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Author Topic: Large Leader's PSA's™: Closing!  (Read 349874 times)
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Large Leader
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    « on: April 17, 2013, 02:42:18 PM »


    Hey everyone, Large Leader here.

    DISCLAIMER ABOUT MY HACKS:

    1. Unless specified, my hacks won't work for Project M.
    2. None of my hacks will be 100% true to the games. This is so that each character won't feel overloaded in comparison to Brawls cast.

    Color legend within each moveset:

    Lime Green - Animation is done
    Red - PSA is done
    Blue - PSA and Animation is done
    Green - Is Released
    No color - Not Worked On (Yet!)

    WIP Movesets:


    PROJECT! Ocarina of Time Magic Power Link!

    Wait4: Link tightens his belt
    Wait5: Link stretches his arms
    Wait6: Link taps his feet on the ground

    Wait7: Link bends over and breaths heavily. This can only be done if Link has at least or more than 100% damage

    There are two sets of basic attack combos:

    Attack 11, 12, 13 - Two slashes right with a final slash left

    Forward Tilt - Is a 3 hit combo. Two fast stabs with a final stronger stab.

    AttackLow - A stab from behind his shield

    Attack Dash - Jump strike


    Neutral Special: Bow - Link pulls out his bow and shoots and arrow. Depending on the last smash attack you've used, you'll either fire a normal arrow, ice arrow, or fire arrow.


    Side Special: Deku Nut Toss - Link pulls out a Deku Nut and throws it on the ground close to himself. The attack itself deals very little damage, while stunning the opponents for a quick follow-up attack.

    Down Smash: Din's Fire - Kneeling down, Link slams his left hand on the ground causing a dome of fire to slowly expand around him. The dome hits multiple times, each doing less damage.

    Up Smash: Nayru's Love - Kneeling down, Link places his hands on the ground beside him causing a blue, diamond-shaped barrier to form around him. The shield causes a small amount of damage over time to enemies next to, or inside it and it reflects projectiles.

    Side Smash: Farore's Wind - Link's Side Smash is no longer a two part smash. Instead, it's an extremely versatile one part Side Smash. Depending on the direction that you move the control stick, Link will fire Farore's Wind in a different direction.

    Final Smash: Ocarina of Time – Link pulls out the Ocarina given to him by Zelda as a child and plays a small tune depending on the button input.

    No Button Input: Song of Time – Link plays the Song of Time which slows down the movements of all his enemies

    If A is Pressed: Song of Storms – Link plays the Song of Storms which causes Lightning to strike down on enemies around him

    If B is pressed: Sun’s Song – Link plays the Sun’s Song which causes all enemies around Link to catch fire.


    RELEASED PROJECTS!

    Skyward Sword Link
    Brawl Vault Entry: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=35144

    Link
    Attributes: He'll be like Link Awesome Face, but he'll have a faster run speed (he be sprintin')

    Neutral B: Bow. I'll be using the Sacred Bow over his Regular one, although I am in the process of acquiring his other bows as well. Stats of the arrow will be the same, no increased knockback or anything. If I make an edit, it'll be toning down the damage.

    Side B: Beetle. Yep. It won't have any of the Gale Boomerang Graphics or the small push/grab thingy it had. Will have return hitboxes.

    Down B: Bombs. No change here, other than texture.

    Up B: Spin Attack. No change here, either.

    Dash Attack: Link performs a jump strike.

    AAA+: Link performs his three hit combo before moving to his Attack 100. His Attack 100 will be the Illusion Stab. I experimented with the "waggle in all directions" and that didn't turn out quite neat and nice.

    Side Tilt 1: Shield Bash (see Other Random Stuff Section).

    Side Tilt 2: Link's normal Side Tilt

    Up Tilt : Similar to normal Link's uptilt except he spins.

    Down Tilt: Same

    Up Air: Link Spins and slashes upward.

    Neutral Air: Link slashes infront of him and then turns around to slash behind himself

    Forward Air: Same.

    Back Air: Link spins around and slashes behind himself before turning back forward

    Down Air: Link swings downwards with his Shield and then his sword. The shield will be a spike while his sword will knock the opponent upwards.

    Side Smash: Link performs a spin slash in one direction, and can attack again with a spin slash in the opposite direction.

    Up Smash: Same

    Down Smash: Same. Although the first hit links into the next. Will have reduced knockback to compensate.

    Ground Final Smash: Link's sword crackles with energy as he crouches to the ground. He suddenly will leap into the air with the Master Sword held high while spinning and then plunge it into the ground. Will have a very large hitbox and deal tons of damage, but won't grab you a kill unless they get hit by the sword itself.

    Air Final Smash: Same as original Link's

    Other Random Stuff for Link not related to smacking the life out of someone!:

    Entry: Link's trusty Loftwing flies overhead as he plummets to the stage. Upon landing, he unsheaths his sword and pulls his shield off his back.

    Shield Bash: Link rams his shield forward and allows him to block all damage up to 20% and reflecting all article projectiles. Damage that can be absorbed is subject to change.

    Sailcloth Fall: Link will whip out his trusty Sail Cloth as he falls. He'll have reduced fall speed, although he'll be very mobile.

    Skyward Fall: Link lets go of the Sailcloth and then spreads his arms wide as he falls down. He'll have increased fall speed, but he won't be very mobile at all.

    Right Taunt: Fi will dance above you as you stare around at the pretty-pretty sparkles.

    Up Taunt: Here's where it gets interesting. Link spins his sword and then points in towards the sky. The sword begins to glow, and after a few moments, you return to your Waiting Animation. Except for one change: Your sword is now charged with energy. Now, you can perform any three attacks of your choosing and they'll throw out a Skyward Strike.

    Skyward Strike: A projectile that's thrown out by all A-Attacks. It is NOT a replacement for the Bow, so it doesn't have super special awesome range. Does 7% Damage. Damage is subject to change.

    Now for some goodies!

    First Beta (Unreleased) Preview of Link
    Skyward Sword Link PSA Preview

    A Beta picture of Link's Skyward Strike.....

    And two videos!

    First is Fi's dance
    Next is the Beta version of Link's Final Smash

    Hector: Fire Emblem 7
    Brawl Vault Entry: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202557

    Wait - Changed to Hector's Great Lord Wait

    AAA - Will be changed to AA. Will consist of two swings of his axe going back and forth.

    Side Tilt - A Stab with the head of Hector's Axe. Relatively fast, low damage, and can be used to set up a combo.

    Up Tilt - An upward swing with Hector's Axe.

    Attack Dash - Hector performs a one handed slash with his axe, from top to bottom.

    Up Smash - Hector puts his axe over his head and spins it. Very slow start up. Multi hit.

    Side Smash - Hector spins and then brings his axe diagonally downwards. Debating whether or not to make it a two part smash attack.

    Air Up - Hector spins  his axe striking the opponent multiple times. Sends them upwards. Very fast and does moderate damage.

    Air Back - Hector turns around and kicks his opponent.

    Neutral Special - Same as Ike's except does more damage and has lightning gfx. If a full charge is achieved, Hector will have the ability to OHKO almost anyone, anything, anywhere. The downside being that the move has ridiculous amounts of end lag if fully charged.

    Side Special - Here is what sets apart what any normal Hector moveset would do. His side special is a 3 part move which can be used to either bring the enemy towards you for a quick basic attack combo or finish the combo for a huge knockback move.

    Hector's Side Special:

    Part 1: Set up - Hector pulls his axe back.
    Part 2:  Grab - Hector Grabs the opponent with his axe and pulls them towards him. At this point, either you can continue the combo, or stop and start beating up your opponent with a basic attack combo or a grab. Does no damage.
    Part 3: Spin - Hector spins, hitting the opponent with his axe twice: once with the hilt and again with the blade of his axe. Does a lot of damage and great knockback.

    Up Special - Hector jumps up, and then plunges downward with his axe. Only has one hitbox going up and then another going down. Does more damage if they are hit with the blade of the axe.

    Down Special - Counter - Hector taunts the opponent. When hit, Hector takes full damage while returning 3 times the damage done to him.

    Final Smash - Hector throws a small throwing axe at his opponent, stunning them. He then spins Armads above him, then smashes it into the ground and leaps forward into the air. Hector then plunges downward with his axe. This Final Smash will happen even if the initial axe doesn't connect

    Final Smash Air: Hector spins twice and then spikes the opponent down with his axe.


    Roy: Fire Emblem 6!
    Brawl Vault Entry: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=202556


    Wait 1: His basic stance will be the Sword of Seals unsheathed and in his hand.
    Wait 2: Roy sheathes his sword. The wait will last at least 200 frames.

    AA Combo - Will be different compared to Marth's. Will be a bit stronger than Marth's.

    Side Smash - Will be a quick stab.

    Down Smash - Roy slashes in one direction, and then spins.

    Up Smash - Roy performs an overhead slash, making a wide arc

    Dash attack - Will be a lunging stab.

    Neutral Air - Roy spins with his sword

    Forward Air - Roy slashes horizontally with his sword

    Back Air - Roy stabs backwards with his sword

    Down Air - Roy performs a backflip and slashes downward. Can spike, and spikes hard when it hits.

    Side Special - Has five parts

    Part 1 - Roy does a low slash, stunning the opponent
    Part 2 - He follows up by perform a horizontal slash
    Part 3 - Afterwards, he performs an overhead slash
    Part 4 - Crouching down, he performs a rising uppercut into a backflip
    Part 5 - To end it off, he rushes forward, knocking the enemy upwards

    Neutral Special - Will be his signature Flare Blade except with a different animation. Will have two different hitboxes. One will be on his sword, the other will be a projectile that explodes when it comes in contact with an enemy. Only one hitbox can connect. If the sword connects, then the projectile won't get sent out. If the sword doesn't connect, the projectile is sent out.

    Down Special - Same as what he does in Melee/Project M

    Up Special - Will be what he does in Melee/Project M. If all the hitboxes connect, then Roy can follow up with any aerial attack

    Final Smash - Roy raises the Sword of Seals into the air as it bursts into flame. Roy instantly heals 30 damage.

    Spot Dodge - Will be similar to the way Roy dodges in Fire Emblem 6.

    RECYCLE BIN

    Here are projects that are (for now) either On Hold or Cancelled until further notice.

    Angeal - Crisis Core: Final Fantasy (Moveset is 10% planned)

    Ephraim/Kain Highwind (Moveset is 100% planned)


    PROJECT! Tidus: Final Fantasy X/Dissidia

    AAA Combo: Two slashes, going back and forth.

    Dash Attack: FFX basic attack


    Forward Tilt: Tosses a Blitzball

    Down Tilt: CF-esque kick

    Up Tilt: Headbutt Blitzball upwards? Or upward slash?


    Up Air: Upwards spinning dropkick

    Neutral Air: Spins rapidly with Brotherhood

    Down Air: Slashes downwards and flips

    Back Air: Throws a Blitzball


    Front Smash: Cut and Run

    Up Smash: Dart and Weave

    Down Smash: Full Slide


    Up Special: Jecht Shot

    Neutral Special: Stick and Move (Analog stick determines direction of throw)

    Forward Special: Spiral Cut

    Forward Special Air: Slice and Dice

    Down Special: Energy Rain



    Final Smash: Equip Cadalbolg.

    Tidus equips Cadalbolg, making all his attacks deal more damage and changing his running animation. Running allows him to reflect projectiles, if he's facing the right direction.

    If Tidus uses his Neutral Special while in Overdrive, he performs Blitz Ace

    Cadalbolg's increased damage does not apply to Blitz Ace.

    PROJECT! Zack Fair: Final Fantasy 7 - Crisis Core

    Wait1: His Wait from Crisis Core

    Attack 11: A vertical slash
    Attack 12: A horizontal slash to the left
    Attack 13: A horizontal slash to the right
    Attack 14: A spin slash to the left

    S Tilt: A strong horizontal slash

    U Tilt: A fast jumping spin slash
    D Tilt: A sweeping slash

    S Smash: Blizzaga/Thundara/Firaga Blade - Zack pulls his sword back and slashes forward. The element of the attack is dependent on the element that is being used for his N Special
    U Smash: A two part smash. Zack jumps up and swings his sword over his head and then lands with his sword beneath him.
    D Smash: A fast spinning slash

    N Special: Blizzard/Thunder/Fire - Zack lowers his sword and holds his left hand close to his body. He then releases a small fireball/thunderbolt/iceball. If fully charged, he releases three fireballs/thunderbolts/iceballs.

    S Special: Power Attack

    U Special: Jump

    D Special: Assault Twister. The element of the attack changes depending on the element for N Special. If used in the air, it will give Zack great horizontal momentum.

    Special Features: DMW

    The DMW will determine what Limit Break Zack will use for his final smash. The DMW has four states:

    Normal - Doesn't glow any color
    Sky High - Glows orange
    Heavenly - Glows teal

    You can go up tiers in the DMW by hitting your attacks. You can go down in tiers of you take too much damage.

    Final Smash: Limit Break

    Depending on the DMW, Zack will perform a different Limit Break.

    Normal: Chain Slash - 5 fast slashes. Does the least damage and has the least knockback
    High: Meteor Shots - 10 Meteors land diagonally in front of Zack. Does moderate damage and knockback
    Heavenly: Apocalypse - One huge thunderstorm. Does the most damage and knockback.


    PROJECT! Sephiroth: Final Fantasy 7/Crisis Core/Advent Children/Dissidia

    Wait1: Holds his Katana upwards at an angle

    Attack 11: A quick stab
    Attack 12: A horizontal slash to the left
    Attack 13: a spin jump into the air and then landing with his katana below him

    F tilt: a wide horizontal swing
    U tilt: a wide upward slash
    D tilt: a quick stab

    F air: Sephiroth swings his sword infront of him vertically (from top to bottom)
    U air: Sephiroth stabs upwards multiple times
    D air: Hell's Gate - Sephiroth swings his sword upwards (and gains a slight bit of upwards momentum) before plunging downwards.
    B ait: Sephiroth spins and slices at his opponent

    F smash: a quick spinning slash
    U smash: a strong stab upwards
    D smash: summons four glowing orbs around him that deal either fire, ice, electric, or normal damage. Slow start up and high knockback

    N special: Draw Slash - Sephiroth pulls his sword back and swings forward horizontally releasing a wide slash with long range

    U special: Heaven's Light - Sephiroth spins and the jumps upwards.

    F special: disappears and reappears either at the same spot he was originally at or a short distance infront or behind his starting position.
    D special: Fervent Blow/Godspeed - Throws out sword beam things. If they connect, Sephiroth follows the opponent.

    Grab: Thrusts forward to stab the opponent
    Grab Attack: Slides his katana deeper into the opponent and then quickly pulls back
    Throw Forward: Slings the opponent off his katana, tossing them forward
    Throw Up: Slides the opponent lower onto his katana before launching them upwards
    Throw Back: Spins and tosses his opponent behind him
    Throw Down: Uses his foot to slide his opponent off his katana
    Grab Release: Let's the opponent jump off his Katana

    Ground Final Smash Option 1: Octaslash

    The first part, if it hits it'll knock the enemy into the air


    Sephiroth then jumps after them


    Then he slashes them three times


    After which he then lands on the ground, jumps upwards, flips, and then slashes through his enemy



    Air Final Smash Option 1: Heartless Angel - Sephiroth traps an opponent infront of him and then deals lethal damage.


    Final Smash Option 2: Supernova - Sephiroth slashes at his opponent, knocking them backwards. He then pulls his sword back and slashes the opponent one more time sending them into a giant explosion.



    Genesis - Crisis Core: Final Fantasy (Moveset is 30% planned) Model is being Rigged

    Cain and Abel (Moveset is 100% planned)

    PROJECT ON HOLD! Jaffar: Fire Emblem 7Heavy
    Quick
    Can crit (damage *3)

    Wait1: knives out. Kinda like Snake
    Wait2: looks around left and right, then back to Wait1
    Wait transition: sheathes his knives and goes to Wait1*
    Wait1*: Assassin idle stance in FE:7

    Attack11: right knife across to left
    Attack12: left knife across to right
    Attack13: stab forward with both knives

    Dash attack: Thief attack animation

    F tilt: rising slash with right knife
    U tilt: Snake's up tilt
    D tilt: Sheik's down tilt

    F air: slash forward with both knives
    N air: kick
    B air: turn around and slash downwards, can spike
    U air: backflip kick
    D air: slash with left knife, can spike

    F smash: overhead slash with both knives
    D smash: slash in both directions
    U smash: Sheik up smash

    N special: cloak. Dodge skillshots and attacks. No counter attack
    F special: disappears and reappears a short distance forward. If an enemy is hit, Jaffar spins and hits the opponent with his knives
    U special: rushes in a direction and slashes multiple times
    D special: disappears and then reappears, can slash at the end of it. If no slash command is given, then it has high ending lag.

    Final smash: Jaffar pulls out his knives and spins them. Disappears. And then 4 giant areas around him are hit (next to, above, and below him). If enemies are hit, they take damage. Can crit to 1 shot opponents.

    S Taunt: Wolfs "what's the matter? Scared?" Taunt
    U taunt: sheiks taunt melee taunt
    D taunt: Sheik's wait 2

    Victory1: Wolf's victory2
    Victory2: Kneeling on one leg looking down, then looks to the side
    Victory3: does Sheik's Up special animation and disappears

    PROJECT ON HOLD! Raven: Fire Emblem 7!Background: Raven can be considered the original Ike in North America (he was the first person to perform 'Aether' on this side of the world). Along with sharing a few similar design choices, they also both share having a giant sword that they can swing with ease.

    Moveset and Other info:

    He will be strong and fast. The perfect mix of Marth and Ike (leaning more towards Ike). An end-game Raven has little to no weaknesses, the only weakness being durability (which can easily be fixed by simply killing the enemy before they react).

    Major Changes from Ike:

    Much faster than Ike
    Slightly weaker than Ike
    Slightly less durable than Ike

    AAA Combo: A vertical swing into a horizontal swing into an overhead slash.

    Side Tilt: Will be similar to a baseball bat swing.

    Dash Attack: Jump slash

    Front smash: Raven performs a frontflip and slashes with his sword. Slow start up and huge damage.

    Down smash: Raven crouches down and performs a quick spin.

    Up Air: Raven performs a front flip slash. Very fast and can potentially spike

    Side Special: Raven lunges and thrusts his sword forward. If he connects, Raven will have the option to perform a backflip.
     
    Down Special: Raven pulls his sword back and then dashes forward. Can hit multiple enemies in a row

    Back Dodge: Backflip

    Front Dodge: Spins behind the opponent in front of him

    Spot Dodge: Raven bows his head and moves his sword lower down his back. Barely any major movement.

    « Last Edit: May 03, 2015, 03:59:11 PM by Large Leader » Logged



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    « Reply #1 on: April 17, 2013, 09:12:04 PM »


    Protoman-i don't think life sword should be the neutral B. The life sword is final smash typpe move. its one of the strongest moves
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    « Reply #2 on: April 18, 2013, 01:19:57 PM »


    Life Sword was probably the wrong name for it. Long Sword would be better.

    Edited the OP. Added two videos. One showcasing Fi's Dance and the other showcasing Link's new Final Smash.
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    « Reply #3 on: April 21, 2013, 03:29:01 PM »


    UPDATE: I should have an ingame preview of the Skyward and Sailcloth Falls along with all the aerial moves, taunts, Sacred Bow, and Clawshot up soon.

    On a separate note, I ripped some models from Skyward Sword, just need to import them.
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    « Reply #4 on: April 21, 2013, 04:32:45 PM »


    Ah I remember when I played Zelda Wind Waker.. Good old Times Smiley
    I Hope that Skyward Link getting popular Smiley
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    « Reply #5 on: April 24, 2013, 06:07:18 PM »


    Just started to PSA the Skyward Strike. But making sure the Graphic shows up in every Subaction is a pain because you can’t copy and paste. Hoping that BBox 0.68 gets released soon. If not, I guess I’ll just have to slave through the process…

    The hitboxes themselves should be done. Again, just have to put them into the subactions.

    When I get the Skyward Strike done, I’ll have a video showcasing the hack. Albeit done in poor cell phone quality, but a video nonetheless.
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    « Reply #6 on: June 02, 2013, 01:08:55 PM »


    New Preview of Link is up in the OP! Check it out!
    _________________________________________________ _____________________________________
    Exams will be over on Thursday. So I'll be able to get back into PSAing and whatnot. I can say that the Front Smash's animations are completely fixed.

    I made a quick fix for the Sailcloth to Skyward Fall transition, so it should work now.

    I still need to get the WallRun to work.

    The Final Smash also needs to be worked on. For some reason, it 'works' in the air (the animation plays but no damage), but it won't play on the ground.

    _________________________________________________ _____________________________________
    EDIT:

    Shield Bash now reflects projectiles correctly WITHOUT the spawning of a Franklin Badge. Makes an awesome *CLANG* noise now, too.

    Sailcloth to Skyward Fall works PERFECTLY. Now you can press the jump button while in mid fall and transition whenever you want. 

    Still have no idea about the Final Smash, or the Wall Run. 

    For the Final Smash, the problem is the same.

    For the Wall Run, the animation plays but he doesn't travel vertically off the ground and he gets stuck in his fall animation forever until he gets hit. I tried using Set Air/Ground to Air, but then instead of being unable to move and being stuck in the corner in his fall animation, he was able to be moved left and right while still in his fall animation, but couldn't do anything else.

    PROGRESS IS PROGRESS
    _________________________________________________ __________________________________

    UPDATE!

    So I remade/revamped the Attack 100 to look like the Illusion Stab from Melee.

    Changed the Attack 11 and 12. Going to test in game to see if they look okay.

    The Air Final Smash (aka Triforce Slash) works as intended. The Ground Final Smash, however, does not.

    The hack is nearing completion. If I can't get someone to rig the sailcloth, I'll just use Snake's Cypher and remodel/retexture it.

    And just need the Skyward Strike Graphic to show up.

    And finally... Any ideas for a new taunt?

    I'll be making a new preview of Link soon. Stay tuned!
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    « Reply #7 on: June 02, 2013, 02:12:07 PM »


    There are some great ideas over here! I'm watching this thread Grin

    Anyway, I think you should make Link jump higher for a longer FS, then do a large hitbox, doesn't need to be OP, but something quite powerful or that multihit... That's my opinion though...
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    « Reply #8 on: June 02, 2013, 02:33:42 PM »


    Yeah, the hitbox for the final smash will be huge. Not the size of Final Destination, but pretty darn big.

    If you get hit by the sword when he hits the ground... Good luck...
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    « Reply #9 on: June 02, 2013, 02:56:25 PM »


    Exactly what I thought xD

    SkyStrike is smaller than SS Link by Sacred Team, it looks more like the original^^
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    « Reply #10 on: June 03, 2013, 07:06:44 PM »


    Well well good to see you started your skylink. If you need any help just ask, I can do texture, advance psa and slow animating. If you need I can import the skystrike model I imported in mine if you need it.
    « Last Edit: June 03, 2013, 07:07:45 PM by OmegaS3 » Logged


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    « Reply #11 on: June 03, 2013, 07:17:56 PM »


    I actually found it the model a while back. I'm debating whether to use that one or a retextured version of the Kaitengiri model.

    And I was working on him before I started helping you guys out. Just decided to start him back up again. Nice to see that he's almost done after at least a year of waiting.
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    « Reply #12 on: June 03, 2013, 07:23:03 PM »


    I actually found it the model a while back. I'm debating whether to use that one or a retextured version of the Kaitengiri model.

    And I was working on him before I started helping you guys out. Just decided to start him back up again. Nice to see that he's almost done after at least a year of waiting.
    Oh didn't know that, well just let me know if you need anything, sense you helped with Sacred Team Skylink.

    Also someone is making a true skystrike for me, using a custom made model from scratch and a custom texture model, that rotates as it spins. Which means it can be reflect able, when its done, (whenever that is) do you want that?
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    « Reply #13 on: June 03, 2013, 09:33:14 PM »


    Unless you're replacing:

    The Bow
    The Beetle/Boomerang
    The Bombs
    The Fairy/Fi
    The Loftwing
    The Clawshot or any of it's parts

    it will NOT be reflectable.

    That's because no matter what you do, it won't be a real article. If I'm not mistaken, we have NOT been able to make new articles. Only fake them.

    But when it's done, I'd be more than happy to take a look at it.
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    « Reply #14 on: June 03, 2013, 10:12:50 PM »


    Unless you're replacing:

    The Bow
    The Beetle/Boomerang
    The Bombs
    The Fairy/Fi
    The Loftwing
    The Clawshot or any of it's parts

    it will NOT be reflectable.

    That's because no matter what you do, it won't be a real article. If I'm not mistaken, we have NOT been able to make new articles. Only fake them.

    But when it's done, I'd be more than happy to take a look at it.
    Damn.... I didn't know that, well when he finishes it, I'll be glad to send it over.
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