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Author Topic: Fire Emblem's Lucina PSA - WELCOMING AID!  (Read 162310 times)
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    « on: February 23, 2014, 03:48:06 AM »


    Hello, crazyhandmasterhand here! In case anyone is wondering about how this Lucina PSA is going, it is going slowly but surely, in relation to tweaks and rebalancing. Also, it is not quite possible to implement Lucina into Project M unless directly replacing Marth, so that's unfortunate.

    Her BrawlEx slot is also being worked on by me, based off of what Kitsu-chan already had given me, so thanks for that! I'm trying to fix glitches alongside the other tweaks (Aether glitch). I am likely going to update the PSA tonight or tomorrow just for a preview of what tweaks have been implemented. To anyone who helped me with this project, just give me a PM if you want to help me test the changes out!

    That's a summary of what's going on so far. There are a few other surprises in store for this PSA in the future as well!

    07/23/14
    ==================================================================
    Current Credits
    -------------------------------
    Collaborators:
    crazyhandmasterhand
    Nao-chan (Animations/Move Properties)
    Kitsu-chan (Animations/BrawlEx Slot/Exalted Slash)
    Revan (Animations)
    Captain Falcon (Coding/Move Properties)
    JamieTheAuraUser (Move Properties/Voice Rips/Clean-Up)
    Albafika (Character Model)
    Vert092 (Character Model)
    Shun_One (SSB4 Sword Slash)
    Tulat (Holy Slash Alt Texture)
    Thany (Animations)

    Extra Credits:
    Dragon-FlyWolf10 (Animation Clean-Up)
    ShinyMammoth (Animations/Move Touch-ups and Tips)
    SJS (Character Textures)
    Mr. Me (Direct Playtesting)
    Project M Team (Animations)
    Cloud Strife PSA animators (Animations)
    --------------------------------------------------
    Lucina V2.0 =~ Current Progress: 100% Done! Released on the Vault! ~=
    Here's the link to the PSA!
    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=204448
    She possesses plenty of Speed, Mobility, Pure Offensive capabilities, and even some deceptively long range make her VERY different from other Fire Emblem characters that have ever been in Smash. She also has fantastic recovery options (not Meta Knight level, but still good), making her a bit difficult to KO, but is quite a light character to balance that out.

    Demonstration Videos

    SSBB Hacks - Fire Emblem: Awakening ~ Lucina & Chrom


    SSBB Hacks - Fire Emblem ~ Lucina & Chrom Demo


    Brawl Hacks - Lucina


    SSBB Hacks Preview - Lucina v2.0 Gameplay



    ==================================================================
    THE MOVESET

    Movement Animations [DONE]
    Wait and Idle Stances - Credit to HeavyD88 for the Wait 1 and Wait 2.

    Walk & Run Animations - Currently using both edited Marth & Roy animations for the Walking ones. The Dash and Running animations are new and credit goes to HeavyD88 for them.

    Jump Animations - Forward Jumping Animations are both Marth-based, and Backward Jumping Animations are still the 1.5 version's.

    Dodge Animations - Sidestep and Aerial are basically the same, Lucina-wise. The Rolling Dodges are the same Marth-wise. Her sword appears for these animations now.

    Taunts - Up Taunt, Down, and Side Taunt are new (Credit to HeavyD88 again for the S & Up Taunts)

    Entry Animations - New Entry Animations whoo hoo! Credit to HeavyD88 and Kitsu-chan.

    Victory Animations - Much thanks to HeavyD88 again for the victory poses. Sword now appears for the needed one. Pretty much completed here!

    Other minor animations [eg. CliffCatch, ItemBig, ItemShoot... etc.] - A few changes here and there. I want to try and alter them all eventually if there's free time.
    -----
    Ground A Attacks [DONE]
    A, A Combo - Nearly unchanged animation-wise from the 1.5 psa. 1st attack is sped up a bit and the 2nd is slowed down slightly toward the end.  

    ^ A - Lucina does a quick upward arc swing using both hands. It is very fast in activating the hitbox too (frame 2)! Does different knockback compared to the original. An altered animation originally from Thany's Roy.

    > A - It is a fairly simple downward slash; kind of fixed knockback. Kind of similar by a tad to RevenantGenesis's Chrom Side A in movement with a "Lucina-ish" feel to it (I guess, lol). It's also pretty fast.
    Altered from one of Thany's PSA animations also.

    v A - Still the kick from the 1.5 psa. Its base knockback was increased slightly. It also cannot be spammed as easily any more.

    Dash A - Has been changed to a sliding stab. She has a similar move in Awakening, just like it was for her former dash attack, but I opted for this instead. Uses an edited Roy animation.
    -----
    Air A Attacks [DONE]
    N Air - Still a "Tempest" spin. Different animation and knockback properties now. Harder to connect all 3 hits, but it does up to 18% if all hits connect though! It is her fastest and now second-slowest aerial. Faster animation-wise, but the hitboxes take longer to start than the other aerials. Starts on Frame 10 or 11 I think. Also, has the longest landing lag of them all, but it's still not that slow.

    U Air - Changed recently to a very quick circular slice toward the air. Has slower start-up compared to her other aerials, but it is extremely fast. Can KO at higher percentages. Has a slight animation hiccup, but it is not that noticeable. It takes slight inspiriation from the N-Air of the Chrom PSA Beta.

    F Air - Quick Down-to-Up Slash kind of in the same Arc shape as Toon Link. Pretty fast and useful when trying to get up from the ledge.

    B Air - Uses Roy's Project M B-Air animation, except Lucina does not reverse her direction. Property-wise, it is still the same move, just with a new animation. It's pretty much what I was going for to begin with, the Project M team animated it WAY better though, haha.

    D Air - Almost same as the 1.5 version. Hitbox size was reduced slightly. Has a semi-strong meteor hitbox now, but it is only active for one frame.
    -----
    Smash Attacks [DONE]
    ^Smash - Kind of hard to explain. Twists body sideways and performs a circular slash upward. Pretty good KO move!

    >Smash - Pushes the Falchion forward into a thrusting stab motion. Worse reach compared to the 1.5 version, but still a very good move.

    vSmash - Somewhat of a sweeping inward slash across the ground.
    -----
    Special Attacks [DONE]
    B [Ground] - "Critical Charge." Refined animations, collisions, etc. It also charges longer than in 1.5's version.

    B [Aerial] - "Helm Breaker." Refined animations, collisions, etc. She falls downward when using this move at a very high speed. It is a meteor smash and has pretty slow startup, but it's VERY dangerous to use recklessly. It can mean an early KO to unsuspecting or unprepared opponents.

    ^ B - "Galeforce." Points her sword upward and launches into the air. Can move again and attack with anything but another Up B until she lands again.

    > B [Ground] - "Skill Activation." Altered version of her Up Taunt animation.

     >> B Up - "Aether." A simple Awakening-based Aether attack. Two strikes. The Luna half is a very good KO move.

     >> B Side - "Pavise/Aegis -> Vantage." An unusual move that creates Super Armor frames where Lucina will completely avoid knockback upon being hit. It is based off of, but very different from Marth, Ike, and Roy's counter skills. Once Lucina goes from her 1st Stance to her 2nd Stance, she can interrupt it at any time with a Normal or Special Attack, a Grab, or a Jump. It can be dangerous to her opponents as it essentially makes it impossible to interrupt her attack due to the Super Armor present until interrupt. Plus she attacks in front for 10%! Very VERY low knockback though. Also, she can still be grabbed out of this...

     >> B Down - "Astra." 5 strikes. Pretty much what you'd expect from Astra. It takes inspiriation from mainly its Path of Radiance incarnation. It used an edited Project: M Roy Animation (Ironically, I don't think Roy uses it anymore.) She has super armor frames for the first two strikes.

    > B [Aerial] - "Ignis." This is officially being called Ignis now! It does not have a direct translation into the Smash Bros. universe because it is too wide-ranging in how it affects characters in Fire Emblem: Awakening, so this is more of a loose interpretation. Lucina gains a red tint when using this. It does 6 damage. Why 6? Well fun fact, Ignis adds the magic stat (in this case) to Lucina's current attack/strength stat for additional damage in Awakening. Lucina's base strength is 5 and base magic is 1. Total 6 damage at base! Has a nice flame effect added to the hits now, referencing its original name in Japan: Magnificent Flame.
     
    v B -  "Pass." Lucina gains temporary invincibility during the movement and can basically allow her to avoid attacks of opponents; projectiles included. It's kind of a command dash, in the vein of Lucario's Down Special from Project M. The aerial version has a ton of good potential for mobility! This takes the place of Lucina's Counter skill. Pretty true to Awakening actually as she does not have access to the Counter skill in the most literal sense. Like her Side B, she loses her ability to propel forward until regaining control after being knocked back.
    -----
    Throws [DONE]
    I have almost all of her throws using one hand to chuck the opponent in a direction, reflecting a Support Conversation with Tiki in Awakening, while carrying crates, where she mentioned something along the lines of "I'm stronger than I look," showing her surprising strength relative to her stature. Such a minor thing that I paid way too much attention to, hahaha.

    Pummel - Same as 1.5's version.
    U Throw - Same as 1.5's version.
    F Throw - Same as 1.5's version.
    B Throw - New animation, timing, and knockback. Reverses her direction.
    D Throw - New animation, timing, and knockback. Very quick.
    -----
    Final Smash [DONE]
    Actually... Final Smashes!

    Critical Aether [Ground] - 2 strikes. 1st for 30% and healing 15% to Lucina, and 2nd for 45%. 75% Damage total. Connects correctly for vBrawl now in normal game speed. In slower speeds (1/2 & 1/4), it does not connect both hits. Pretty deadly and usually KOs.

    Astral Finish [Aerial] - Is more similar to her initial Final Smash from version 1.5. Actually does 7 hits and ~90% total. Also very deadly and usually KOs.
    « Last Edit: July 23, 2014, 05:36:46 PM by crazyhandmasterhand » Logged

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    « Reply #1 on: February 23, 2014, 07:34:44 AM »


    If you need some help here and there ill see what I can do.
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    « Reply #2 on: February 23, 2014, 10:25:01 AM »


    I got a glimpse preview of Lucina V2, although she isn't done, she's better than v1.5, she's more balanced for what I can tell.
    « Last Edit: February 23, 2014, 10:26:28 AM by Mr. Me » Logged


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    « Reply #3 on: February 23, 2014, 11:31:48 AM »


    Since you left the link out... her transition from entry to idle animation is funky. She goes into Marth's original pose into the new one, without any sort of animation, it just jumps to the idle animation. I can't help with it, but maybe she needs a new entry? Or an edit?
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    « Reply #4 on: February 23, 2014, 03:34:42 PM »


    If you need some help here and there ill see what I can do.
    Thank you, I appreciate it Smiley
    Since you left the link out... her transition from entry to idle animation is funky. She goes into Marth's original pose into the new one, without any sort of animation, it just jumps to the idle animation. I can't help with it, but maybe she needs a new entry? Or an edit?
    Ah right, I forgot to mention those in the top (along with the Jump Animations). Yeah she definitely needs a new entry animation. Marth's may as well be placeholders at the moment.
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    « Reply #5 on: February 27, 2014, 12:04:47 AM »


    I forgot. I also had some good ideas for some animations for Lucina last night. Like changing her Final Smash to her Critical Aether. In game version, where she lunges, attacks, jumps back, and does a final strike straight through anyone in front of her. I have some good camera angles in mind as well. If Brawl will let me that is.

    This was the idea I had for her new Final Smash. I have the first frame for each part of the attack posed in their own chr0 file already. I just need to work on animating it. Also I cleaned up the Wait1 animation again. Some of the bones transitions were off, so I fixed them. I'll send you the new one.

    Also I like what you're planning with her moveset. It looks good, I'll test it out and see what I can fix for you. I use BrawlBox to edit my PSA's though. So if that's a problem let me know.
    « Last Edit: March 28, 2014, 09:22:05 AM by HeavyD88 » Logged

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    « Reply #6 on: February 27, 2014, 12:08:44 AM »


    This was the idea I had for her new Final Smash. I have the first frame for each part of the attack posed in their own chr0 file already. I just need to work on animating it.
    Ah, there it is. Yeah, that sounds really cool! If you can find a way to make it work, then more power to it!
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    « Reply #7 on: February 27, 2014, 12:10:02 AM »


    Ah, there it is. Yeah, that sounds really cool! If you can find a way to make it work, then more power to it!
    I will try my best. Also edited the last post with more info.
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    « Reply #8 on: February 27, 2014, 01:23:21 AM »


    Thank you, I'm glad you like it so far. And no, that's no problem. I use BrawlBox and Project Smash Attacks for PSA work myself. Thank you for the assistance, it is much appreciated!

    Are there other tools/methods toward doing PSA work anyhow?
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    « Reply #9 on: February 27, 2014, 01:53:42 AM »


    Thank you, I'm glad you like it so far. And no, that's no problem. I use BrawlBox and Project Smash Attacks for PSA work myself. Thank you for the assistance, it is much appreciated!

    Are there other tools/methods toward doing PSA work anyhow?
    Not that I know of.

    Anyway, I'm starting on fixing some immediate issues with what you have so far, Like her sword not showing up during her Win3 animation. Also I'm fixing the timing of her audio, when she speaks to match with some Vis0 animations I already created for her, so it looks like what she's actually saying. I'll see if I can do some minor touch ups on some of her animations as well, then send it back to you to see what you like and don't. Also, you don't have to shrink her model the way you did in the Fit Motion. You could just edit her overall size with the PAC file instead. That's what PM did for Roy to make him appear shorter. I can do that for you if you want. I noticed it was a little off from my most recent version of it. I see you scaled down her HipN bones to 1,0.95,and 1.

    EDIT: I just got an idea. If I can get Lucina's Final Smash to be like her Critical Aether, I might make it so that the move heals her a little bit like in the game. I think it was 25% of the damage dealt is what you receive in return, but I'm not sure on that yet. I need to see it's stats again to make it faithful to her in game use.
    « Last Edit: February 27, 2014, 02:20:47 AM by HeavyD88 » Logged

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    « Reply #10 on: February 27, 2014, 02:00:50 AM »


    I'm downnn. I just downloaded your beta. I'll try working on some of the animations you listed that you needed help with on the op. I also noticed some animations that dont transition to the wait1, shall I do those too?
    Also there are some other tools for specific things but you can do most things with just BB. Some people prefer PSA but BB is so much easier to use, for everything. lol
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    « Reply #11 on: February 27, 2014, 02:05:18 AM »


    I'm downnn. I just downloaded your beta. I'll try working on some of the animations you listed that you needed help with on the op. I also noticed some animations that dont transition to the wait1, shall I do those too?
    Also there are some other tools for specific things but you can do most things with just BB. Some people prefer PSA but BB is so much easier to use, for everything. lol
    That will definitely take a load off of my shoulders. Also if you do some of the transitions, would you mind sharing them with me, since I use that Wait1 anim anyway? Actually I have an updated Wait1 anyway that I was gonna send him I might just give you that as well to work off of.
    « Last Edit: February 27, 2014, 02:07:48 AM by HeavyD88 » Logged

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    « Reply #12 on: February 27, 2014, 02:11:58 AM »


    That will definitely take a load off of my shoulders. Also if you do some of the transitions, would you mind sharing them with me, since I use that Wait1 anim anyway? Actually I have an updated Wait1 anyway that I was gonna send him I might just give you that as well to work off of.

    Cool with me, I'll use your wait1 if that's what's being used for the psa.
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    « Reply #13 on: February 27, 2014, 02:13:42 AM »


    Cool with me, I'll use your wait1 if that's what's being used for the psa.
    It is but the last one I gave you with that Marth PSA wasn't the newest one. Hold on I'll put up a link for you both to DL it for this PSA.


    EDIT:Alrighty here it is. It also has the PAC with the small edits I made so far.
    « Last Edit: February 27, 2014, 02:16:20 AM by HeavyD88 » Logged

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    « Reply #14 on: February 27, 2014, 02:21:24 AM »


    Much obliged to the both of you. If everything goes well, I should be able to release her sooner than expected at this rate!

    Also sure Revenant, feel free to make the existing animations loop to the oncoming Wait1. There MAY be a couple of animations that will go through changes (Down Smash comes to mind) later on down the line, but most will stay the same from here on out Smiley
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