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Author Topic: A Bloody Canadian's PSA Thread - Shinda Remake  (Read 176888 times)
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spiritpyros
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    « Reply #915 on: January 26, 2015, 03:58:00 PM »


    run animation looks pretty good aside from the already mentioned critques
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    BlueBrain
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    « Reply #916 on: January 26, 2015, 04:05:21 PM »


    do you still have the .max scene?
    cuz you could always ONLY edit the skirt's rig, just saying, im nobody to tell anyone to do anything anyway xD
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    ABloodyCanadian
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    « Reply #917 on: January 26, 2015, 04:21:20 PM »


    I only have Maya on me. If you want to make changes to the model, ask Gamidame_K for the original file. Plus, I'm no Model Importer, so idk how this stuff works... yet...
    « Last Edit: January 26, 2015, 04:22:25 PM by A Bloody Canadian » Logged


    Kyouma
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    Why should we talk about what should be?

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    « Reply #918 on: January 31, 2015, 06:33:55 PM »


    how has the PSA going? I will start the other alts once I finish and release shimakaze and ashley
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    ABloodyCanadian
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    « Reply #919 on: February 02, 2015, 12:32:02 AM »


    No progress since the Run Animation which I still need to fix. I got back into the mood of drawing... lol... I'll pro'lly get back into it in the next few days. I'll pro'lly start with the actual attacks as well.

    While on the subject on the actual moveset, I'd actually like to give y'all a sort of change list. Not entirely sure if the old Shinda PSA has a good balance, so I'd like to discuss buffs, nerfs, and a few new things that I'll be doing for this remake. Do note that I'm going off memory of the Old Shinda PSA. I haven't really touched Brawl Mods ever since Post Secondary was a thing, so...

    Jab
    A 3 Hit combo. The 1st 2 will be a Scythe spin. The 3rd Jab will be a horizontal Katana swing.

    Dash Attack
    A spinning Scythe attack that hits twice. Diagonally down for the 1st spin, and a sort of uppercut for the 2nd.

    Side Tilt
    An overhead swing with the scythe. Slightly longer startup, but has more knockback.

    Upper Side Tilt
    A crack at the whip that draws opponents towards you. Longer range with a bit longer startup. Doesn't trip opponents anymore.

    Lower Side Tilt
    An uppercut attack with the Katana that you can interrupt with a jump.

    Up Tilt
    An overhead Scythe swing with a hop to it. More range. Can't move around with it.

    Down Tilt
    Calls her kitten to trip opponents. High priority with colliding hitboxes.

    Side Smash
    An uppercut with the Scythe that steps forward. Only hits once.

    Upper Side Smash
    A double backflip. The 1st flip being intangible, with the 2nd one being a series of gunshots. Will have less range.

    Lower Side Smash
    A barrage of multi-hitting Katana swings. Deals more damage than the normal smash, but does not have as much kill power. It's no longer a large, bidirectional, multi-hitting, moving hitbox.

    Up Smash
    Swings her Umbrella, points it up, and opens it. Hits twice.

    Down Smash
    Cracks the whip on both sides. Loses some Damage and Knockback.

    Neutral Air
    Swings the Whip wildly hitting multiple times. Less Landing Lag.

    Forward Air
    A spinning katana attack that hits 3 times. Less Landing Lag, damage and killpower.

    Back Air
    Shoots the handgun from behind. Great range with the sweetspot closest to the gun. Still has horizontal momentum, but the distance it travels is less.

    Up Air
    Swings the Umbrella up, then opens it. Hits twice. Has upward momentum upon opening the umbrella, but you must land on the ground to get that momentum again. Otherwise, it'll be a single hit with an open umbrella.

    Down Air
    A downward sweep with the Scythe, with a meteor smashing sweetspot at the start of the swing. More startup lag. Hits front first.

    Neutral Special
    A single gunshot with long range. Slightly more knockback, and less ending lag. No longer pierces. Aerial version hits horizontally as opposed to diagonally down.

    Side Special
    A charge with the Katana that penetrates shields, and meteor smashes regardless if on the ground or not. Slightly less Endlag, and more range. Goes into Helpless state in the air.

    Up Special
    A jump while swinging the umbrella. Upwards and Backwards momentum after the jump if hit. Covers more vertical distance. Only goes into the Helpless State if the initial attack misses.

    Down Special
    Calls an item from the sky. Hold the button to extend the falling period. The short version can call a Crate, Smoke Ball, or Food. The long version can call a Crate, Smoke Ball or Pitfall.

    Pummel
    Stabs with the katana.

    Forward Throw
    Pushes the opponent off, then swings with the Scythe. Less Endlag.

    Backward Throw
    Throw Opponent behind and shoots the handgun. More Knockback.

    Up Throw
    Stabs opponent with the Umbrella, aims it up, and opens it.

    Down Throw
    Slams opponent to the ground, then calls the kitten to scratch the opponent numerous times. A falling item no longer falls down during this throw.

    Thoughts? I'm thinking of a moveset that's easy on the followups. But idk 100% yet. As far as stats go, I think it'll remain unchanged. Slow Walks, Fast Run, Slow fall, Quick Fastfall.

    Also, while this is still fresh, I'm thinking of giving this moveset a custom SFX. So, if anyone is willing to give their voice talents, do PM me, and we can discuss. I'm looking for a young monotone female voice, that can still somewhat express emotion.
    « Last Edit: February 02, 2015, 12:42:11 AM by A Bloody Canadian » Logged


    ABloodyCanadian
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    « Reply #920 on: February 07, 2015, 07:23:07 AM »


    Expect a preview video within the next week. Almost done with the rough Animations for the basic movement. I just need to animate a forward Dodge, as well as running/turning animations. After that, I can get to working on the attacks.
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    Kyouma
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    Why should we talk about what should be?

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    « Reply #921 on: February 07, 2015, 07:47:28 AM »


    YES
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    « Reply #922 on: February 09, 2015, 08:50:01 PM »


    So, basic movement is done! Just some stat changes, and it'll be ready to preview. Now to get to the attacks.

    Since my Capture Card stopped working, I'll need somebody else to provide me with preview videos from now on. Any takers? Early access! *Cough Cough*
    « Last Edit: February 09, 2015, 08:52:44 PM by A Bloody Canadian » Logged


    DrunkRussian
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    « Reply #923 on: February 10, 2015, 09:35:20 AM »


    I can when I get home from school
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    « Reply #924 on: February 10, 2015, 11:59:59 AM »


    PM'd. Have fun!
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    DrunkRussian
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    « Reply #925 on: February 10, 2015, 01:41:01 PM »


    I shall! Just tell me which version / when you want me to record it and I can either upload it to my youtube and put a link or put the video on mediafire and you can put it on yours
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    « Reply #926 on: February 10, 2015, 07:46:22 PM »


    I would like a preview video of what's there right now. Not attacks edited in yet. I recommend not doing any specials either... lol... Just walk, run, jump, all that Jazz.
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    DrunkRussian
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    « Reply #927 on: February 11, 2015, 02:59:45 PM »


    Aright, I'll record that later today,
    And lol I looked at the other animations and they look really funny on that boneset
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    « Reply #928 on: February 11, 2015, 03:47:01 PM »


    Gamidame_K did something to the FitPeach.pac that made it so the bones wouldn't affect the models physical proportions, so I don't have to worry about making entirely new animations for everything... Just most of them... lol...
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    « Reply #929 on: February 11, 2015, 07:29:55 PM »


    That sounds like some witchcraft lol that's why I don't like custom bonesets, lots of animations that you have to do but don't really matter
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