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''"This is Guy, and he literally cannot sit still. Why? Because there's so much psychokinetic energy inside his little white kid body, that if he were to sit still, he’d explode! That’s why he runs fast and attacks fast. The one thing he doesn’t do fast is think! Because he's an idiot!"''
<small> - Guy Pinkerton's Bio in Terrible Platform Fighters.</small>
== Fighter Overview ==
== Fighter Overview ==


Guy Pinkerton, created by Audie, is a Light-Medium Fighter who boasts among some of the fastest Ground and Air Speeds of the roster, and has a moderate-sized Jump. He has 1 midair jump, which is also a [[Fighter_Ability#Psychic_Jump|Psychic Jump]]. Despite being a rushdown-based Fighter, Pinkerton does boast good zoning and trapping potential, making him an all-rounder.
'''Name:''' Guy Pinkerton


== Neutral Attacks ==
'''Author:''' Audie


'''Jab:''' Guy performs a knee strike with his left leg, then a front kick with the same leg. Finish with a spinning kick of his right foot. It's an all-rounding jab, and it has good enough knockback scaling where it becomes a kill move at higher percents.
'''Bio:''' This is Guy, and he literally cannot sit still. Why? Because there's so much psychokinetic energy inside his little white kid body, that if he were to sit still, he’d explode! That’s why he runs fast and attacks fast. The one thing he doesn’t do fast is think!


'''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.]
'''Ability:''' None


'''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.]
'''Weight:''' Medium-light


'''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.]
'''Ground Speed:''' Good


'''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.]
'''Air Speed:''' Decent-good


== Aerial Attacks ==
'''Jump Height:''' Moderate


'''Neutral Air:''' [A fast attack that usually hits all around your Fighter while airborne. It’s useful for interrupting opponents or covering your approach.]
'''Midair Jumps:''' 1


'''Forward Air:''' [A strike aimed forward while your Fighter is moving forwards midair. Usually good for extending combos or finishing enemies near the ledge.]
== Neutral Attacks ==


'''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.]
'''Jab:''' Guy performs a side kick of his left leg, then takes a step forwards whilst spinning around and performs a spin kick with his right leg. This is an all-rounding Jab, but it doesn't kill, only racking up damage. Additionally, it is very loopable, comboing into itself at lower percents.


'''Up Air:''' [A move that hits above your Fighter midair. Ideal for juggling airborne opponents or finishing off enemies high above the stage.]
'''Forward Tilt:''' A front kick. It does decent damage, and can also be angled. The higher it is angled, the more damage and knockback it does, but the more endlag it has. It has decent knockback scaling, being able to kill at significantly higher percents


'''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.]
'''Dash Attack:''' Guy leaps and performs a karate kick. This move has good startlag and reaches pretty far out due to the distance it travels. It has decent damage but it cannot kill for anything, unless at comedically high percents. Has somewhat long endlag.


== Strong Attacks ==
'''Up Tilt:''' Raises his leg up quickly, lightly hitting opponents. He then performs an axe kick, swinging his leg straight to the floor. The second his has a sweetspot on his foot that spikes airborne opponents, making it a good kill tool at ledge.


'''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.]
'''Down Tilt:''' A Hapkido-style shin kick. It can be repeated as fast as the player can press, making it very good for comboing. Low damage, though.


'''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.]
== Aerial Attacks ==


'''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.]
'''Neutral Air:''' Guy extends both his legs outwards in a sort of split and rotates 360° horizontally, hitting on either side of him. Depending on which leg is hit, they’ll be knocked back or forth. Between his legs is a very small hitbox, but landing this hitbox grants a spike with immense knockback scaling, which can kill at middle percents.


== Grab Attacks ==
'''Forward Air:''' Leans back and performs a bicycle kick, hitting three times in front of him. It does moderate damage but has a somewhat weak finisher, not being able to secure stocks


'''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.]
'''Back Air:''' Guy turns around and performs a spinning dropkick. It has good damage and knockback, but slightly slower endlag when compared to his other tilts. It can wall of pain somewhat reliably at middling percents.


'''Pummel:''' [A quick, single, repeatable hit your Fighter can do while holding a grabbed Fighter.]
'''Up Air:''' A stretch kick upwards. Now this is a good kill option for the top blast zone. Guy kicks his foot directly upwards. The attack has a ton of endlag before you can use it again, but you most likely won't need to use it more, given how it’s able to kill pretty efficiently.


'''Forward Throw:''' [Throws the grabbed Fighter in front of yours.]
'''Down Air:''' A downward angled kick. Both legs have hitboxes, but the leg he actually kicks with does more damage, spiking at the foot. His other leg knocks opponents backwards, but its somewhat weak and doesn't last very long. Good startlag, bad endlag.


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


'''Up Throw:''' [Throws the grabbed Fighter straight up. Can lead into combos or juggles.]
'''Side Strong:''' During the charge, Guy rears back. On execution, he performs a strong kick forwards, similar to Ryu's Forward Smash. This kills reliably at high percents and does good damage. Despite being so good, it has noticeable startlag, making it risky.


'''Down Throw:''' [Throws the grabbed Fighter downward, usually at the ground.]
'''Up Strong:''' During the charge, Guy crouches down. On execution, he does a very short hop, performing a backflip. He then kicks directly upwards sharply, then lands on the ground perfectly, standing up. This is his quickest Strong, and it also has a hitbox that pulls in Fighters straight in front of him, leading to the devastatingly powerful hit directly on his foot, killing at middling percents.


== Special Attacks ==
'''Down Strong:'''  Guy gets in a readied stance during the charge. On execution, Guy then performs a headspin, spinning around 4 times in quick sucession. This can be a very powerful multihit, but in return it can leave him very open if whiffed. Has the shortest endlag of the Strongs.


'''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.]
== Grab Attacks ==


'''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.]
'''Grab:''' Guy reaches out with both hands to grab the opponents collar, boasting slightly below average range and speed. It does have noticeable endlag.


'''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.]
'''Pummel:''' Knee to the gut. Average damage and speed.


'''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.]
'''Forward Throw:''' Pushes opponents forwards, then kicks them in the stomach. Good damage, and knocks at a weird angle. This boasts okay knockback scaling, making it viable to kill at significantly higher percents.


== Input Commands ==
'''Back Throw:''' Trips the opponent over his foot. Poor knockback scaling.


'''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.]
'''Up Throw:''' Guy releases his opponent, then stretch kicks them upwards. This is a very reliable kill throw, even at middling percents. Additionally, it has good base knockback, making it good for combos at lower percents.


== In-Game Animations ==
'''Down Throw:''' Guy releases the opponent and stomps on them with both feet. This does the most damage of all of Guy’s throws, but it doesn’t do any knockback, leaving the opponent in a grounded state.


'''Idle Stance:''' [The pose your Fighter does while standing still.]
== Special Attacks ==


'''Idle Animation:''' [An animation your Fighter does when they've been standing still for awhile.]
'''Neutral Special:''' PK Baller: Guy does that "fingers to temple" mind thing with his index finger, then swings his hand around, underhanding a ball of psychokinetic energy to fly out in an arch, comparable to Johnny Cage's Forceball. It does good damage but has very low knockback, boasting meh knockback scaling. If held, it's a slightly larger, slower version of PK Baller. It does more damage and ever so slightly more knockback, but it also isn't a kill move.


'''Entrance Animation:''' [An animation your Fighter does when they enter a match.]
'''Side Special:''' PK Kick: Launches forwards whilst doing a kick with his leg extended and glowing with psychokinetic energy, jumping directly forwards quickly. If he's airborne, he'll go diagonally downwards. His foot does more damage and knockback than his leg, but both knock forwards. If he is to hit an opponent or surface, he'll bounce off of it and gain height.


== Lobby Animations ==
'''Up Special:''' PK Vault: Guy kicks in any 8 cardinal direction three times short distances, his legs glowing with psychokinetic energy. Depending on what input is pressed during this, Guy will kick a different way. For example, is down is pressed before/during the kick, he’ll kick up, launching him down. After the third kick, he goes into freefall.


'''Join Animation:''' [How does your Fighter enter the Lobby and take their seat in their chair?]
'''Down Special:''' PK Kneenuts: Guy crouchsteps a short distance forwards and then stands up, slamming his knee upwards in the process, which boasts a short range. Anyone hit with Guy’s knee will be put into a fast crumple state. It’s semi spammable, but the large startlag hinders it's prowess.


'''Leave Animation:''' [How does your Fighter get off the chair and exit the Lobby?]
== Input Commands ==
 
'''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?]
'''Input Command 1:''' PK Kick II: If Guy does the input string "🡣, 🡧, 🡠, S" Guy launches forwards whilst doing a kick with his leg extended and glowing with psychokinetic energy, jumping directly forwards quickly. He'll go farther than normal PK Vault and do more damage, but he'll go into freefall if he doesn't hit anything. If he is to hit an opponent or surface, he'll bounce off of it and gain height.


'''Loss Animation:''' [How does your Fighter react to losing the prior match?]
'''Input Command 2:'''