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Talent Knight: Difference between revisions

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Created page with "== Fighter Overview == '''Name:''' Talent Knight '''Author:''' Audie (Character by Cydream) '''Bio:''' [Write a short summary about who this Fighter is.] '''Ability:''' [Does your Fighter have a Fighter Ability? If so, what is it? They don’t need one.] '''Weight:''' [How easily is your Fighter knocked away from attacks? Heavy, Medium, Light, etc.] '''Ground Speed:''' [How fast does your Fighter move around the Stage on foot? Fast, Medium, Slo..."   (change visibility)
 
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'''Name:''' Talent Knight
'''Name:''' Talent Knight


'''Author:''' Audie (Character by [[cydream.tech|Cydream]])
'''Author:''' Audie (Character by Cydream)


'''Bio:''' [Write a short summary about who this Fighter is.]
'''Bio:''' [Write a short summary about who this Fighter is.]


'''Ability:''' [Does your Fighter have a [[Fighter Ability]]? If so, what is it? They don’t need one.]
'''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. Additionally, using Down Special, Spell Swap, will swap Talent Knights Specials into ones that use exclusively spells.


'''Weight:''' [How easily is your Fighter knocked away from attacks? Heavy, Medium, Light, etc.]
'''Weight:''' Light, leaning medium


'''Ground Speed:''' [How fast does your Fighter move around the Stage on foot? Fast, Medium, Slow, etc.]
'''Ground Speed:''' Below average


'''Air Speed:''' [How fast does your Fighter move around in the air? Fast, Medium, Slow, etc.]
'''Air Speed:''' Poor


'''Jump Height:''' [How high does your Fighters jump? High, Medium, Low, etc.]
'''Jump Height:''' Moderate


'''Midair Jumps:''' [How many times can your Fighter jump while in the air? Usually 1 all around. Multiple jumps are usually given to Fighters with wings, magic, or some logical outside force.]
'''Midair Jumps:''' 1


== Normal Attacks ==
== Normal Attacks ==


'''Jab:''' [A series of, or single, weak hits your Fighter does whilst standing still and grounded. Has the purpose of being quick, or simply just being for racking damage and being a combo tool.]
'''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 simple attack aimed in front of your Fighter while walking forwards. Has the purpose of being a good tool for poking at your opponent from middle range, but not super close.]
'''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:''' [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. Mainly the "tilt" that's best for KO'ing.]
'''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. Mainly the "tilt" that's best for KO'ing.]
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== Input Commands ==
== Input Commands ==
'''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 hits backwards, forcing a knockdown. In the air, it's a poor spike. Kick suffers from very poor startup and meh damage.


'''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:''' [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.]

Revision as of 21:39, 18 September 2025

Fighter Overview

Name: Talent Knight

Author: Audie (Character by Cydream)

Bio: [Write a short summary about who this Fighter is.]

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. Additionally, using Down Special, Spell Swap, will swap Talent Knights Specials into ones that use exclusively spells.

Weight: Light, leaning medium

Ground Speed: Below average

Air Speed: Poor

Jump Height: Moderate

Midair Jumps: 1

Normal Attacks

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: [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. Mainly the "tilt" that's best for KO'ing.]

Up Tilt: [An attack that is directed in the upwards area of your Fighter, somewhere in the area above their head. Good for attacking opponents Who are above your Fighter, or for juggling.]

Down Tilt: [A low-hitting move aimed near the Fighter’s feet whilst they’re crouched. Often used to poke or pressure grounded opponents without being too open, with the bonus of being fast.]

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, given how quick it is to come out.]

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 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 hits backwards, forcing a knockdown. In the air, it's a poor spike. Kick suffers from very poor startup and meh damage.

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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