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Talent Knight

From Terrible Platform Fighters Wiki

Fighter Overview[edit]

Name: Talent Knight

Author: Audie (Character by Cydream)

Bio: The Soul Connected Through A Machine of Battle Talent, Talent Knight is the warrior chosen to protect the Talent Temple. From swords to spells, Talent Knight is a man of many weapons.

Ability: Mana: On Talent Knights HUD, he has MP, with a hard cap at 150 MP. Some attacks, namely Specials and Strongs, usually require Mana. Talent Knight can gain mana by performing non-Mana using melee attacks.

Weight: Light, leaning medium

Ground Speed: Below average

Air Speed: Poor

Jump Height: Moderate

Midair Jumps: 1

Normal Attacks[edit]

Jab: A side to side slash of the Ranger Sword, followed by a side to high slash of the Ranger Sword. Finishes with a high to low slash of the Ranger Sword, where the sword is parallel to the ground. Does moderate damage, and the finisher kills at high percents.

Forward Tilt: A shield bash of the Normal Shield. It has priority against other attacks and can reverse some physical-based projectiles, but has overall poor damage and endlag.

Dash Attack: Talent Knight jumps forwards and raises the Ranger Sword above his head. He then slams it parallel to the ground. It has somewhat high startup, but in return it does good damage and knockback. Though, it does not kill until marginally higher percent's. Also, it has bad ending lag.

Up Tilt: Swings the Ranger Sword in front of himself from low to high, ending above his head. It knocks opponents above him upwards, not really hitting above himself. It has good base knockback, but it's knockback scaling is awful, with meaningful knockback changes seen at WAY higher percents.

Down Tilt: A outward stab of the Normal Spear, low to the ground. It's quick and somewhat spammable, but it has poor damage. It does boast high chances to trip opponents.

Aerial Attacks[edit]

Neutral Air: Talent Knight takes out the Golden Cudgel and spins it, causing it to rotate quickly, similar to Pit’s Neutral Air. It damages opponents on all sides and snuffs out projectiles. Isn’t a dragdown aerial, it does one hit instead.

Forward Air: Swings the Ranger Sword forwards in an down to up motion. If the attack input is pressed a second time after the first, Talent Knight will follow up by swinging the Ranger Sword down, spiking opponents who aren't too close to him. This spike can kill at higher precents, but the first hit by itself knocks forwards and is good too.

Back Air: Puts away his Ranger Sword, and takes out the Bardiche whilst turning around. He then swings the Bardiche from high to low with both hands, his hand very close to the head of the weapon. This move boasts strong kill potential and does great damage. It's hindered by its poor range during the middle and end of the swing, as well as it's poor start and endlag.

Up Air: Juts the Normal Spear straight up. It has a precise hitbox directly up, but in return it does good damage and knockback, especially if the tip of the spear is hit. It has relatively quick startup, but it's hindered by its endlag. Good for juggling at middling precents.

Down Air: Slashes the Ranger Sword downward from side to side. It's a balanced and quick tool, but it doesn't spike. It instead launches sideways somewhat.

Strong Attacks[edit]

Side Strong: Talent Knight takes out the Flaming Sword, holding it in a readied position above his head. On release, he'll swing it forwards, parallel to the ground. This costs 10 MP. At the start of the swing, flames will burst out of the sword, doing a strong hit, as the rest of the sword is a weak hit. It also still has a hitbox that gives the fire debuff before he takes it off the ground. This attack has somewhat short endlag. If Talent Knight doesn't have 10 MP, he'll still swing the sword, but no fire-related benefits will show up.

Up Strong: Talent Knight takes out the Ice Spear, holding it in a readied position whilst crouching down. On release, he strikes upwards, causing ice to mist at the head. This costs 35 MP. Upon being hit with the tip of the spear, enemies will be applied with the ice debuff, and take MASSIVE knockback, making this a good kill move at even middling percents. Fighters simply hit with the shaft will take way less knockback and damage. The mist at the start of the strike is a strong hit as well. If Talent Knight doesn't have 35 MP, he'll still stab with the spear, but no ice-related benefits will show up.

Down Strong: Using the Mighty Hammer, Talent Knight grabs the handle with both hands, raising it above his head. For up to 90 MP, costing 30 Mana per second. On release, he slams it down, a shockwave appearing upon contact, with the knockback scaling exponentially with the MP charge. The shockwave launches opponents up, and it's a very good kill tool at higher percents. If Talent Knight doesn't have sufficient MP, he'll still slam the hammer down, which does impressive damage and knockback.

Grab Attacks[edit]

Grab: Uses the Energy Grapple Hook to shoot forwards, grabbing the opponent, which uses 5 Mana. If Talent Knight doesn't have 5 Mana, he reaches out with one hand, whist boasts poor range. When he has a fighter held, he’ll simply hold them by the collar.

Pummel: An offhand punch. Moderate damage, but it's quicker than most other pummels.

Forward Throw: He yanks the opponent forward by the collar, then uses tosses them back by pushing them to send them flying. Poor kill tool as it knocks into the ground, but it boasts fine damage.

Back Throw: Talent Knight grabs the opponent by the legs and does a spin-and-yeet. Talent Knight only does 180° of the spin to go to front to back. It does have decent base knockback, but it scales well, making it good for KO's at ledge. This throw causes Talent Knight to face the opposite direction.

Up Throw: Talent Knight grabs the opponent by the side of the head, crouches down, then throws the opponent upwards. This has decent base knockback, but poor knockback scaling. This makes it good for combos, such as leading into Forward Air.

Down Throw: Talent Knight grabs the opponent by the shoulder and the side of the head, and performs the Neck Breaking perk, where he breaks the opponents neck. It does the most damage of all throws, as well as putting the opponent in a fast crumple state.

Special Attacks[edit]

Neutral Special: Fire Ball Spell: Talent Knight equips the Fire Ball Spell. The input must be held to actually work. Talent Knight will clench his fist and lean down a little, charging a Fire Ball for 15 Mana. When it's ready, fire particles form around Talent Knights hand. Talent Knight can hold the input indefinitely, and he'll move around like normal (won't be able to do any attacks) whilst the fire ball is charged. On release, Talent Knight throws a ball of flame outwards in an arch. On contact with an opponent or surface, it'll explode into a small burst. This is a good kill tool at higher precents. If Talent Knight doesn't have 15 MP, he'll look at his hand confused whilst nothing comes out.

Side Special: Grasping Spell: Talent Knight will step forwards and reach his hand out, and if there's a person a short distance in front of him, they'll be grasped by a magic hand. This hand stuns the person grabbed and it rapidly depletes Mana, disappearing once no Mana is left. This hand can be mashed out of, and only one can be onscreen at a time. From here, Talent Knight can attack the opponent who's grabbed, making the hand disappear. If Talent Knight doesn't have any Mana, he'll look at his hand confused whilst nothing comes out.

Up Special: Wind Spell: Talent Knight equips the Wind Spell. Talent Knight faces his hand down, and a gust of wind shoots from his hand, pushing him upwards at a moderate rate. It can be angled left or right, but it mainly moves him up. This move does no damage, but does have a dangerous windbox that moves opponents downwards. If Talent Knight runs out of Mana, he goes into freefall.

Down Special: Slow Motion: Talent Knight holds his hand out and a small grayish aura will circle around Talent Knight whilst a slowdown sound plays. Anyone or anything in this bubble when Talent Knight performs it will be slowed for one second. On whiff, Talent Knight will look down at his hand confused, which gives a ton of endlag to punish.

Input Commands[edit]

Input Command 1: Kick: Upon doing the input command "🡦, 🡢, S" Talent Knight winds his leg up, then kicks straight forward, diagonally down when airborne. The kick lingers, boasting a powerful hit on the initial kick. He holds his leg out for a moment more, then pulls back. Kick has no knockback scaling and has medium knockback. On the ground, it knocks enemies backwards, forcing a knockdown. In the air, it's a weakish spike. Additionally, if the airborne version is landed, it'll cause Talent Knight to be popped up, similar to Links Down Air. Kick suffers from somewhat poor startup and meh damage.

Input Command 2: Energy Transforming Bow: If Talent Knight performs the input string “🡧, 🡣, 🡧, 🡣, S” Talent Knight will take out the Energy Transforming Bow. He’ll charge up an arrow when the input is held. He can angle the bow up and down 45°. On release, Talent Knight fires the bow, releasing an arrow that doesn’t follow gravity, which costs 20 Mana. Said arrow will pierce through opponents and rebound off walls. If Talent Knight doesn't have 20 MP, he'll take out the bow and transform it into Sword mode,slashing it forwards.

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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