Smoker Johnson: Difference between revisions

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


'''Name:''' Smoker Johnson
'''Name:''' What is your Fighters name?


'''Author:''' Audie
'''Author:''' Who made this Fighter?


'''Bio:''' He's the TPF Beta character. He's cool.
'''Bio:''' A short backstory/description.


'''Ability:''' None
'''Health Pool:''' Large, Medium, Low, etc.


'''Weight:''' Middleweight
'''Move Speed:''' Fast, Medium, Slow, etc.


'''Ground Speed:''' Medium
'''Jump Height:''' High, Medium, Low, etc.


'''Air Speed:''' Medium
'''Ability:''' Does your Fighter have an ability?


'''Jump Height:''' Medium
== Primary Normals ==


'''Midair Jumps:''' 1
'''Standing Primary:''' The most basic attack your Fighter can perform. This usually is a forward-based attack, or multiple, performed by pressing the Primary input when standing still on the ground.


== Normal Attacks ==
'''Walking Primary:''' A basic attack your Fighter can perform. This is usually a forward-based attack performed by pressing the Primary input when walking forwards on the ground.


'''Jab:''' A left jab, followed by a right cross. He finishes by taking his cigar from his mouth, and giving the opponent a cigar burn. It deals moderate damage, and the finisher can kill at substantially higher percents.
'''Strafing Primary:''' A basic attack your Fighter can perform. This is usually a forward-based attack performed by pressing the Primary input when strafing backwards on the ground.


'''Forward Tilt:''' A knee strike. It's short range, but boasts moderate damage, decent frame data and meh knockback, making it good for jab locks. It doesn't gain all that much scaling, just enough to make it unviable for combos at higher percents.
'''Rising Primary:''' A basic attack your Fighter can perform. This is usually an upward-based attack performed by pressing the Primary input while pressing the Up input.


'''Dash Attack:''' A shoulder bash. It starts with him low, then has him do a little jump, which is where the damage is really dealt. This attack doesn't really send him far, but in return boasts decent knockback and can kill at higher percents.
'''Crouching Primary:''' A basic attack your Fighter can perform. This is usually a low to the ground, forward-based attack performed by pressing the Primary input when crouched.


'''Up Tilt:''' Blows a puff of smoke slightly forwards and above himself. It's rather quick in terms of startup, but the endlag is poor. Additionally, it's not really above him, more in front and above. It boasts poor damage and knockback.
'''Airborne Primary:''' A basic attack your Fighter can perform. This is usually an attack performed by pressing Jump, and the Primary input while airborne.


'''Down Tilt:''' A rather quick sweeping kick. It has a chance to trip opponents, and the knockback other than that it launches forwards a little.
== Primary Specials ==


== Aerial Attacks ==
'''Primary Special:''' A sequence of quick-timed inputs which must be done by the player. This causes a Fighter to do a unique attack. The components are Tapped Directions (🡠, 🡤, 🡡, 🡥, 🡢, 🡦, 🡣, 🡧), Held Directions (🡠h, 🡤h, 🡡h, 🡥h, 🡢h, 🡦h, 🡣h, 🡧h), A time where No Input (#) is pressed, and Primary (P) at the end. A Fighter can have up to three Primary Specials.


'''Neutral Air:''' A spinning lariat with both arms out. It does one hit, which boasts meh knockback and damage, but it is rather fast in terms of startup. It's endlag is moderate as well.
== Secondary Normals ==


'''Forward Air:''' Johnson absolutely clocks the opponent in the face with a hook forwards. It's an all rounding move, and its knockback is straight forwards. Though, it isn't the best at killing.
'''Standing Secondary:''' The most basic attack your Fighter can perform. This usually is a forward-based attack, or multiple, performed by pressing the Secondary input when standing still on the ground.


'''Back Air:''' A dropkick behind himself. It's damage is impressive as well as its knockback, but it is hindered by it's somewhat high startup. Either way, it is good for offstage kills at high percents.
'''Walking Secondary:''' A basic attack your Fighter can perform. This is usually a forward-based attack performed by pressing the Secondary input when walking forwards on the ground.


'''Up Air:''' An uppercut-style elbow strike. It does decent damage, but has poor knockback, launching diagonally upwards. It does in return have rather good startup, making it good for juggling.
'''Strafing Secondary:''' A basic attack your Fighter can perform. This is usually a forward-based attack performed by pressing the Secondary input when strafing backwards on the ground.


'''Down Air:''' A single, strong kick downwards. It has a bit more startup when compared to his other aerials, but the payoff is in the form of a spike. His foot boasts a stronger spike than his leg, but both have send straight down.
'''Rising Secondary:''' A basic attack your Fighter can perform. This is usually an upward-based attack performed by pressing the Secondary input while pressing the Up input.


== Strong Attacks ==
'''Crouching Secondary:''' A basic attack your Fighter can perform. This is usually a low to the ground, forward-based attack performed by pressing the Secondary input when crouched.


'''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.]
'''Airborne Secondary:''' A basic attack your Fighter can perform. This is usually an attack performed by pressing Jump, and the Secondary input while airborne.


'''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.]
== Secondary Specials ==


'''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.]
'''Secondary Special:''' A sequence of quick-timed inputs which must be done by the player. This causes a Fighter to do a unique attack. The components are Tapped Directions (🡠, 🡤, 🡡, 🡥, 🡢, 🡦, 🡣, 🡧), Held Directions (🡠h, 🡤h, 🡡h, 🡥h, 🡢h, 🡦h, 🡣h, 🡧h), A time where No Input (#) is pressed, and Secondary (S) at the end. A Fighter can have up to three Secondary Specials.
 
== Grab Attacks ==
 
'''Grab:''' Grabs the opponent by the collar with one hand. This grab boasts moderate range, as well as moderate speed. When he has someone grabbed, he takes his cigar and holds it in his offhand.
 
'''Pummel:''' Gives the opponent a cigar burn. Moderate damage and speed.
 
'''Forward Throw:''' Rears back the opponent by the collar. It boasts poor damage and meh knockback, but its scaling makes it worth it.
 
'''Back Throw:''' Trips the opponent over his foot. The knockback starts out awful as expected from a trip, but becomes horrifyingly good as percent increases, making this good for kills at higher and even middling precents.
 
'''Up Throw:''' Heaves the opponent upwards. It boasts good knockback, but its scaling is poor, so it is a viable combo throw. It does the least damage of all the throws.
 
'''Down Throw:''' Releases the opponent and puffs a smoke cloud from his cigar at their face. This puts the opponent into a very quick crumple state, as well as doing remarkable damage.
 
== Special Attacks ==
 
'''Neutral Special:''' Revolver: Whips out his trusty revolver, and starts firing. If the input is held, Johnathan can shoot in all eight directions, excluding downwards if he's grounded. These shots do poor damage, unless someone is shot at point blank, then it becomes a very good kill tool. After six shots, Johnson will have to reload.
'''Side Special:''' Blazing Dash: Dashes forwards with his cigar in hand, similar to Falcon Kick. If he comes into contact with someone, he'll grapple onto them, giving them a cigar burn before bouncing off as they are launched down. This move boasts decent damage, and has good knockback scaling.
 
'''Up Special:''' Smoke Puff: Johnson blows a big puff of smoke all around himself, which quickly dissipates. When the smoke clears, Johnson will not be there. During the time that Johnson isn't there, the player can press any input and that's where Johnson will be after a moment. Upon reappearing from another puff of smoke, he will go into freefall. Both clouds of smoke do poor damage, but enough knockback to knock enemies away well.
 
'''Down Special:''' Edge Counter: Johnson will take a puff from his cigar. If he is hit during this time, he'll counterattack by blowing the smoke in the opponents face. This puts the opponent into a very quick crumple state, as well as doing remarkable damage. If he isn't hit, he'll be healed but in return have a bit of endlag.
 
== 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.]