Jump to content

Editing The Colormen

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 42: Line 42:
'''Up Air:'''  Swings his hand above himself in an arch whilst turning Green, causing leaves to shoot out above him. These leaves do chip damage, but do nothing in terms of knockback basically.
'''Up Air:'''  Swings his hand above himself in an arch whilst turning Green, causing leaves to shoot out above him. These leaves do chip damage, but do nothing in terms of knockback basically.


'''Down Air:''' Turns Purple, then violently stomps below himself with both feet. This is a very strong spike at the foot hitbox, but his legs still do moderate damage and have low angles. Additionally, his forelegs and feet are covered in poison sludge during the attack.
'''Down Air:''' Turns Violet, then violently stomps below himself with both feet. This is a very strong spike at the foot hitbox, but his legs still do moderate damage and have low angles. Additionally, his forelegs and feet are covered in poison sludge during the attack.


== Strong Attacks ==
== Strong Attacks ==
Line 54: Line 54:
== Grab Attacks ==
== Grab Attacks ==


'''Grab:''' Reaches forwards with both hands. Somewhat slow grab, but has decent distance. Isn’t affected by his current element.
'''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 violent headbutt with moderate damage. Isn’t affected by his current element.
'''Pummel:''' [A quick, single, repeatable hit your Fighter can do while holding a grabbed Fighter.]


'''Forward Throw:''' Turns Green, then a vine thwips out from behind the grabbed player, then grabs them from The Colormen. It then throws them into the ground whilst Colormen launches. It launches at an odd angle, but doesn’t exactly kill due to its knockback scaling.
'''Forward Throw:''' [Throws the grabbed Fighter in front of yours.]


'''Back Throw:''' Turns Orange whilst spinning, then squeezes the opponent tightly, exploding whilst they’re in his clutches. This move launches forwards with decent knockback and good scaling, making it a great kill tool on the top platform.
'''Back Throw:''' [Throws the grabbed Fighter behind yours. Great for KOs near the edge of the stage.]


Turns Orange whilst spinning, then squeezes the opponent tightly, exploding whilst they’re in his clutches. This move launches forwards with decent knockback and good scaling, making it a great kill tool on the top platform.
'''Up Throw:''' [Throws the grabbed Fighter straight up. Can lead into combos or juggles.]


'''Up Throw:''' Holds the opponent up while Yellow, and strangles the opponent whilst lightning comes out of his hands. He then drops the opponent, leaving them in a grounded state.
'''Down Throw:''' [Throws the grabbed Fighter downward, usually at the ground.]
 
'''Down Throw:''' Turns Purple, vomiting poison sludge into the ground. He then grabs the opponent by the neck, slamming them into said sludge. This move does amazing damage, but has poor knockback.


== Special Attacks ==
== Special Attacks ==


'''Neutral Special:''' The Colormen rears back, then blasts his hand out forwards, causing a ball of whatever element he currently is to come out. Red would be a simple fireball, doing meh damage and small knockback. Orange would be a slow-accelerating explosive ball, exploding on contact. Yellow would be a ball of lightning that causes multi-hit damage. Green would be a slow moving ball of vines that wraps around the opponent for a moment on impact. Blue would be a ball of ice that is similar to Red, but it does an ice effect. Violet would be a ball of poison, similar to Red, but would apply the poison effect. Colormen would transition back to White once this move is used, but if he is White and this is used, he’ll just look at his hand whilst nothing comes out. If he holds the input, he’ll perform Spectrum Blast, but will instead do an underhand toss, which makes the ball of element circle around him. He can have up to three of these balls circling around him at once. If an opponent is to come into contact with one of these balls, it’ll do the same thing said ball does in Spectrum Blast.
'''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:''' Colormen lunges forwards. He’ll then drag them across the ground/air before letting go. Red would cause flames to burst from his hand during the drag. Orange would cause an explosion at the end of the throw, doing more knockback. Yellow would be like Red, but would be lightning. Green would make Colormen drag you through the flowers, it does less damage but it's funny. Blue would be like Red, but would be ice. Purple would be like Red, but would be poison. Colormen would transition back to White once this move is used, but if he is White and this is used, he’ll stagger whilst not grabbing.  
'''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:''' Colormen stomps down, sending a blast of the current element down, launching him up. Red is a blast of fire. Orange is an explosion, launching him higher and doing more damage. Yellow is like Red, but with lightning. Green is like Red, but with dirt and leaves, doing slightly less range. Blue is like Red, but with ice. Purple is a poison goop around his leg, giving less range. Colormen would transition back to White once this move is used, but if he is White and this is used, he’ll just kick down whilst nothing comes out.
'''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:''' Scrunches up, then hits the Wally West pose (but violent), launching an explosion based on his current element. Red would be a burst of fire all around him. Orange would simply be an explosion, being the all-rounder. Yellow would be like Red, but burst electricity. Green would be a blast of dirt and leaves all around. Blue would be like Red, but would be ice. Purple would be a poison sludge all around him. Colormen would transition back to White once this move is used, but if he is White and this is used, he’ll just do the pose whilst nothing comes out.  
'''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 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.]
'''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.]
Please note that all contributions to Terrible Platform Fighters Wiki are considered to be released under the Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) (see Terrible Platform Fighters Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!
Cancel Editing help (opens in new window)
Cookies help us deliver our services. By using our services, you agree to our use of cookies.