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Question: What costumes should Starkiller have? See 1st post for images
Heavy Training Gear
Industrial Explorer Outfit
Jungle Combat Gear
Sith Stalker Armor
Sith Warrior Armor A (Red)
Sith Warrior Armor B (Blue)
Sith Warrior Armor C (Black)

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Author Topic: Starkiller PSA-Moveset Complete Screenshots Coming Soon!  (Read 35821 times)
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Omniscient X
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    « on: August 01, 2011, 01:18:57 AM »


    Starting on Starkiller (the perfected evil clone of Galen Marek):

    Stats:
    Size: 6/10
    He’s the same size as Link was.

    Weight: 5/10
    Starkiller doesn’t wear any of Link’s armor and doesn’t carry so many weapons with him since his lightsaber and the Force provide with extremely powerful weapons. However, this leaves him very vulnerable to knockback and he’s easily knocked around especially by larger and stronger characters like Bowser or Donkey Kong.

    Walk: 5/10
    Kind of fast, very good for cautious approaches.

    Run: 7/10
    Starkiller is much more agile than Link ever could hope to be but he’s still not on par with like Sonic or Captain Falcon.

    Power: 6/10
    Starkiller lacks that raw physical strength, but can use the Force to augment his physical abilities to greater heights than any combatant could ever hope to be at (Force Fury) although it drains him a lot.  The Force powers he wields are very strong indeed as the telekinetic ones can blast opponents away and “grip” them with a lot of knockback regardless of size or weight.  The lightsaber deals very low KB unless it is imbued with raw Force energy which usually cuts attack speed down a lot.

    Attack Speed: 7/10
    Starkiller’s attack speed is once again quite a bit greater than Link’s but deals less KB in physical combat, his Force powers however make up the bulk of his moveset that lacks this attack speed.

    Range: 8.5/10
    His range is probably one of his strongest suits, in addition to wielding a melee weapon, the lightsaber, which he can throw at a whim he also uses a variety of Force powers with usually limited range except Force Blast which trades attack speed for infinite horizontal range.

    Priority: 9/10
    Due to Starkiller’s main weapon the lightsaber dealing such high damage, he wields incredibly priority in close range combat for instance his Side-Tilt can cancel with any of Ike’s moves short of a fully charged forward smash.  Force Lightning, Sith Scorcher and Force Blast also possess very high levels of priority able to negate many projectiles and cut through many attacks.  Force Wave, Force Catapult, and Force Repulse all have transcendent priority allowing them to bypass other attacks and go “through” them and move enemies away, they can still deflect projectiles though!

    1st Jump: 5/10
    An average first jump.

    2nd Jump: 6/10
    Nothing really special here just a slightly above average jump.

    Recovery: 5/10
    His recovery is simply average, that’s all there is to it he’s an acrobat but he can’t fly for all intents and purposes.

    Fall Speed: 5/10
    Starkiller possesses an average fall speed which helps him open up his air game to land and continue combos in the air!

    Air Speed: 7/10
    Good air speed and overall air game, to correspond with agility increase.

    Crouch: 5/10
    It’s ok although it can’t block projectiles like Link’s used to be able to.

    Hover: No
    Crawl: No
    Wall Jump: Yes
    Glide: No

    Dodge: Has added speed and is increased to be on par with Starkiller’s agility in comparison to what Link’s was.
    Moveset:
    Specials:
    Neutral Special: Force Lightning, Starkiller’s forward smash is Sith Scorcher which is basically Force Lightning on steroids, this is the base ability which can be used to destroy approaches, rack up damage and deal medium KB.  On the ground Starkiller will hold out one hand and continuously fire bolts of Force Lightning that will cease once you release the B-Button. The bolts deal 5% damage with medium-high electrical KB that stuns the opponent for like a second before blasting them forwards allowing you do deal more damage.

    From the air Starkiller uses his massive command of the Force to hover in midair before unleashing a barrage of powerful bolts of energy forward, this attack is a set attack that, unlike the grounded version, and cannot be held forever.  The bolts, however, do 9% damage and higher forward KB than that of their grounded counterparts.

    Side Special: Force Wave, Starkiller quickly gathers Force energy in his palms and then shoves the energy forward, which manifests as a “wave” of telekinetic energy that pushes all that come in contact with it forward with strong knockback and it always trips knocking opponents into a “damaged” fall state.  This wave of energy is one of Starkiller’s most unique attributes it is in a sense Issac’s (the Assist Trophy) attack with a smaller “projectile”.  Starkiller must actively control the Force Wave thus if he is hit then the attack will come to an abrupt halt.

    Up Special: Force Leap/Force Catapult, from the ground Starkiller uses the Force to augment his physical abilities and jumps a great height (comparable to Sonic’s Up-B the Spring Jump), while if he uses the technique in the air he uses a downward Force Wave to propel himself upwards about the height of Links Up-B.  The Force Wave does no damage or hitstun but its strong downward KB can set up for many combos and killing options.

    Down Special: Force Blast, Starkiller unleashes a concentrated blast of raw dark side energies against his foes from his outstretched hand.  The attack has incredible horizontal range although the blast isn’t very wide; it is still a very effective move and can be used in a lot of situations.  The use of this power relies on the dark side “points” Starkiller has built up from using his down taunt.  Each use of this power requires at 1 dark side point but the Force Blast is quite powerful dealing 19% fire damage and strong forward KB that can begin KO’ing at around 80-100%.  This is without a doubt one of Starkiller’s greatest Force powers in his arsenal and should be employed often but with strategy.  This is akin to Suicune’s Aurora Beam move although this attack is slightly larger but much weaker.

    Standard Attacks:

    Natural Combo: Sith Striker, Starkiller ignites his lightsaber and attacks in a forward slash and then backwards slash both dealing 6% fire damage and weak forward KB, followed by a stab that does 8% fire damage and slightly better medium knockback, then if you press the attack button again Starkiller will throw his lightsaber in an arc before it returns to him and he shuts it off.  The thrown lightsaber does 5% fire damage and medium forward KB going out and backward KB coming back in.

    Upward Tilt: Rising Slash, Starkiller ignites his lightsaber and slashes above him with it dealing 10% fire damage and weak upward KB to any unfortunate opponents caught in the path of his deadly weapon.

    Side Tilt: Saber Sling, Starkiller slashes forward with his lightsaber doing 9% fire damage and weak forward KB.  Then if you press the A-Button again he will imbue his lightsaber with raw Force energy and do a backhand slash where the blade deals 10% fire damage and strong forward KB, and it’s trailed by powerful telekinetic energy that is it makes contact with the opponent will knock them off their feet and send them flying with no damage.  The kinetic energy only usually hits if the opponent dodges the 2nd slash.

    Downward Tilt: Leg Slash, Starkiller ignites and slashes with his lightsaber dealing 7% fire damage and weak forward KB, which always trips opponents!  This attack is a staple move for setting up opponents for Force power combos or allowing you to catch them up in a Force Grip!

    Aerial Attacks:

    Z-Air: Saber Throw, Starkiller ignites and hurls his lightsaber forward as it arcs through the air like a projectile doing 10% fire damage and medium forward KB on the way out and medium backward KB while it’s returning to Starkiller’s hand.

    Neutral Aerial: Overhand Destruction, Starkiller slashes with his lightsaber augmenting his strength via the Force, the blade does 12% fire damage and medium forward KB to anything caught in its path.

    Upward Aerial: Force Shield, Starkiller creates a barrier of Force energy over him, creating an umbrella effect reflecting projectiles up into the sky and keeping enemies off of him, the “shield” of energy does no damage but strong upward KB, but this knockback is set as well.

    Forward Aerial: Spiral Lightning, Starkiller ignites his lightsaber and swings with it horizontally dealing 8% fire damage and weak forward KB, the Sith Lord then continues into a spin charging the blade with Force Lightning and after pulling a full 360 degree turn and slashes again with his lightsaber.  The 2nd swing has better range and inflicts 13% electrical damage coupled with strong forward KB.

    Backward Aerial: Force Hurl, Starkiller turns around in mid-air and launches a Force Push behind him which travels a short distance before dissipating.  The Force Push deals no damage but flings enemies away with strong KB, and this move is unique as it lets Starkiller turn around in the air and opens up his attack options.

    Downward Aerial: Falling Thunder, Starkiller charges his lightsaber with intense amounts of Force Lightning and then performs a stall-then-fall with incredible fall speed.  The saber deals 7% electrical damage and a powerful meteor smash, while Starkiller’s body inflicts only 3% regular damage and a weak meteor smash.  However, the real power of this move is the landing where Starkiller plunges his blade into the ground releasing all the pent up energy into the ground generating a shockwave of raw Force energy that spreads in about a one stage builder block radius.  The shockwave deals 9% electrical damage and medium KB that always trips the opponents knocking them on their backs.  Starkiller quickly pulls his weapon out of the ground and extinguishes his lightsaber ready to follow up with another attack!  

    Smash Attacks:

    Forward Smash: Sith Scorcher, Starkiller briefly charges electricity in his hands before unleashing a barrage of high-intensity, blue Force Lightning.  The bolts do 12% electrical damage and high forward KB, Starkiller’s hands (while firing the lightning) deal 3% electrical damage and weak forward KB.  This is lightning like you’ve never seen in Brawl, not that [censored] attempt at lightning with blasts of electricity chained together; these are solid bolts of cyan lightning blasting forward from the Sith Lord’s fingertips.  This is arguably Starkiller’s most potent move that can kill at around 50-60% and is incredibly powerful and has great range, however a couple downsides is that it is an energy move and thus has nearly no effect on the likes of Ness or Lucas and it can be predicted easily all the opponent has to do is jump and Starkiller is vulnerable to punishment.  Use this attack wisely and make sure to not leave yourself open to a possible counter attack.

    Upward Smash: Force Repulse, Starkiller hovers slightly above the ground charging the Force in a sphere of bluish energy that surrounds his body and then he unleashes the energy in a massive explosion of kinetic energy that manifests as a rapidly enlarging bluish sphere.  The sphere does no damage but throws everything away from it that it comes in contact with, enemies, items, everything that’s not rooted to the ground is a target.  The sphere expands about 2 stage builder blocks in every direction at a considerable pace.
    Although this smash move cannot be “smash charged”, because it doesn’t have damage to increase and the KB is high enough already, it still makes for a formidable weapon as a get-off-me move and can be used to deflect thrown items.  This move can also neutralize energy projectiles due to the high priority of the windbox.

    Downward Smash: Lightning Crush, Starkiller charges his lightsaber with concentrated Force Lightning and smashes it downward in an overhead strike that deals 15% electrical damage coupled with sizable hitstun and strong forward KB.

    Grabs:

    Grab: Force Grip, Starkiller’s grab works like a special move, creating a “grip” collision about 2 stage builder blocks from his outstretched hand that he can move around with the joystick, this collision will catch anything that it comes in contact with and allow Starkiller to grip things with the force.  These can range from characters, to items to even summons.  By tilting the joystick you can move the “grip” bubble around and by tapping the joystick you can hurl enemies in whatever direction you tap it!  This power gives Starkiller a lot of power except that it isn’t shield cancelable and can only be ended by using a “throw” by tapping the joystick.  This can leave Starkiller open to more agile opponents but the grip is also a powerful offensive tool.  The grip has good duration but the throws only do moderate knockback and its set so damage doesn’t affect the KB.

    Pummel: Choke, Starkiller crushes the enemy’s throat dealing 2% regular damage.

    Taunts:

    Up Taunt: Telekinetic Chaos, this move is unlocked once Starkiller reaches 150% damage, after you use it the Sith Lord will use the Force to pick up every object in front of him for about 5 stage builder blocks, causing basically everything in the field to levitate (it’s a field of windboxes).  After 60 frames or one second Starkiller will hurl everything in that field away from him with considerable power, not enough to kill in most situations.  Starkiller can cancel this move at any point from the initial lift of objects in front of him.
    Though this move may seem rather useless it’s in fact quite useful and unique first off you can deflect any thrown projectile, and cause approaches to become clumsy as enemies can still move in the air it’s just awkward and depending on their fall speed they may not make it to you before you fling them away.  Possibly one of the most unique attributes of this move lie in teamwork and team battles where friendly fire is turned on, you can hurl your partner at enemies, force enemies to battle your partner in the air, and the best one yet you can use this move with precise timing and spacing to “catch” your partner from falling off the stage and you can cancel to prevent them from being flung away from you!

    Side Taunt: Force Burst, this technique is unlocked when Starkiller hits 100% and he can compress Force energy into a sphere similar to Force Destruction and then throw it with great speed.  The orb then flies a set distance and if it makes contact with anything with a “hurtbox” (enemies, characters, summons, items, etc.) then it explodes in a massive release of telekinetic energy.  The explosion of kinetic energy is about half the size of a full size smart bomb explosion and sends opponents flying with no damage or knockback (essentially a very powerful windbox like Force Wave and Repulse.).  This ability is a powerful offensive weapon but Starkiller cannot move while using this Force power and if he’s hit or interrupted in anyway the attack will dissipate.

    Down Taunt: Channel Anger, by pressing the Down Taunt Starkiller will enter a meditative trance for about a second or 2 and if completed will give him 2 dark side “points” which are basically used as ammunition for Starkiller’s Down-B Force Blast and can be used to further augment your abilities.  This is a crucial aspect of Starkiller’s strategy and should be used on a regular basis usually following a Force Wave or Repulse.  Note that the points cap out at 15 meaning you can have no more than 15 at anytime except during the final smash, and Starkiller starts every match with 4 points.

    Final Smash: Force Fury, Starkiller engulfs himself in the dark side augmenting his already incredibly prowess and granting him increased speed, strength and Force abilities.  This Final Smash uses Time Manipulation to give Starkiller “enhanced” speed so it’s only to a minor degree but it still has a dramatic effect on combat.  He is granted over 100 dark side “points” (although they revert back to 0 at the end of the Final Smash) so Starkiller can go around obliterating opponents with Force Blast left and right.  Starkiller has a weak super armor during the Final Smash that protects him from the “flinching” or knockback of weaker attacks but strong attacks can still send him flying.




    Need to know what costumes the public wants I'll do the top 2 so here are the options:
    Heavy Training Gear:
    Industrial Explorer Oufit:
    Jungle Combat Gear:
    Sith Stalker Armor:
    Sith Warrior Armor A,B & C (A is in the red, B is in the blue, and C is in the black)

    Team for Starkiller:
    PSA-Me
    Animations-Me
    Vertex-Jokekid
    Texturing-Jokekid

    PSAs:

    Thor:

    Optimus:
    The Team:
    PSA-Me
    Animations-Me
    Texures-Person
    Vertexer-? I'd rather it not be me
    Optimus's Stats:
    Size: 10/10
    He’s quiet a bit larger than all the other characters.

    Weight: 9.5/10
    Optimus is ridiculously heavy making him flinch very little, and making him KO-able only at high percentages (unless you have figured out his weakness Wink  ).  It does make aerial combat a pain and harder than it is with other characters as well as making recovery quite a challenge.

    Walk: 2/10
    Slow as molasses at least for his size.

    Run: 7/10
    Optimus’s long strides allow him to move quiet fast in a dash, though in comparison to his size he should be moving much faster.

    Power: 9/10
    Optimus’s size, weight, biology, and arsenal combine to give him an extremely high level of power, allowing him to toss around even powerhouses like Ganondorf and DK.

    Attack Speed: 4/10
    Not great especially with axe-attacks but he is still deadly due to his range and power.

    Range: 6/10
    In melee combat Optimus’s Energon Swords and Energon Axe give him great range in combination with his great range due to his large size, but both his projectiles only have decent mid-range range effectiveness making long-range combat difficult.

    Priority: 9/10
    Optimus’s Energon Axe/Swords run off of a quantum generator giving them cutting power akin to a laser beam giving them impressive priority allowing Optimus to slash through projectiles and keep on going!

    1st Jump: 5/10
    An average first jump.

    2nd Jump: 4/10
    Nothing really special here just a slightly below average jump.

    Recovery: 5/10
    His recovery can be inevitable (VERY VERY UNLIKELY), or it can be impossible depending on Optimus’s current level of fuel.

    Fall Speed: 9/10
    Optimus falls like, well metal, which makes aerial combat more difficult but makes Optimus move very little when attacked.

    Air Speed: 8/10
    Optimus plummets at an alarming pace making aerial combat tough, but he can still move great distances in the air.

    Crouch: 2/10
    Optimus’s size makes him crouch rather useless

    Hover: No

    Crawl: No

    Wall Jump: No

    Glide: No

    Moveset Color Code:
    Red=Animation not done
    Green=Animation done PSA WIP
    Blue=PSA and Animation done

    Optimus's Moveset:
    Specials:

    Neutral Special: Ion Blaster & Barrage Cannon, After a little startup lag Optimus will whip out his Ion Blaster and fire off a ray gun shot that deals around 8% damage and deals the same KB as your average ray gun shot.  This projectile can be reflected, absorbed, etc. but it is slightly more powerful than the shot from the item and should out prioritize any other shot it comes in contact with.  The twist to this special move is that you have a window of about 20 frames to press either L, R or the Z button to make Optimus draw his Barrage Cannon instead.  The Barrage Cannon fires a single bullet with a warhead that (if it contacts an enemy) produces a large explosion and 14% fire damage and strong forward KB!  The catch is that both weapons have their strengths and weaknesses, The Ion Blaster is fast to startup and a quick projectile but not real powerful, while the Barrage Cannon’s shot travels much slower, suffers from more startup lag but deals an intense amount of damage and sends enemies flying.

    Side Special: Energon Axe, Optimus draws his greatest weapon in terms of straight on power: his mighty Energon Axe.  On the ground as Optimus draws the weapon you have a couple options:
    •   You can continue to hold down B and Optimus will swing it in a horizontal arc at a considerable pace, where the axe head deals 15% slash damage coupled with strong forward KB and the long handle deals 8% regular damage and weak forward KB.
    •   You can release B as Optimus draws the axe and he will perform a powerful uppercut swing with the axe dealing 11% slash damage on the axe head and strong upward KB while the handle deals 6% regular damage and weak upward KB.
    •   You can press A and Optimus will perform a spin with the axe while the axe head does 9% slash damage and strong KB that knocks opponents down (a 100% tripping rate) while the handle will do 6% regular damage and hitstun.

    In the air Optimus will draw the Energon Axe and swing it in a downward slash where the axe head deals 10% slash damage and delivers a powerful meteor smash, the handle inflicts 7% slash damage.

    Up Special: Jet Boost
    , Optimus Prime uses his afterburners and flight tech he acquired from Jetfire to blast off and achieve flight for a time based on his fuel variable.  Prime flys upward at a rather slow pace but moving from side to side and descending is quite a bit faster.  There’s a windbox on the “flames” coming from the jet engines that sends opponents downward without doing any damage.  This move really takes into account Optimus’s extreme weight and restricts his flight accordingly; unfortunately this makes Optimus vulnerable to edgehogging.  Optimus’s fuel is added +1 about every 3 frames in his idle animation and every single amount of fuel is worth a frame of flight time.  So if you stayed in idle for second you could fly for 20 frames or 1/3 of a second.  A better example is if you get to rest in idle for 21 seconds then Optimus has free flight for a maximum of 7 seconds he can attack out of Jet Boost and then activate it again but he still has the same amount of fuel as when he canceled Jet Boost.  However if he is Jet Boost and has no fuel he will go into a helpless fall making Self-Destructing an all too real possibility.  This is a very important part of Optimus’s playstyle.  Note: Optimus does not have an infinite fuel tank, fuel caps out at 1800 fuel points or 30 seconds of flight.

    Down Special: Transform, Optimus goes into Truck form and can move quiet fast and the front of the truck has a hitbox that deals 15% regular damage and medium forward KB.  Optimus can go in reverse but he cannot turn around in truck form.  If you release the B button then you’ll transform back into robot form.  Although Optimus gains super armor frames during his transformation, in truck mode you can be knocked back into robot mode by a strong attack (essentially like Kirby’s Stone move without the invincibility).

    Standard Attacks:

    Natural Combo: Dancing Blades, Optimus draws both his Energon Swords and performs a left blade slash dealing 7% fire damage and weak forward KB, then a right blade slash inflicting 8% fire damage and weak forward KB, the combo is ended with a left arm stab dealing 9% fire damage and medium forward KB.

    Side-Tilt: Switchblade Slash
    , Optimus unsheathes his right Energon Sword and slashes in a frightening arc while the blade deals 13% fire damage and strong forward KB.  Downside is that the startup is recognizable but its still quick enough to beat most shield attempts.

    Upward-Tilt: Primed Uppercut, Optimus does a quick uppercut dealing 10% regular damage and strong medium upward KB.  Has a tiny disjointed hitbox that is a sweetspot does the same amount of damage but slightly more knockback.

    Downward-Tilt: Swordsweep
    , Optimus unsheathes his left Energon Sword and uses it to slash the opponents feet out from under them dealing 8% regular damage and will always trip the opponent.

    Dash Attack: Energon Sword Spin: Optimus draws both of his Energon Swords that are housed in each of his arms and swings the right one first before swinging his left one and then spinning and coming back around with the right blade again.  The swords deal 12% fire damage and strong forward KB (a bit weaker than his horizontal axe slash Side-B option) while Optimus’s arms deal 8% regular damage and weak forward KB.

    Aerial Attacks:

    Neutral-Aerial: Cybertronian Drop Kick
    , Optimus kicks out his foot dealing 8% regular damage and medium forward KB on his foot, and 5% regular on his leg and weak forward KB.  Excellent approach move because the kick lasts for a full 25 frames.

    Forward-Aerial: Slice-and-Dicer, Optimus retracts his left hand and draws one of his Energon Swords swinging it once in a slash before doing a full 360 and slashing again, the sword deals 12% fire damage and strong forward KB on both hits.

    Upward Aerial: Energon Impalement, Optimus retracts his right hand and draws an Energon Sword and does a quick spin to gain momentum and then stabs it upward dealing 9% fire damage and strong upward KB.

    Backward Aerial: Dual Smasher, Optimus does two strong kicks behind him, both of which inflict 7% regular damage and strong backward KB.

    Downward Aerial: Boost Drop, Optimus curls up, extends his right Energon Sword and uses his jet engines to shoots downward spinning at a rapid pace, the blade deals 15% fire damage and a strong meteor smash.

    Smash Attacks:

    Upward Smash: ? Suggestions Welcome

    Forward Smash: Forward Smash: Jet Rush, Optimus unsheathes his right Energon sword and dashes forward with a boost from his jet engines while slashing forward and dealing 22% fire damage and powerful forward knockback.  The slash only hits things after about ¼ of a stage builder block from Optimus, so it doesn’t hit right next to him.  Good range and speed for his size, however you must have accurate spacing to make it effective, which makes it a good technique to use in combination with the Barrage Cannon.  When an opponent rolls to avoid the missile you can punish them with the range and power of Jet Rush.

    Downward Smash: Afterburner Pulse, Optimus uses his jet engines to unleash a burst of air and heat tossing opponents backward with great knockback but no damage.  Note that this hitbox essentially trips them so they will be in a “damaged fall” state in the air.  No this attack does no utilize any fuel its just a burst from the engines.

    Final Smash: Matrix of Leadership, Optimus uses the power of the Matrix of Leadership to heal his wounds by 10% and give him unlimited fuel and invincibility for a short time, approximately 40-50 seconds depending on his current status in the match (losing or winning).

    As you can see progress is going well I would just REALLY LIKE A VERTEXER TO JOIN THE TEAM!!!

    I'll include Optimus's playstyle and playing against very soon!!  Trust me he's not OP'd by any means!!
    -Omni
    « Last Edit: October 26, 2011, 06:41:02 PM by Omniscient X » Logged

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    « Reply #1 on: August 01, 2011, 01:20:09 AM »


    Progress
    Here's my vertex progress but I have patched it alot and it's not working and I don't want to vertex Polygon0 again Sad Vertexers help!!

    -Omni
    « Last Edit: August 02, 2011, 12:22:45 AM by Omniscient X » Logged

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    « Reply #2 on: August 02, 2011, 06:07:47 PM »


    Whoa that vertex looks epic you should keep working on it ask someone like Aafyre or StarWaffle they'd probably know a solution to your problem!
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    « Reply #3 on: August 02, 2011, 06:20:06 PM »


    Progress
    Here's my vertex progress but I have patched it alot and it's not working and I don't want to vertex Polygon0 again Sad Vertexers help!!

    -Omni


    so that vertex going to be the modern optimus(the cool one that has lotsa stuff in his body), right?
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    « Reply #4 on: August 02, 2011, 06:54:57 PM »


    That's the plan right now I think that's the best looking version of Optimus
    -Omni
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    « Reply #5 on: August 05, 2011, 11:05:26 PM »


    Suggestion: I think for forward smash he should do a winded punch like sonic. Smiley
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    « Reply #6 on: August 06, 2011, 12:46:33 AM »


    Like the suggestions but this is Optimus Prime I've had him whipping out swords for his TILTS and a punch just wouldn't do it sorry bro
    -Omni
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    « Reply #7 on: August 07, 2011, 09:48:53 AM »


    Hey, So do u have a vertexer on your team?
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    « Reply #8 on: August 07, 2011, 12:44:48 PM »


    Nope Sad which means I have to do it but that's no big deal I'm already started on it anyway stupid conform wrap just has lots of problems and I hate patching over and over.
    -Omni
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    « Reply #9 on: August 07, 2011, 02:47:55 PM »


    I'm incredibly surprised on that vertex O.o
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    « Reply #10 on: August 07, 2011, 03:49:05 PM »


    Hah! Take that you stupid patching program I finally got my exporting to work although I no longer have that vertex which is a shame but nonetheless I'm still working here's my foundation to work off of on the feet:

    I will use various bits and pieces from his body although it may not end up as great as the original (since conform wrap isn't working well) but I'm debating about wheels on his legs i think I'm going to do it anyway though because it really gives him that unique "Optimus" look.
    Here's things to do:
    -vertex the blade that I have for his sword into a perfect vertex (shouldn't take too long)
    -maybe adjust parts of the barrage cannon since it could use some work
    Energon Axe is perfect and textured and its a beast!! Grin

    Of course I'll keep working on Optimus's body as well!!  Thank god for DasDonkey Vertex box 2.2 and big thanks to jokekid for a little help!
    -Omni


    PS: The aim of the project is to get Link looking like this:
    Elegant yet simple
    « Last Edit: August 07, 2011, 03:53:08 PM by Omniscient X » Logged

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    « Reply #11 on: August 07, 2011, 03:56:02 PM »


    well, i`ll get to edit his feet again to fit that vertex, shouldnt be to hard
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    « Reply #12 on: August 07, 2011, 04:30:03 PM »


    Cool I'm working on that truck ya it going to be simple because that head part of the truck and the rest of it are basically the only two important polygons the rests are just lights and crap.
    -Omni
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    « Reply #13 on: August 08, 2011, 06:14:17 AM »


    Maybe Up Smash he can do some sword of scissor chop, like swing both arms up and cross the blades.

    And Down Smash, either the generic "cut both sides to the feet" with both swords, or  he stabs the swords next to him into the ground.
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    « Reply #14 on: August 08, 2011, 04:27:36 PM »


    I like your Up Smash idea but I love his Down Smash that I have already planned: Afterburner Pulse because it has unique properties that help balance him as a character and help to give him options.
    -Omni

    PS working on the shoulders will post pics when I'm done with them  AWESOME 2.0!
    « Last Edit: August 08, 2011, 05:15:31 PM by Omniscient X » Logged

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