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'''Author:''' Audie
'''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
'''Ability:''' None

Revision as of 13:22, 15 September 2025

Fighter Overview

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

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

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

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

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

Neutral Special: PK Baller: Guy does that "fingers to temple" mind thing with his index finger, then swings his hand around, then points forwards, causing 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. It can be additionally overhanded or underhanded.

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 Breakdown: Guy will start performing a Spin Down Sweep, his legs hitting on both sides of him. This is a multihit move that traps and lets go an opponent in the , but it's very DI-able. Guy can slowly move back or forth by pressing the forward or backwards inputs. After 3 full spins, Guy will stand back up with a little endlag. If the input is held, Guy will continue doing it indefinitely.

Input Commands

Input Command 1: PK Nutknee: Upon doing input string “🡧, 🡣, 🡦, S”, Guy will be crouched down, and he’ll scrunch up his leg, slamming his knee upwards in the process. Anyone hit with Guy’s knee will be put into a fast crumple state. It’s semi spammable, but the endlag hinders it's prowess.

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