Smack Studio / Template

Bread
on
Fire
(they/them)
Template
Overview
Normal Attacks
Jab
Forward Tilt
Up Tilt
Down Tilt
Dash Attack
Strong Attacks
Side Strong
Up Strong
Down Strong
Aerial Attacks
Neutral Air
Forward Air
Back Air
Up Air
Down Air
Special Attacks
[NeutralName]
[ForwardName]
[UpName]
[DownName]
Grabs / Throws
Grab
Forward Throw
Back Throw
Up Throw
Down Throw
Dodges
Forward Dodge
Back Dodge
Spot Dodge
Air Dodge
Ultra
[UltraName]
Other Things
Taunt
Alternate Colors
Update History
v_._
v1.0
Concept Art



- Smack Studio: Template -
TEMPLATE


Defense Multiplier: Higher = Less knockback taken.
Base Range: 1.3 - 1.9
Base Average: 1.5


Walk Speed: Higher = Faster maximum walk speed.
Base Range: 1.9 - 3.6
Base Average: 2.9


Walk Acceleration: Higher = Faster to reach max walk speed.
Base Range: 30 - 40
Base Average: 34


Run Speed: Higher = Faster run speed.
Base Range: 4.8 - 6.8
Base Average: 5.6


Ground Friction: Higher = Quicker stopping time on the ground.
Base Range: 16 - 24.5
Base Average: 21.9


Air Speed: Higher = Faster maximum air speed.
Base Range: 3.8 - 4.8
Base Average: 4.2


Air Acceleration: Higher = Faster to reach max air speed.
Base Range: 15 - 35
Base Average: 23.3


Air Friction: Higher = Quicker stopping time in the air.
Base Range: 2.0
Base Average: 2.0


Gravity Multiplier: Higher = Quicker time to reach max fall speed.
Base Range: 0.8 - 1.3
Base Average: 1.1


Jump Speed: Higher = Higher jumps.
Base Range: 8 - 10.6
Base Average: 9.9


Air Jumps: Higher = More jumps.
Base Range: 1 - 4
Base Average: 1


1.5

2.9

34

5.6

21.9

4.2

23.3

2.0

1.1

9.9

1

OVERVIEW

[Character overview]

 Template is a [character mini-overview].

PROS   /   CONS
  • Pro 1: A benefit.
  • Pro 2: A benefit.
  • Pro 3: A benefit.
  • Pro 4: A benefit.
  • Pro 5: A benefit.
  • Con 1: A problem.
  • Con 2: A problem.
  • Con 3: A problem.
  • Con 4: A problem.
  • Con 5: A problem.
Frame Data Key
Startup Frame The time before an attack's first hitbox comes out.

Active Frame The duration of an attack's hitbox.

Inactive Frame The time between an attack's hitboxes.

Recovery Frame The time after an attack's last hitbox.

Invunerable Frame A frame where the character can not be hit.

Armor Frame A frame where the character can not take knockback.

Movement Frame Frames where an attack has some form of movement.

Cancel Frame Frames where an attack can be canceled into specific other actions.

Special Frame / Special Point The point where specific actions occur, such as counter windows or repeating frames.

 
Charge Point The point where a strong attack can be charged.

 
Projectile Creation Point The point where a projectile is created.


Attacks run at 40 frames per second.
- Normal Attacks -
Jab
Forward Tilt
Up Tilt
Down Tilt
Dash Attack
- Strong Attacks -
Side Strong
Up Strong
Down Strong
- Aerial Attacks -
Neutral Air
Forward Air
Back Air
Up Air
Down Air
- Special Attacks -
Neutral Special : [NeutralName]
Side Special : [ForwardName]
Up Special : [UpName]
Down Special : [DownName]
- Grabs / Throws -
Grab
Forward Throw
Back Throw
Up Throw
Down Throw
- Dodges -
Forward Dodge
Back Dodge
Spot Dodge
Air Dodge
- Ultra -
Ultra : [UltraName]
- Other Things -
Taunt
Alternate Colors
Color 01 Default. Created by ________.
Color 02 Smack Studio Color 2 Default.
Color 03 Smack Studio Color 3 Default.
Color 04 Smack Studio Color 4 Default.
Color 05 Smack Studio Color 5 Default.
Color 06 Smack Studio Color 6 Default.
Color 07 Smack Studio Color 7 Default.
Color 08 Smack Studio Color 8 Default.
Update History
v_._ (_____ __th, 20__)
v1.0 (Month __th, 20__)
Initial Release!
Concept Art
[ArtName]