Circle

Circle is a character in Platform Fighter Test. It appears to be a sentient orange circle.

## Playstyle

Circle is best described as a Turtle type fighter. Circle boasts a variety of projectiles and can attack from a distance with its projectiles. Its amazing air speed can also be a helping hand in recovering horizontally off the stage. However, Circle has abysmal offensive play up-close (a weakness of most Turtle-type fighters); has mediocre ground speed and horrible overall range, and has a gimpable recovery.

## Overview

Circle is a gunner-type fighter using a gun connected to its body. It possesses a wide array of projectiles, some of which are considered to best in the game. One of its prominent projectiles are it's side and neutral special projectiles. The Neutral Special is a chargable projectile, and once fully charged can lead to an easy KO. Its Neutral Special can be used to finish off combos. Its Side Special is a great move to continue KOs and push your opponent away. Circle is amazing with zoning thanks to its projectile.

A tiny bit of Circle's normal moves are also very good. Its down air and up air are two amazing KO moves and can KO early, with Dair spiking and Up Air killing early. Its neutral air is a decent move, its decently strong and does cover wide range. Its fast air speed also allows Circle to perform aerial combos easily. Its down tilt, is an amazing combo starter, which just so happens to be very similar to Square's Down Tilt.

However, Circle's main issue is its abysmal offensive with normals. Most of its attacks are horrible, have bad range, can't KO, and many other things. Its slow ground speed also makes Circle horrible approaching opponents and bad on the ground. It's recovery, despite giving great vertical height, fails to give Circle much horizontal distance, leading to Circle's recovery being open to gimps.

Overall; Circle exhibits the strengths and weaknesses of a Turtle-type fighter. It has great projectiles and has amazing zoning, some good moves and decent combo ability. However, just like a Turtle-type, Circle has a horrible offensive with normals and lacks range. It also has a recovery with negligible horizontal distance, opening Circle to gimps.

## Moveset

Circle is a gunner-type, using a gun connected to itself to attack and use its projectiles.

### Ground Attacks

* Jab: Waves around its gun. A multi hit move, exactly hits 2 times. Each hit does 2.4%.
* Up Tilt: Flails its gun around upwards. Also a multi hit move, this time hitting 3 times. Recommended to not use. The first 2 hits do 4.3%, and then the last move doing 5.3%.
* Forward Tilt: Swings its gun upward quickly before swinging it forward quickly. Subpar move since it barely has a hitbox, so recommended to not use. Does 7.6%.
* Down Tilt: Hits its gun downward on the ground. Works as a combo starter in the air since it flips opponents in the air. Does 11.8%.

### Air Attacks

* Neutral Air: Swings its gun around in a circle, similar to Triangle's nair. Does 9.2%.
* Up Air: Holds its gun up in the air straight. One of its only good moves since its a good KO move and kind of reaches good. Does 6.5%.
* Back Air: Holds its gun backward in the air straight. A decent move as it can extend combos, and has a spike (despite it almost barely working.) Does 15.7%.
* Down Air: Swings its gun in an arc downwards. A decent spike and can be chained on the ground to do an Up Air Juggle. For instance, opponents on the ground? Do a down air high in the air when they jump up to you and then up air as soon as the bounce back up to you. Does 14.2%.
* Forward Air: Flails its gun forward. A horrible move, a definitive do not use (DNU). Is a multihit. Does 3.1% on each hit.

### Specials

* Neutral Special: Works as Samus's Charge Shot. You charge up a bullet, and it takes NEARLY 3 seconds to charge. Full Charge (FLC) shot is great for finishing off combos. Fully charged does 25.2%, while uncharged does 12.7%.
* Side Special: Shoots a grenade that moves in a very low arc. Can be used for a combo extension or to do a GDTQC. Does 7.8%.
* Up Special: Shoots a bullet downward, pushing Circle upward. Incredible vertical height but is easily gimpable due to the fact that it has poor horizontal reach.
* Down Special: Same as Samus's Down Special. Does 3.4%.

## Notable Things

### Grenade's Double Triple Quadruple Combo (GDTQC)

A GDTQC is a combo in which Circle uses its side special multiple times to technically "combo" the opponent. This is used to push away opponents, mainly to charge its Neutral Special.

1. ↑ https://www.ssbwiki.com/Charge\_Shot
2. ↑ https://www.ssbwiki.com/Bomb\_(Samus)