Guy Pinkerton: Difference between revisions
BigMistahFord (talk | contribs | block) No edit summary (change visibility) |
BigMistahFord (talk | contribs | block) No edit summary (change visibility) |
||
Line 1: | Line 1: | ||
''"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!"'' | ''"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> | <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 jump. He has 1 midair jump, which is also a [[Fighter_Ability#Psychic_Jump|Psychic Jump]]. | |||
Speed: Fast | |||
Jump: Moderate | |||
Midair Jumps: 1 | |||
Received By: Downloading Terrible Platform Fighters. | |||
== Neutral Attacks == | == Neutral Attacks == | ||
'''Jab:''' | '''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. | ||
'''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 simple, medium-speed attack aimed in front of your Fighter while walking. Good for poking or keeping pressure without committing to a Strong attack.] |
Revision as of 01:03, 14 September 2025
"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!" - Guy Pinkerton's Bio in Terrible Platform Fighters.
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 jump. He has 1 midair jump, which is also a Psychic Jump.
Speed: Fast
Jump: Moderate
Midair Jumps: 1
Received By: Downloading Terrible Platform Fighters.
Neutral Attacks
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.
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?]