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Jim-Bob Barlowe: Difference between revisions

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'''Neutral Air:''' Jim-Bob performs his signature move, “THE HOTDOG SMACK”, where Jim-Bob performs a flying knee at his opponents. The move has sex kick properties, but kinda has high endlag. This is a pretty consistent kill move.
'''Neutral Air:''' Jim-Bob performs his signature move, “THE HOTDOG SMACK”, where Jim-Bob performs a flying knee at his opponents. The move has sex kick properties, but kinda has high endlag. This is a pretty consistent kill move.


'''Forward Air:''' A clap forwards with both hands. It boasts a large disjoint around his hands. It does good damage and has high knockback scaling, making it very good for kills offstage. It's one hindrance is its somewhat high end lag, but its start lag is fine.
'''Forward Air:''' [An attack aimed forward while your Fighter is moving forwards midair. Usually good for extending combos or finishing enemies near the ledge, with similar use to Neutral Air.]


'''Back Air:''' Spins around with his arm outstretched. It has somewhat high start lag, but it is very strong. It has similar attack data to Forward Air, but it does have slightly better knockback. It also has some poor endlag.
'''Back Air:''' [An attack aimed behind your Fighter while they’re moving backwards midair. Usually good for killing offstage opponents. Often the most strong Aerial, but might have poor frame data.]


'''Up Air:''' Jim-Bob spins vertically while flexing his arms up. A meaty multi-hit attack with a strong final hit damage-wise, popping opponents upwards. Great for juggling. It doesn't exactly kill off the top though,
'''Up Air:''' [An attack that hits above your Fighter midair. Ideal for juggling airborne opponents or finishing off enemies high above the stage, as well as just hitting above your Fighter airborne.]


'''Down Air:''' Becomes a cannonball and starts accelerating downwards. It boasts a spike, but the strength and damage depend on how fast Jim-Bob was falling. Once an opponent or the ground is hit, he'll bounce back upwards and go back to normal.
'''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, but not all of the time.]


== Strong Attacks ==
== Strong Attacks ==


'''Side Strong:''' During the charge, Jim-Bob holds a fist, rearing backwards. On execution, Jim-Bob punches forwards, doing MASSIVE damage and even CRAZIER knockback. To combat Jim-Bobs reign of terror, this move has high start and endlag.
'''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:''' During the charge, Jim-Bob begins in a Super-Saiyan pose. On execution, he flexes his biceps violently. During the part where he’s getting to the flex, there is a hitbox that pulls in people at his feet, up into the flex.
'''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:''' During the charge, Jim-Bob brings his arms up over his head. On execution, Jim-Bob crouches down and does a double-fisted slam. It is one of Jim-Bob's fastest Smash attacks, but surprisingly doesn’t have too much endlag.
'''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 Attacks ==


'''Grab:''' Jim-Bob reaches out with one hand and grapples. He reaches his arm out completely, so it has some pretty good range, but has poor endlag. When he has an opponent grappled, he holds them up in an almost choke position.
'''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:''' Jim-Bob punches Fighters square in the face. This does significant amounts of damage for a Jab, but it does have a considerable amount of delay.
'''Pummel:''' [A quick, single, repeatable hit your Fighter can do while holding a grabbed Fighter.]


'''Forward Throw:''' Grabs an opponent by the legs, and swings them a couple times before throwing the opponent forwards. This isn’t exactly an arch, but more of a line that follows gravity. It has moderate knockback with meh scaling.
'''Forward Throw:''' [Throws the grabbed Fighter in front of yours.]


'''Back Throw:''' Jim-Bob performs a German Suplex, or as Jim-Bob likes to call it, the "WEINERSCHNITZEL OF DEATH". This is Jim-Bob's kill throw, killing middleweight fighters at about 90% at the ledge. Even though it doesn't kill, it does nutters damage and moderate base knockback.
'''Back Throw:''' [Throws the grabbed Fighter behind yours. Great for KOs near the edge of the stage.]


'''Up Throw:''' BRATWORST: Jim-Bob deadlifts the opponent so hard that they go flying. Very bad base knockback at first, but it scales exponentially, but doesn't become a kill throw until marginally higher percents.
'''Up Throw:''' [Throws the grabbed Fighter straight up. Can lead into combos or juggles.]


'''Down Throw:''' Tosses the opponent to the ground, then he body slams them. This does insane damage, but has crummy knockback, and it's scaling doesn't really help. This puts Jim-Bob in a grounded state, which he must get up from.
'''Down Throw:''' [Throws the grabbed Fighter downward, usually at the ground.]


== Special Attacks ==
== Special Attacks ==


'''Neutral Special:''' Ultra Punch, Brah!: Jim-Bob charges a punch by swinging his arm in a circle, powering up his attack. During the charge, his swinging arm has a chip hitbox, similar to Aura Sphere. The punch has 4 charges, and the reaching full charge takes about 7 seconds. Charge 1 is a simple punch, doing moderate damage and knockback. Charge 2 is midcharge, which does more damage and knockback. 3 is near full charge, which does lots of damage and knockback. Full charge is a OHKO. The move has low startlag but pretty high endlag.
'''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:''' Nah, Brah!: Jim-Bob dashes forwards with his arms out, reaching to diddle someone. If he collides with anyone, he’ll grab them and shake them violently, before slamming them to the ground. The slam will do good damage and knock opponents into the ground. When airborne, Jim-Bob will piledrive someone straight into the ground, knocking them both back. Jim-Bob can actually SD from the airborne variant as it can't be mashed out of.
'''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:''' The Bar(bell), Brah!: On the ground, Jim-Bob lifts a barbell violently, hitting anyone during the peak of the lift. This is a relatively slow move on the ground, with lots of start lag to pick up the barbell. This can be held to have Jim-Bob lift the barbell indefinitely. It is also paired with heavy grunts. When the attack is let go of, Jim-Bob throws the barbell sideways, injuring people before it despawns. In midair, a pull-up bar spawns in front of Jim-Bob, which he starts spinning on. If it is held, Jim-Bob spins faster. Depending on how fast Jim-Bob was swinging, that's how far he’ll go when the move is released. The one thing is that if Jim-Bob is on the lower side of the bar when the attack is let go, Jim-Bob will plummet downwards. This move doesn’t send him into freefall.
'''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:''' Sweet Grill, Brah!: The first part of this move has Jim-Bob place a grill between the stage and in the background, similar to Steve’s Crafting Table placement (he must be grounded to use this attack). While at the grill, Jim-Bob makes a hotdog by holding Down Special, with three different tiers. The first tier, Standard Hotdog, takes two seconds to make, and heals 3%. The second tier, Condiment Dog, takes an additional two seconds to make, and heals 6%. The final tier, Chicago-Style Hotdog, takes an additional two seconds to make, which heals %9. Jim-Bob can release Down Special to eat it and heal. If Jim-Bob presses the attack input whilst cooking, he'll slap the opponent with his hotdog, which does the same amount of damage that it would've healed, as well as boating great knockback, making it a kill tool. A progress bar will show up above Jim-Bob to signal his progress. Jim-Bobs grill can be destroyed by opponents (and even himself) with enough attacks. You can tell when a grill is destroyed when it’s all broken and stuff. It’ll despawn five seconds after being destroyed, and will be able to be used again.
'''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 Commands ==


'''Input Command 1:''' If Jim-Bob does the input string, “🡢, 🡥, 🡡, 🡣, S”, Jim-Bob will grab forwards, then get on his back. If Jim-Bob grabs an opponent, and starts bench pressing them, damaging them every peak of the lift whilst also healing Jim-Bob a little. He lifts them like this thrice before throwing them to the sky. This move has okay knockback and good knockback scaling, making it viable to kill at higher percents.
'''Input Command:''' [An input string consisting of 🡠, 🡤, 🡡, 🡥, 🡢, 🡦, 🡣, 🡧, and S at the end of said input string. A Fighter can have up to three of these, and they are usually unique attacks.]
 
'''Input Command 2:''' Flex Counter, Brah!: If Jim-Bob does the input string, "🡣, 🡣, 🡥, 🡡, S" Jim-Bob will put one hand on his hip, then slowly move his other into a reverse front double biceps pose. During startup, Jim-Bob has insane amounts of armor, but the startup is about three seconds long. Once Jim-Bob gets in the flex pose, he'll hold it for a moment before resuming his idle stance. If a character hits Jim-Bob with a melee attack whilst he's holding the pose, the attack won't work. Instead, Jim-Bob will stick out his finger and poke the opponent. This is a OHKO.

Revision as of 03:51, 8 October 2025

Fighter Overview

Name: Jim-Bob Barlowe

Author: Audie (Character By Dave)

Bio: Jim-Bob is a man dedicated to his work. And weightlifting. And steroids. But equally…! Okay, mainly steroids. That doesn’t mean he isn’t a man of his work. Jim-Bob is known for his amazing muscle mass and brute strength to absolutely power through his opponents. But Jim-Bob has a special hobby that he holds dear, and even brings to the battlefield.

Ability: Jim-Bob has the Tough Guy property, where at lower percents, he can armour through some weaker attacks, getting less armour the more damage he takes.

Weight: Superheavy

Ground Speed: Mediocre

Air Speed: Mediocre

Jump Height: Poor

Midair Jumps: 1

Normal Attacks

Jab: A left front punch, followed by a right front punch. Finishes with a straight headbutt. The headbutt kills reliably at higher percents, and even does good damage overall.

Forward Tilt: Jim-Bob leans in forward, almost getting down on one knee, and does a wide punch in a sideways arch. Somewhat similar to R.O.B.’s forward tilt, but it cannot be angled. There is a sweetspot directly on Jim-Bob’s hand that deals more damage if only hit with it.

Dash Attack: A shoulder bash. This move keeps most of Jim-Bob's momentum while he performs the attack. The sweetspot is directly on the nub of Jim-Bob’s elbow, but it isn’t out for too long as his entire front is a hitbox. This move is comparable to Wario’s dash attack in Ultimate. This is one of Jim-Bob's kill moves.

Up Tilt: An uppercut. This is the worst of Jim-Bob’s tilts, since the startlag is poor and the endlag is nothing to write home about. The attack doesn’t even hit directly above him, but more in front of him. At the very least, the knockback is directly upward, and it has good base knockback and scaling.

Down Tilt: Jim-Bob punches downward in a sideways, almost oval arc. If he isn’t at a ledge, Jim-Bob will hit his hand on the ground. At the ledge, Jim-Bob will punch over the ledge and hit anyone hanging over it.

Aerial Attacks

Neutral Air: Jim-Bob performs his signature move, “THE HOTDOG SMACK”, where Jim-Bob performs a flying knee at his opponents. The move has sex kick properties, but kinda has high endlag. This is a pretty consistent kill move.

Forward Air: [An attack aimed forward while your Fighter is moving forwards midair. Usually good for extending combos or finishing enemies near the ledge, with similar use to Neutral Air.]

Back Air: [An attack aimed behind your Fighter while they’re moving backwards midair. Usually good for killing offstage opponents. Often the most strong Aerial, but might have poor frame data.]

Up Air: [An attack that hits above your Fighter midair. Ideal for juggling airborne opponents or finishing off enemies high above the stage, as well as just hitting above your Fighter airborne.]

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, but not all of the time.]

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 S at the end of said input string. A Fighter can have up to three of these, and they are usually unique attacks.]

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