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== Overview ==
== Fighter Overview ==


'''Name:''' [What is the Name of your Fighter?]
'''Name:''' Guy Pinkerton


'''Author:''' [Your Name and others who helped make the Fighter.]
'''Author:''' Audie


'''Bio:''' [Write a short summary about who this Fighter is.]
'''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!


'''Gimmick:''' [Does your Fighter have an [[Fighter Ability|Ability]]? If so, what is it? They don’t need one.]
'''Ability:''' None


'''Weight:''' [How easily is your Fighter knocked away from attacks? Heavy, Medium, Light, etc.]
'''Weight:''' Medium-light


'''Ground Speed:''' [How fast does your Fighter move around the Stage on foot? Fast, Medium, Slow, etc.]
'''Ground Speed:''' Good


'''Air Speed:''' [How fast does your Fighter move around the Stage in the air? Fast, Medium, Slow, etc.]
'''Air Speed:''' Decent-good


'''Jump:''' [How high does your Fighters jump? High, Medium, Low, etc.]
'''Jump Height:''' Moderate


'''Midair Jumps:''' [How many times can your Fighter jump while in the air? Usually 1 all around.]
'''Midair Jumps:''' 1
 
'''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 combos or just being an overall quick move in your Fighters kit.]
'''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.


'''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.]
'''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


'''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.]
'''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.


'''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.]
'''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.


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


== 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:''' 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.


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


'''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.]
'''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.


'''Up Air:''' [A move that hits above your Fighter midair. Ideal for juggling airborne opponents or finishing off enemies high above the stage.]
'''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.


'''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 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.


== 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:''' 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.


'''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.]
'''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.


'''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:''' 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.


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


'''Pummel:''' [A quick, single, repeatable hit your Fighter can do while holding a grabbed Fighter.]
'''Pummel:''' Knee to the gut. Average damage and speed.


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


'''Back Throw:''' [Throws the grabbed Fighter behind yours. Great for KOs near the edge of the stage.]
'''Back Throw:''' Trips the opponent over his foot. Poor knockback scaling.


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


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


== 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.]
'''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.


'''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.]
'''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.


'''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.]
'''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.


'''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.]
'''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.


== 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.]
'''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.
 
== 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?]
'''Input Command 2:'''

Latest revision as of 19:47, 15 October 2025

Fighter Overview[edit]

Name: Guy Pinkerton

Author: Audie

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!

Ability: None

Weight: Medium-light

Ground Speed: Good

Air Speed: Decent-good

Jump Height: Moderate

Midair Jumps: 1

Neutral Attacks[edit]

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.

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

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.

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.

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.

Aerial Attacks[edit]

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.

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

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.

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.

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.

Strong Attacks[edit]

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.

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.

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.

Grab Attacks[edit]

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

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

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.

Back Throw: Trips the opponent over his foot. Poor knockback scaling.

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.

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.

Special Attacks[edit]

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.

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.

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.

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.

Input Commands[edit]

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.

Input Command 2:

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