Talent Knight
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.]