 14 September 2025

Fighter Overview

[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].

[Fighter Name] has no Fighter Ability.

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, single, repeatable hit your Fighter can do while holding a grabbed Fighter.]

Forward Throw: [Throws the grabbed Fighter in front of yours.]

Back Throw: [Throws the grabbed Fighter behind yours. Great for KOs near the edge of the stage.]

Up Throw: [Throws the grabbed Fighter straight up. Can lead into combos or juggles.]

Down Throw: [Throws the grabbed Fighter downward, usually at the ground.]

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?]

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