Fidget
|
|
Health |
100
|
Dash Time |
12 Frames
|
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.
Strengths |
Weaknesses
|
- 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
|
|
Move List
Standing Normals
N-Attack 5A
|
Damage
|
Startup
|
Active
|
FAF
|
Adv on Hit
|
Adv on Block
|
10
|
8
|
8
|
30
|
+5
|
-4
|
Draco's fastest move. Extends his hurtbox slightly, but is disjointed all around the edges. Good poke and decent get-off-me tool, pushing the opponent out at a comfortable range.
|
|
F-Attack 6A
|
Damage
|
Startup
|
Active
|
FAF
|
Adv on Hit
|
Adv on Block
|
10, 15
|
20, 30
|
8, 4
|
70
|
+1
|
-18
|
A decent but slow whiff punisher. Deals good damage, and best for when you want to push the opponent away at the end of a combo. Launch punishable on block, so don't use this carelessly.
|
|
B-Attack 4A you will get hit by this you will get hit by this
|
Damage
|
Startup
|
Active
|
FAF
|
Adv on Hit
|
Adv on Block
|
20
|
20
|
10
|
58
|
+3 (Launcher)
|
-21
|
A slow disjointed anti-air and launcher. Huge risk, huge reward. Mainly used as a combo followup, big block punish, or hard grab read.
|
|
N-Special 5B
|
Damage
|
Startup
|
Active
|
FAF
|
Adv on Hit
|
Adv on Block
|
10
|
20
|
180
|
40
|
~+2
|
~-2
|
Draco shoots a slow-moving fireball that lasts for 3 seconds. Mainly used as a setup projectile to walk behind and force the opponent to react, which can lead into a punish.
|
|
F-Special / B-Special 6B / 4B have fun trying to touch him have fun trying to touch him
|
Damage
|
Startup
|
Active
|
FAF
|
Adv on Hit
|
Adv on Block
|
--
|
0
|
--
|
60
|
--
|
--
|
Draco flies forward or backwards depending on the input. The jump distance and followups are identical for both. These can be used defensively as an escape, or offensively to force a mix-up situation. Air options are allowed a bit before you reach the peak of your jump, which is about 19 frames.
|
|
Air-Attack j.A the legendary divekick the legendary divekick
|
Damage
|
Startup
|
Active
|
FAF
|
Adv on Hit
|
Adv on Block
|
12
|
6
|
18
|
30
|
~+9
|
~-7
|
A very quick divekick. Can lead into an N-Attack on hit, and is usually safe on block. Frame data on hit/block is better the later you land the divekick.
|
|
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
|
Damage
|
Startup
|
Active
|
FAF
|
Adv on Hit
|
Adv on Block
|
10
|
20
|
180
|
40
|
~+2
|
~-2
|
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).
|
|
Air-Grab j.C / j.A+B
|
Damage
|
Startup
|
Active
|
FAF
|
Adv on Hit
|
Adv on Block
|
5
|
12
|
10
|
20
|
--
|
--
|
A ludicrously quick air-to-ground grab that shoots Draco downwards. If landed, the damage and trajectory is identical to Draco's N-Grab. Extremely quick, almost lagless, and huge reward -- the opponent has to either anti-air you or read the grab to punish. Can also be used as an interesting movement option due to the speed.
|
|
N-Grab 5C give him a hug give him a hug
|
Damage
|
Startup
|
Active
|
FAF
|
Adv on Hit
|
Adv on Block
|
5
|
12
|
16
|
40
|
--
|
--
|
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.
|
|
F-Grab 6C Draco YEET Draco YEET
|
Damage
|
Startup
|
Active
|
FAF
|
Adv on Hit
|
Adv on Block
|
15
|
20
|
8
|
40
|
--
|
--
|
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.
|
|
B-Grab 4C
|
Damage
|
Startup
|
Active
|
FAF
|
Adv on Hit
|
Adv on Block
|
7
|
12
|
16
|
40
|
--
|
--
|
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!
|
|
Combos
B-Attack
- B-Attack > F-Attack - MAX Damage (45)
- B-Attack > B-Attack - High damage, keeps opponent close (40)
- B-Attack > N-Attack - Reset (30)
N-Grab / Air-Grab
- Grab > B-Attack > N-Attack - MAX Damage (35)
- Grab > F-Attack - Positioning (30)
- Grab > B-Attack - Reset (25)
- Grab > N-Attack - Reset (15)
Strategy