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== Fighter Overview ==
== Fighter Overview ==


Guy Pinkerton is one of the playable Fighters of Terrible Platform Fighters. He is a Light-mediumweight Fighter, boasting fast ground speed and decently fast air speed. Additionally, he has a moderate jump, with a jump count of 1. They are received by downloading Terrible Platform Fighters, as he is one of the Fighters among the Base Roster.
Guy Pinkerton is one of the playable Fighters of [[Terrible Platform Fighters]]. He is a Light-mediumweight Fighter, boasting fast ground speed and decently fast air speed. Additionally, he has a moderate jump, with a jump count of 1. They are received by downloading Terrible Platform Fighters, as he is one of the Fighters among the Base Roster.


Guy Pinkerton has no [[Fighter Ability]].
Guy Pinkerton has no [[Fighter Ability]].

Revision as of 07:42, 14 September 2025

Fighter Overview

Guy Pinkerton is one of the playable Fighters of Terrible Platform Fighters. He is a Light-mediumweight Fighter, boasting fast ground speed and decently fast air speed. Additionally, he has a moderate jump, with a jump count of 1. They are received by downloading Terrible Platform Fighters, as he is one of the Fighters among the Base Roster.

Guy Pinkerton 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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