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Question: What Neutral Air should I give to Saber
A double spin slash (Marth/Roy) - 3 (42.9%)
A frontflip slash (Lucina) - 2 (28.6%)
Other (post your idea) - 2 (28.6%)
Total Voters: 7

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Author Topic: Akeno Emiya's Blades Store : Preparing to come back...  (Read 226132 times)
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    « Reply #120 on: March 14, 2014, 05:54:54 PM »


    Alright.

    Put the following coding in the GFX/SFX/Other Tab of the specified Sub Actions/Attacks.

    X= Frame Collisions start on.
    Y= Amount of Frames the Collisions last for.
    Jab (Attack11, Attack12, Attack13, Attack100Start, Attack100, AttackEnd)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
                    Allow Specific Interrupt: Ground Catch
          Allow Specific Interrupt: Ground Special
          Allow Specific Interrupt: Ground Attack
          Invert Action Status ID: Interrupt ID=Ground Attack, Status ID=10081
       End If
       Synchronous Timer: frames=1
    Execute Loop

    Side Tilt (AttackS3Hi, AttackS3S, AttackS3Lw)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
          Allow Specific Interrupt: Ground Attack
          Allow Specific Interrupt: Ground Special
          Allow Specific Interrupt: Ground Catch
          Invert Action Status ID: Interrupt ID=Ground Attack, Status ID=10084
       End If
       Synchronous Timer: frames=1
    Execute Loop

    Up Tilt (AttackHi3)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
          Allow Specific Interrupt: Ground Attack
          Allow Specific Interrupt: Ground Special
          Allow Specific Interrupt: Ground Catch
          Invert Action Status ID: Interrupt ID=Ground Attack, Status ID=10085
       End If
       Synchronous Timer: frames=1
    Execute Loop

    Down Tilt (AttackLw3)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
          Allow Specific Interrupt: Ground Attack
          Allow Specific Interrupt: Ground Special
          Allow Specific Interrupt: Ground Catch
          Invert Action Status ID: Interrupt ID=Ground Attack, Status ID=10086
       End If
       Synchronous Timer: frames=1
    Execute Loop

    Dash Attack (AttackDash)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
          Allow Specific Interrupt: Ground Attack
          Allow Specific Interrupt: Ground Special
               Allow Specific Interrupt: Ground Catch
       End If
       Synchronous Timer: frames=1
    Execute Loop

    Side Smash (AttackS4Hi, AttackS4S, AttackS4Lw)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
          Allow Specific Interrupt: Ground Special
          Allow Specific Interrupt: Ground Attack
          Allow Specific Interrupt: Ground Catch
          Invert Action Status ID: Interrupt ID=Ground Attack, Status ID=10088
       End If
       Synchronous Timer: frames=1
    Execute Loop

    Up Smash (AttackHi4)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
          Allow Specific Interrupt: Ground Special
          Allow Specific Interrupt: Ground Attack
          Allow Specific Interrupt: Ground Catch
          Invert Action Status ID: Interrupt ID=Ground Attack, Status ID=10091
       End If
       Synchronous Timer: frames=1
    Execute Loop

    Down Smash (AttackLw4)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
          Allow Specific Interrupt: Ground Special
          Allow Specific Interrupt: Ground Attack
          Allow Specific Interrupt: Ground Catch
          Invert Action Status ID: Interrupt ID=Ground Special, Status ID=10100
          Invert Action Status ID: Interrupt ID=Ground Attack, Status ID=10094
       End If
       Synchronous Timer: frames=1
    Execute Loop

    Neutral Air (AttackAirN)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
          Allow Specific Interrupt: Air Jump Aerial
          Invert Action Status ID: Interrupt ID=Air Jump Aerial, Status ID=10061
          Allow Specific Interrupt: Air Special
          Change Action action=51, requirement=Compare: IC-Basic[1018] >= IC-Basic[3186]
          Additional Change Action Requirement Value Button Press: 0
          Change Action action=51, requirement=Compare: IC-Basic[1020] >= IC-Basic[3186]
          Additional Change Action Requirement Value Button Press: 0
          Change Action action=51, requirement=Compare: IC-Basic[1012] >= IC-Basic[3149]
          Additional Change Action Requirement Value Button Press: 0
          Change Action action=51, requirement=Compare: IC-Basic[1011] >= IC-Basic[3149]
          Additional Change Action Requirement Value Button Press: 0
       End If
       Synchronous Timer: frames=1
    Execute Loop

    Forward Air (AttackAirF)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
          Allow Specific Interrupt: Air Jump Aerial
          Invert Action Status ID: Interrupt ID=Air Jump Aerial, Status ID=10061
                    Allow Specific Interrupt: Air Special
          Change Action action=51, requirement=Compare: IC-Basic[1018] >= IC-Basic[3186]
          Additional Change Action Requirement Value Button Press: 0
          Change Action action=51, requirement=Compare: IC-Basic[1020] >= IC-Basic[3186]
          Additional Change Action Requirement Value Button Press: 0
          Change Action action=51, requirement=Compare: IC-Basic[1012] >= IC-Basic[3149]
          Additional Change Action Requirement Value Button Press: 0
          Change Action action=51, requirement=Not Compare: IC-Basic[1011] >= IC-Basic[3149]
          Additional Change Action Requirement Value Button Not Pressed: 15
          Additional Change Action Requirement Value Button Press: 0
       End If
       Synchronous Timer: frames=1
    Execute Loop

    Back Air (AttackAirB)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
          Allow Specific Interrupt: Air Jump Aerial
          Invert Action Status ID: Interrupt ID=Air Jump Aerial, Status ID=10061
          Allow Specific Interrupt: Air Special
          Change Action action=51, requirement=Compare: IC-Basic[1018] >= IC-Basic[3186]
          Additional Change Action Requirement Value Button Press: 0
          Change Action action=51, requirement=Compare: IC-Basic[1020] >= IC-Basic[3186]
          Additional Change Action Requirement Value Button Press: 0
          Change Action action=51, requirement=Compare: IC-Basic[1011] >= IC-Basic[3149]
          Additional Change Action Requirement Value Button Press: 0
          Change Action action=51, requirement=Not Compare: IC-Basic[1012] >= IC-Basic[3149]
          Additional Change Action Requirement Value Button Not Pressed: 15
          Additional Change Action Requirement Value Button Press: 0
       End If
       Synchronous Timer: frames=1
    Execute Loop

    Up Air (AttackAirHi)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
          Allow Specific Interrupt: Air Jump Aerial
          Invert Action Status ID: Interrupt ID=Air Jump Aerial, Status ID=10061
          Allow Specific Interrupt: Air Special
          Change Action action=51, requirement=Compare: IC-Basic[1020] >= IC-Basic[3186]
          Additional Change Action Requirement Value Button Press: 0
          Change Action action=51, requirement=Not Compare: IC-Basic[1018] >= IC-Basic[3186]
          Additional Change Action Requirement Value Button Not Pressed: 15
          Additional Change Action Requirement Value Button Press: 0
          Change Action action=51, requirement=Compare: IC-Basic[1012] >= IC-Basic[3149]
          Additional Change Action Requirement Value Button Press: 0
          Change Action action=51, requirement=Compare: IC-Basic[1011] >= IC-Basic[3149]
          Additional Change Action Requirement Value Button Press: 0
       End If
       Synchronous Timer: frames=1
    Execute Loop

    Down Air (AttackAirLw)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
          Allow Specific Interrupt: Air Jump Aerial
          Invert Action Status ID: Interrupt ID=Air Jump Aerial, Status ID=10061
          Allow Specific Interrupt: Air Special
          Change Action action=51, requirement=Not Compare: IC-Basic[1020] >= IC-Basic[3186]
          Additional Change Action Requirement Value Button Not Pressed: 15
          Additional Change Action Requirement Value Button Press: 0
          Change Action action=51, requirement=Compare: IC-Basic[1018] >= IC-Basic[3186]
          Additional Change Action Requirement Value Button Press: 0
          Change Action action=51, requirement=Compare: IC-Basic[1012] >= IC-Basic[3149]
          Additional Change Action Requirement Value Button Press: 0
          Change Action action=51, requirement=Compare: IC-Basic[1011] >= IC-Basic[3149]
          Additional Change Action Requirement Value Button Press: 0
       End If
       Synchronous Timer: frames=1
    Execute Loop

    Ground Neutral Special (If it has collisions)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
          Allow Specific Interrupt: Ground Attack
          Allow Specific Interrupt: Ground Special
          Allow Specific Interrupt: Ground Catch
          Invert Action Status ID: Interrupt ID=Ground Special, Status ID=10097
       End If
       Synchronous Timer: frames=1
    Execute Loop

    Air Neutral Special (If it has collisions)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
          Allow Specific Interrupt: Air Attack
          Allow Specific Interrupt: Air Special
          Invert Action Status ID: Interrupt ID=Air Special, Status ID=10097
       End If
       Synchronous Timer: frames=1
    Execute Loop

    Ground Side Special (If it has collisions and doesn't leave the ground)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
          Allow Specific Interrupt: Ground Attack
          Allow Specific Interrupt: Ground Special
          Allow Specific Interrupt: Ground Catch
          Invert Action Status ID: Interrupt ID=Ground Special, Status ID=10098
       End If
       Synchronous Timer: frames=1
    Execute Loop

    Air Side Special (If it has collisions)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
          Allow Specific Interrupt: Air Attack
          Allow Specific Interrupt: Air Special
          Invert Action Status ID: Interrupt ID=Air Special, Status ID=10098
       End If
       Synchronous Timer: frames=1
    Execute Loop

    Ground Up Special (If it has collisions and doesn't leave the ground)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
          Allow Specific Interrupt: Ground Attack
          Allow Specific Interrupt: Ground Special
          Allow Specific Interrupt: Ground Catch
          Invert Action Status ID: Interrupt ID=Ground Special, Status ID=10099
       End If
       Synchronous Timer: frames=1
    Execute Loop

    Air Up Special (If it has collisions)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
          Allow Specific Interrupt: Air Attack
          Allow Specific Interrupt: Air Special
          Invert Action Status ID: Interrupt ID=Air Special, Status ID=10099
       End If
       Synchronous Timer: frames=1
    Execute Loop

    Ground Down Special (If it has collisions)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
          Allow Specific Interrupt: Ground Attack
          Allow Specific Interrupt: Ground Special
          Allow Specific Interrupt: Ground Catch
          Invert Action Status ID: Interrupt ID=Ground Special, Status ID=10100
       End If
       Synchronous Timer: frames=1
    Execute Loop

    Air Down Special (If it has collisions)
    Asynchronous Timer: frames=X
    Set Loop Y Times
       If Hitbox Connects:
          Allow Specific Interrupt: Air Attack
          Allow Specific Interrupt: Air Special
          Invert Action Status ID: Interrupt ID=Air Special, Status ID=10100
       End If
       Synchronous Timer: frames=1
    Execute Loop
    Even though the coding appears similar, there are certain IDs that need to be used to prevent spamming of the same attack on the specified attack.
    Alright! This seems great! I'll try tomorrow!

    Post Merge: March 15, 2014, 01:16:40 PM
    Oh, I should've mention something :
    I'm not planning to do this Final Smash anymore... Instead, I'll put it as a Side B attack for Gilgamesh over Ike, and as a REAL Final Smash, I'll put something like this :


    WARNING!! This is the Final Boss of the Game Fate/Extra CCC! If you hate spoilers, then DON'T watch it!

    5:25 to 6:20

    Fate/Extra CCC - Gilgamesh vs Heaven's Hole (Kiara)
    « Last Edit: March 15, 2014, 01:21:01 PM by Hyper Akeno » Logged

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    « Reply #121 on: March 15, 2014, 04:45:51 PM »


    Alright! This seems great! I'll try tomorrow!

    Post Merge: March 15, 2014, 01:16:40 PM
    Oh, I should've mention something :
    I'm not planning to do this Final Smash anymore... Instead, I'll put it as a Side B attack for Gilgamesh over Ike, and as a REAL Final Smash, I'll put something like this :


    WARNING!! This is the Final Boss of the Game Fate/Extra CCC! If you hate spoilers, then DON'T watch it!

    Hey Akeno I just wanted to know if he CSP'S, etc are going to be 3D like from the model or like anime form, because I have made some CSP's, BP's and names for her, and if you would like to see them and possibly use them I'll send them to you.
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    « Reply #122 on: March 15, 2014, 05:00:10 PM »


    @Akeno
    D..Did Gilgamesh just swing three galaxies with a lance?
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    « Reply #123 on: March 15, 2014, 05:07:06 PM »


    Hey Akeno I just wanted to know if he CSP'S, etc are going to be 3D like from the model or like anime form, because I have made some CSP's, BP's and names for her, and if you would like to see them and possibly use them I'll send them to you.
    Well I used the original model from Fate/Unlimited Codes to make the CSPs and inspired myself from this artwork :

    And for Saber Lily, I inspired myself from this one (the white Saber) :

    But if you did something, I'd like to see it Cheesy

    @Akeno
    D..Did Gilgamesh just swing three galaxies with a lance?
    Something like that, yes! Grin
    Oh, and that's a sword. The best sword ever created.
    « Last Edit: March 15, 2014, 05:09:48 PM by Hyper Akeno » Logged

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    « Reply #124 on: March 15, 2014, 05:15:21 PM »


    So did you get that On Hit Cancel working?
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    « Reply #125 on: March 15, 2014, 05:19:41 PM »


    So did you get that On Hit Cancel working?
    Yea, but I need to test it first.
    Oh, and here is the Up Tilt, made by Hidan, finished by me :


    Of course it won't be THAT fast ingame.
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    « Reply #126 on: March 15, 2014, 05:23:04 PM »


    K Here it is!

    CSP's

    BP's

    MenSelchrFace and Names

    Hope you like them! Grin
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    « Reply #127 on: March 15, 2014, 05:23:48 PM »


    Someone else posting my stuff?BLASPHEMY! lol I knew the forearms were somewhat derpy
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    « Reply #128 on: March 15, 2014, 05:30:17 PM »


    Someone else posting my stuff?BLASPHEMY! lol I knew the forearms were somewhat derpy

    LolxD
    Well, you couldn't know that I wanted to change the Wait animation... So, I just fixed them, and make her thrust a little bit higher...

    Post Merge: March 15, 2014, 05:51:30 PM
    K Here it is!

    CSP's

    BP's

    MenSelchrFace and Names

    Hope you like them! Grin
    Hmm... The renders have too much white borders left... You forgot to remove one of the white part of the background on the 2nd Saber Alter. Try to watch your work in a black background to see if there isn't some white parts left... (That advice was from Albafika when I started to make CSPs)

    The BPs aren't bad, but you should make all of them face one direction, to make.

    For the CSS icon, I think you didn't have the original background, but it looks alright with it. If you can add the white border around her face like the brawl characters, that would make it more legit.

    The 1st name needs to have a full grey, but the 2nd one is almost perfect! Remove the point between the "B" and the "E"
    « Last Edit: March 15, 2014, 05:51:30 PM by Hyper Akeno » Logged

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    « Reply #129 on: March 15, 2014, 06:05:52 PM »


    Don't forget I sent you some CSP's Akeno.
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    « Reply #130 on: March 15, 2014, 06:12:28 PM »


    Don't forget I sent you some CSP's Akeno.
    Hahaha!
    1- I was sure you were going to post right after him
    2- No, I didn't forgot, I even used them for a little banner
    3- I made my own, but they're not complete
    4- ... Tongue
    5- I need to finish her?
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    « Reply #131 on: March 15, 2014, 06:13:49 PM »


    LolxD
    Well, you couldn't know that I wanted to change the Wait animation... So, I just fixed them, and make her thrust a little bit higher...

    Post Merge: March 15, 2014, 05:51:30 PM
    Hmm... The renders have too much white borders left... You forgot to remove one of the white part of the background on the 2nd Saber Alter. Try to watch your work in a black background to see if there isn't some white parts left... (That advice was from Albafika when I started to make CSPs)

    The BPs aren't bad, but you should make all of them face one direction, to make.

    For the CSS icon, I think you didn't have the original background, but it looks alright with it. If you can add the white border around her face like the brawl characters, that would make it more legit.

    The 1st name needs to have a full grey, but the 2nd one is almost perfect! Remove the point between the "B" and the "E"
    Thanks for the tips! I'll try to make them look better! Wink
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    « Reply #132 on: March 15, 2014, 07:21:26 PM »


    Thanks for the tips! I'll try to make them look better! Wink
    Alright. And I'll try to make an awesome PSA for Saber! Cheesy
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    « Reply #133 on: March 15, 2014, 07:54:31 PM »


    I'll work on the CSP ideas you sent me right now. They shouldn't take me too long.

    Also, Holy [censored]! Gilgamesh can wield galaxies?! Damn that's ridiculous! But cool though. How would you balance that exactly? I don't really think that's possible from what I saw.
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    « Reply #134 on: March 15, 2014, 08:06:28 PM »


    I'll work on the CSP ideas you sent me right now. They shouldn't take me too long.
    Alright, just... Don't do all of them, just one or 2... Because I might remake the textures. I found someone who knows how to scale the textures without making them all blurry and he's gonna tell me how to.
    You know you recognized yourself, Kafei :p

    Also, Holy [censored]! Gilgamesh can wield galaxies?! Damn that's ridiculous! But cool though. How would you balance that exactly? I don't really think that's possible from what I saw.
    Well... His Noble Phantasm (Final Smash in the Fate/Series) is a star who can destroy the earth on a single blow. How am I gonna balance that? Who said that it was supposed to be balanced? Evil
    No seriously, I'm almost done with setting it up. This is what I planned :

    Gilgamesh pulls in sword in the ground, activating his tornado (I found the tornado, and texture it as red as the one in the video...). ANYONE who's been attracted by the tornado's gonna be dragged up by Gilgamesh. See the point where Ike starts to strike the heck out of you? Gilgamesh will teleport above it, with his 3 stars below him, and right in front of YOU! Then, after an evil laugh (the same as the video, I'll rip it directly from the video Im srs here ), he'll start to slowly grab Ea (the name of the sword) and raise it before yelling "Enuma--- ELISH!!", letting the meteors fall down on the enemies. When they'll be touched by the meteor, that'll be an instant KO (just like in the game).
    Like this idea?
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    Best color, most stars, and least amount of power. The good life.
    Learning sucks, yeah, but it's from learning that you can eventually create masterpieces.

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