Fidget
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Health |
100
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Dash Time |
12 Frames
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WIP WIP WIP WIP
Story
Fidget is a red panda-dragon born with fire powers, and trains every day to be a hero of legend. Assisting him is his bag, which essentially acts as a small pocket dimension where he fits adventuring gear for any situation. While it carries many weapons, he usually holds his main weapon of choice, a blue metal tonfa.
Gameplay Overview
Fidget is an oppressive all-rounder with great mobility and quick projectiles. He has very little weaknesses, and can poke out the opponent in a variety of ways, before going in with one of his many approach options. He was designed to be a slightly more technical Draco, but whether this was successful is up for debate.
Strengths |
Weaknesses
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- Versatility: Has a move for every situation and range.
- Pressure: Has multiple ways to pressure the opponent with safe moves
- Mobility: Has good walk, dash, and aerial mobility, with his F-Attack
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Move List
Standing Normals
N-Attack 5A you'll be seeing this a lot you'll be seeing this a lot
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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5, 7
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8, 12
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3, 8
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35
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-2 (-5 on tip)
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-6 (-10 on tip)
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Fidget smacks the opponent twice with his tonfa. Rather quick animation despite being a two-hit move. The second hit has a smaller hitbox than the first, so if you hit it with the tip, only the first will land, leading to worse frame data (and damage, of course). Since it's slightly disjointed (but extends your hurtbox) and is a quick move, this will be your main pressure tool up close, as well as a common combo ender.
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F-Attack 6A
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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10, 5
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15, 23
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8, 8
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65
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+0 (Launcher)
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-20
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Fidget pulls out a sword to slash the opponent, before doing an uppercut with his tonfa. Very long ranged whiff punisher, very unsafe, but entirely disjointed.
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B-Attack 4A
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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5
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12
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5
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25?
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+8 (Launcher)
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-1?
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Fidget does a tonfa uppercut, putting him into his Air stance around the peak of his jump. Very quick anti-air and great combo tool, but whiffs on standing opponents (the sole exception being Tusk due to his large hurtbox). This move can also be considered Fidget's neutral jump, since it has very low lag and makes him jump almost straight up.
Exact frame data is difficult since the programmed number (FAF 30) is different from actual engine, which puts him into air stance once he starts falling (about frame 25). The in-game number of -6 on block has therefore been translated to an estimate of -1.
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N-Special 5B
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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10
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10
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60
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40
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~-6
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~-11
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Fidget shoots a quick-moving fireball from his fist, traveling forward in a straight line. This fireball lasts a noticeably shorter amount of time than most projectiles, allowing him to pressure from only a bit further than mid-range. However, it's a very safe way to apply pressure from a distance.
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F-Special / B-Special 6B / 4B have fun trying to touch him have fun trying to touch him
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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--
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0
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--
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60
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--
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--
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Fidget flies forward or backwards depending on the input. Notably, the backwards jump has both height and distance that's shorter than his forward jump, so he's not able to run away as easily. These can be used defensively as an escape, or offensively to force a mix-up situation. Air options are allowed a bit after you reach the peak of your jump, which is about 22 frames for a backwards jump and 26 frames for a forward jump.
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Air-Attack j.A you'll be seeing this a lot you'll be seeing this a lot
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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5
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10
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8
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30
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+11 (Launch)
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+3
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Fidget swings his tonfa mid-air, which is a launcher that's plus on block, for some reason. Very good pressure tool, and guarantees an N-Attack on hit. Good combo tool when combined with B-Attack, and can even lead back into a B-Attack in certain situations. Very fun!
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Air-Special j.B in case you wanted to know what it'd be like to give a grappler akuma fireballs in case you wanted to know what it'd be like to give a grappler akuma fireballs
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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10
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20
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180
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40
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~+2
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~-2
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Draco shoots a fireball at a downward angle while also gaining momentum backwards. This can be used as a safe fakeout while jumping forward, or for creating a projectile with large pressure/zoning potential. Stats are mostly based on in-game metrics, but can vary in the actual game (e.g. despite technically having a lifetime of 3 seconds the fireball will hit the ground before then).
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Air-Grab j.C / j.A+B
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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-
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-
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-
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-
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--
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--
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Has slightly more endlag than most grabs
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N-Grab 5C give him a hug give him a hug
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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5
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12
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16
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40
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--
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--
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A grab with larger range than it appears to. This is a big bread-and-butter for Draco's mix-ups and pressure, but you have to work yourself into a position where it's usable.
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F-Grab 6C Draco YEET Draco YEET
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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15
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20
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8
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40
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--
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--
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Draco dashes forward with a grab, before throwing them all the way across the stage. This has no followups (other than perfectly spaced fireball shenanigans), but can be a decent whiff punisher and can be great for positioning.
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B-Grab 4C
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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7
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12
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16
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40
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--
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--
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Draco grabs and throws his opponent backwards, allowing for a followup -- usually F-Attack, but throwing them against a wall can allow for a B-Attack. Great for reversing corner situations!
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Combos
N-Grab / Air-Grab
- Grab > (walk back) > F-Attack > B-Attack > Air-Attack > N-Attack - MAX Damage (40)
Strategy