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'''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.  
'''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:''' 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:''' [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.]
'''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 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.]
'''Down Tilt:''' A swing of the Ranger Sword, 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 ==
== 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.]
'''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:''' [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.]
'''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 percents, but the first hit by itself knocks forwards and is good too.


'''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.]
'''Back Air:''' Spins his body around and Swings the Ranger Sword backwards in a side-to-side motion. Good knockback scaling, but it isn’t a very good kill tool unless you're far offstage.


'''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.]
'''Up Air:''' Juts the Ranger Sword straight up.


'''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.]
'''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.]

Revision as of 03:12, 19 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: 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 swing of the Ranger Sword, 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

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 percents, but the first hit by itself knocks forwards and is good too.

Back Air: Spins his body around and Swings the Ranger Sword backwards in a side-to-side motion. Good knockback scaling, but it isn’t a very good kill tool unless you're far offstage.

Up Air: Juts the Ranger Sword straight up.

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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