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Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: Rikami on October 19, 2010, 09:02:40 PM



Title: Saki Amamiya Project, Need help making special attacks!
Post by: Rikami on October 19, 2010, 09:02:40 PM
(http://img508.imageshack.us/img508/6762/sakiamamiya.png)

(http://img256.imageshack.us/img256/8126/sakiq.png)#Invalid YouTube Link#



About the Project

Moveset

Most animations are taken from numerous other characters.
Including but not limited to Ganondorf, Ike, Link, Marth, Pit, Samus, Snake and Zero Suit Samus.
A few are directly from Saki's Assist Trophy

A couple of the moves are kind of pace holders. I plan on changing almost all of the aerials.
Just about all of the attacks need damage, knockback, and size adjustment.
By no means are any of the moves final.

Suggestions? Ideas? Post here


How it all started

I started on this project way back last November around when the "Fully New Character Archive" thread was created.
A few other hackers had started some work on importing Saki's assist trophy .mdl0 over alloys. (primitive I know)
No one made it very far in development though, not much more than a few animations.
Most likely because of a BrawlBox Error (which still exists might I add) that causes incorrect naming for "DecalTexture" in "Materials1"
This caused Saki to show up in game with corrupted looking colors.
I was set back as well, putting my project on an indefinite end.
Only months later did I discover this error.

After that I began work again, but alas, more problems arose.
Problems like compatible characters to replace, and bone count, etc.
Thanks to the bone adding program, I overcame this part.
I was set back for various other reasons but I recently came to port over Toon Link.
That's where the real work began.



Joining the Project

So far ALL work has been done by me.
That's right, Animations, PSA, Graphics, you name it.

However I am looking for some top notch animators and PSA specialists.

Most attacks are complete but changes could be considered.
I need fresh animations for Taunts and wait2 and wait3.

Special attacks are something I have not started yet. I have some very big plans in mind though.
Someone with extensive PSA knowledge will be required.

I really need some info on how I can get Saki's SFX working on Toon Link, If you have ANY information let me know!

Please contact me via this thread or privately with at least 2 examples of your best work if you'd like to apply.


Release

I've decided not to release Saki quite yet.
I'd like to get the Special Attacks down, tweak the existing attacks, and finish the rest of the animations.
I might change my mind though :p


Title: Re: INTRODUCING: Saki Amamiya!
Post by: ShadowMarth on October 19, 2010, 09:34:58 PM
Wow highly impressive!!!!
It's to bad that I can't use it.

Stupid bann!


Title: Re: INTRODUCING: Saki Amamiya!
Post by: ChaosEpsilon613 on October 19, 2010, 11:10:29 PM
Wow, very impressive. Looking forward to it.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Ultraxwing on October 20, 2010, 12:36:52 PM
pwease! get his done =3


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Thundaga_T2 on October 20, 2010, 02:16:42 PM
Very cool, ive been waiting for a PSA like this one.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Soverign on October 20, 2010, 02:38:31 PM
Epic. I CAN'T wait till this is out! ;D


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Master_Ryuk on October 20, 2010, 07:22:33 PM
wow, very good job, you have earned my respect


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Velen on October 20, 2010, 08:23:54 PM
Personally, I think thi PSA obviously need more variance in attacks (by that I mean more moves of his own).


Title: Re: INTRODUCING: Saki Amamiya!
Post by: dingo on October 21, 2010, 12:38:19 AM
Some specials suggestions...

B : Manual Aim Bullet- His stronger bullet from when shooting in Manual Aim that shoots straight. Slow start up with decent damage and knockback.

Side-B : Auto Aim Bullet- Weaker 3 shot burst with shorter range and weaker damage. Shoots at an angle upwards on ground and angled downwards in air.

Down-B : Some slash thing...I'll have to play it again for an idea.

Up-B : Hoverboard - Controllable flight or straight up with a lot of air mobility.

FS : His giant robot slashes then shoots them. Probably a vertex of Ray to look like his Mech.

Any chance of his Ruffian form and his wife being alt textures? :3


Title: Re: INTRODUCING: Saki Amamiya!
Post by: PPXEXE on October 21, 2010, 04:56:27 AM
I would like to help with finalized fighter.pac, I'm good at making moves work into combo's, and tweaking moves to work better.

So after a finished fighter.pac give it to someone, then me, then to someone else to smooth it out. XD


Title: Re: INTRODUCING: Saki Amamiya!
Post by: DrKoala on October 21, 2010, 06:05:15 AM
This really looks cool and all, but it's over Toon Link, so...


Title: Re: INTRODUCING: Saki Amamiya!
Post by: cyberdark on October 21, 2010, 08:37:18 PM
cool i can`t wait  ps awesome job man you rock


Title: Re: INTRODUCING: Saki Amamiya!
Post by: R.O.L.L on October 25, 2010, 02:10:27 PM
Is it possible for Saki to go over an Alloy...like Yellow or over Yoshi or somebody useless


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Rikami on October 25, 2010, 09:45:02 PM
Is it possible for Saki to go over an Alloy...like Yellow or over Yoshi or somebody useless

Yes but alloys don't have special attacks. So that leaves me with nothing to work with.
And yoshi is a no.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: 14fan on October 26, 2010, 02:59:54 PM
This looks awesome.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: R.O.L.L on October 27, 2010, 11:44:49 AM
Yeah I guess your right...hmmmm....how about Marth...Or Pkmn trainer or Mr.G&W?
Think they could werk?


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Ultraxwing on October 27, 2010, 12:51:34 PM
G&W, Jiggly puff, pikachu, falco, luigi. this would be preferred.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Akiba Red on October 27, 2010, 04:27:57 PM
Yeah I guess your right...hmmmm....how about Marth...Or Pkmn trainer or Mr.G&W?
Think they could werk?

Ahem, Pkmn Trainer is three chars, Marth is (no homo) sexy. G&W I think has a little hardcoding.
G&W, Jiggly puff, pikachu, falco, luigi. this would be preferred.
Falco, Pikachu, Luigi, and Puff are also (no homo) sexy. Toon Link is better than regular Link though.....replace REGULAR Link. ._.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Get A Load of This! on October 27, 2010, 05:51:47 PM
Or things could stay the way they are now. Just saying.

Brb dodging tomatoes.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Thundaga_T2 on October 27, 2010, 07:16:06 PM
I actually like the idea of this on Toon Link, i dont know of any good ones for him other than the two Geno ones.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Rikami on October 27, 2010, 08:40:23 PM
First of all it all depends on bone structure, I can't pick anyone I want.
Second, there is a clone engine being developed that would clear this all up in due time.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Thundaga_T2 on October 28, 2010, 12:27:03 PM
First of all it all depends on bone structure, I can't pick anyone I want.
Second, there is a clone engine being developed that would clear this all up in due time.
Pit would also be a good idea, and since you mentioned, Pit seems to have a similar body type, so im guessing it would work.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: R.O.L.L on October 28, 2010, 12:41:51 PM
Pkmn trainer is one char. and the other 3 pokemon are seperate
besides pokemon trainer jus does the final smash move -_-

Clone engine? what is that?
 I suggest you put "Saki" over the "Yellow Alloy" because Your "Saki" doesnt have any special moves yet and neither do the Alloys
Think of it as a test drive on what others think of Ya "Saki"
then after a while ppl might wanna join in the "Saki" project
Yu got like 90% of "Saki" done :D


Title: Re: INTRODUCING: Saki Amamiya!
Post by: ♤♡◇♧ on October 28, 2010, 12:56:20 PM
Pkmn trainer is one char. and the other 3 pokemon are seperate
besides pokemon trainer jus does the final smash move -_-

Clone engine? what is that?
 I suggest you put "Saki" over the "Yellow Alloy" because Your "Saki" doesnt have any special moves yet and neither do the Alloys
Think of it as a test drive on what others think of Ya "Saki"
then after a while ppl might wanna join in the "Saki" project
Yu got like 90% of "Saki" done :D
Clone Engine is a way to ADD characters, so you don't need to REPLACE characters.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: dingo on October 28, 2010, 01:45:15 PM
Pkmn trainer is one char. and the other 3 pokemon are seperate
besides pokemon trainer jus does the final smash move -_-

Clone engine? what is that?
 I suggest you put "Saki" over the "Yellow Alloy" because Your "Saki" doesnt have any special moves yet and neither do the Alloys
Think of it as a test drive on what others think of Ya "Saki"
then after a while ppl might wanna join in the "Saki" project
Yu got like 90% of "Saki" done :D

NO!

Alloys can't  use items, shield, roll, or grab ledges. Absolutely worst idea to put any serious PSA on an alloy.

Stop suggesting it.

First of all it all depends on bone structure, I can't pick anyone I want.
Second, there is a clone engine being developed that would clear this all up in due time.
Pit would also be a good idea, and since you mentioned, Pit seems to have a similar body type, so im guessing it would work.

Body type has nothing to do with bone structure. Toon Link has the best bone structure. Pit has on of the worst. In fact Pit's bone structure barely works for anyone.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Rikami on October 28, 2010, 03:39:04 PM
I suggest you put "Saki" over the "Yellow Alloy" because Your "Saki" doesnt have any special moves yet and neither do the Alloys
Think of it as a test drive on what others think of Ya "Saki"
then after a while ppl might wanna join in the "Saki" project
Yu got like 90% of "Saki" done :D

Actually dingoberriz, that wouldn't be a bad idea for just the beta.
But the full version would be on toonlink of course.

As of right now Saki cannot use items, but he can grab (In development)


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Akiba Red on October 28, 2010, 04:24:18 PM
I never realized that TL had a different bone structure than Link....oh well. AND ALLOYS ARE THE MOST USELESS THINGS THE WORLD.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: dingo on October 28, 2010, 04:29:05 PM
Actually dingoberriz, that wouldn't be a bad idea for just the beta.
But the full version would be on toonlink of course.

As of right now Saki cannot use items, but he can grab (In development)

But that would force people to use the code for playing as alloys. I use Dolphin and can't wait to play this, but not all of us can/do use the code to play as alloys. =/


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Rikami on October 28, 2010, 06:13:35 PM
Oh I see, true, there isn't really much point.
I'll leave it on Toon Link in honor of people like you.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: R.O.L.L on October 28, 2010, 09:11:56 PM
Okay no need for tude -_-
I only suggested it because someone did a "Tails" over the blue Alloy and I thought it was the same :/

Clone engine sounds waaaaay kewl! :D

When is it released?


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Akiba Red on October 29, 2010, 09:27:27 PM
Okay no need for tude -_-
I only suggested it because someone did a "Tails" over the blue Alloy and I thought it was the same :/

Clone engine sounds waaaaay kewl! :D

When is it released?
When Dantarion picks up the slack.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: R.O.L.L on October 29, 2010, 11:03:14 PM
Okay no need for tude -_-
I only suggested it because someone did a "Tails" over the blue Alloy and I thought it was the same :/

Clone engine sounds waaaaay kewl! :D

When is it released?
When Dantarion picks up the slack.

(S)He will....eventually....I think :/


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Rikami on October 30, 2010, 12:09:51 AM
Why do I feel like everyone on KCMM forms is like living under a rock when it comes to hacking development?
Go visit http://www.smashboards.com/forumdisplay.php?f=209 people! Common!


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Thundaga_T2 on October 30, 2010, 12:28:26 AM
Why do I feel like everyone on KCMM forms is like living under a rock when it comes to hacking development?
Go visit [url]http://www.smashboards.com/forumdisplay.php?f=209[/url] people! Common!
What are you trying to show us?


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Akiba Red on October 30, 2010, 12:41:12 AM
Why do I feel like everyone on KCMM forms is like living under a rock when it comes to hacking development?
Go visit [url]http://www.smashboards.com/forumdisplay.php?f=209[/url] people! Common!
I don't live in a rock...I check the ARF Engine thread all the time... ._.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Rikami on October 30, 2010, 12:44:27 AM
Why do I feel like everyone on KCMM forms is like living under a rock when it comes to hacking development?
Go visit [url]http://www.smashboards.com/forumdisplay.php?f=209[/url] people! Common!
I don't live in a rock...I check the ARF Engine thread all the time... ._.


Not you silly.
Check some older posts, some of these kids are clueless.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Thundaga_T2 on October 30, 2010, 01:06:57 AM
Not you silly.
Check some older posts, some of these kids are clueless.
Ah, i see it now, but next time you should link to the thread, not the forum section its in. That looks pretty cool though. i wonder though if he can get the slots working, will they be able to accept multiple textures too, or just one?

btw, im no kid


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Akiba Red on October 30, 2010, 01:09:00 AM
Quit spammin' them posts then.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Thundaga_T2 on October 30, 2010, 01:10:08 AM
Quit spammin' them posts then.
Hey i wasnt spammin nothing

...Oh that, that was a problem, with me trying to edit my post, i didnt know it posted it that many times


Title: Re: INTRODUCING: Saki Amamiya!
Post by: dingo on October 30, 2010, 05:40:41 AM
 :>.>palm:

This thread took a HARD left turn.

Back on subject....have you started the specials by any chance?


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Rikami on October 30, 2010, 10:37:42 AM
My applogizes, it was my fault.

As to specials... No I have not.
I have been trying very hard to create specials but I really do not know how to work with them  at all!
It's so frustrating. That is why I recently contacted .Fade for help with specials!
You may know him from his work on Cloud? Hmmmm??
Exciting I know.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: xZedkiel on October 30, 2010, 12:10:11 PM
Pkmn trainer is one char. and the other 3 pokemon are seperate
besides pokemon trainer jus does the final smash move -_-

Clone engine? what is that?
 I suggest you put "Saki" over the "Yellow Alloy" because Your "Saki" doesnt have any special moves yet and neither do the Alloys
Think of it as a test drive on what others think of Ya "Saki"
then after a while ppl might wanna join in the "Saki" project
Yu got like 90% of "Saki" done :D
This made no sense at all I beg your pardon.
Putting him on an Alloy for the lack of specials is pointless since he's going to have specials eventually. It can't be a "test drive" if it does the same, actually less, than the Toon Link one. And over 99% don't like using Alloys, because of the lack of specials, grabbing, and final smash.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: dingo on October 30, 2010, 03:16:10 PM
My applogizes, it was my fault.

As to specials... No I have not.
I have been trying very hard to create specials but I really do not know how to work with them at all!
It's so frustrating. That is why I recently contacted .Fade for help with specials!
You may know him from his work on Cloud? Hmmmm??
Exciting I know.

Of course I would know him. We made CoN Naruto together. :P

And I know how troublesome specials can be depending on the character and what you're trying for.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Rikami on October 30, 2010, 03:54:42 PM
Is that so??
Wow, that Naruto move set is also amazingly done!

Maybe you could help me out too?
The specials I had in mind are pretty simple.


Standard B - Shoot Cannon Sword (I have several ideas which may be possible. For instance being able to move while shooting and being able to aim in any direction.

Side B - Dash - similar to Fox/Falco's Side B, except with invincibility frames and maybe no hit boxes.

Down B (Still under consideration) A counter? I thought that would be cool.

Up B (Still under consideration/I really don't know) Some kind of super leap maybe? Followed by blaster shots downward?


Title: Re: INTRODUCING: Saki Amamiya!
Post by: dingo on October 30, 2010, 07:21:13 PM
Well in case you may have missed my special suggestions. :P
Some specials suggestions...

B : Manual Aim Bullet- His stronger bullet from when shooting in Manual Aim that shoots straight. Slow start up with decent damage and knockback.

Side-B : Auto Aim Bullet- Weaker 3 shot burst with shorter range and weaker damage. Shoots at an angle upwards on ground and angled downwards in air.

Down-B : Some slash thing...I'll have to play it again for an idea.

Up-B : Hoverboard - Controllable flight or straight up with a lot of air mobility.

FS : His giant robot slashes then shoots them. Probably a vertex of Ray to look like his Mech.

Any chance of his Ruffian form and his wife being alt textures? :3


Title: Re: INTRODUCING: Saki Amamiya!
Post by: R.O.L.L on October 31, 2010, 12:45:03 PM
Maybee yu should do some reserach? :D
Look at Sin & Punishment videos with Saki in them
That ought to give ya some Ideas


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Doragon Shinzui on November 01, 2010, 06:45:42 PM
I am definitely looking forward to this, especially if it will replace Toon Link.
Shame I never played the games, I'm pretty sure I would like them.


Title: Re: INTRODUCING: Saki Amamiya!
Post by: Rikami on January 04, 2011, 10:24:55 AM
Beta release http://forums.kc-mm.com/Gallery/BrawlView.php?Number=15305&Moderated=All&facebook=true


Title: Re: INTRODUCING: Saki Amamiya!
Post by: fighter20brawler10 on January 04, 2011, 10:54:57 AM
Beta release [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=15305&Moderated=All&facebook=true[/url]

Yes a release! I was so anxious to use this.


Title: Re: Saki Amamiya Beta Released! Download Now!
Post by: SiLeNtDo0m on January 04, 2011, 03:33:50 PM
I finally got a chance to test this (after spending ages unlocking Toon Link just to test this, I use Dolphin so I didn't have the characters unlocked) and I must say it is absolutely fantastic!  Everything just works so smoothly and despite the fact that he uses a lot of his animations from other characters, they all work so well on him that they look like his own animations.  I think this is mainly because of the way that you timed the hitboxes and the fact that.

Here's my feedback so far.  Any complaints are (to be honest) rather minor, despite the fact that I will spend quite a bit of time pointing them out:


AA combo - Looks nice, and it works when chained with moves beforehand but it is a tad weak (6% I think is a little too low).  Also, the first hit is a bit hard to land unless you are a certain distance away but it's possible.  I think you should either strengthen the first hit or possibly add a third hit.

F Tilt - Very nice move.  I really like the range that you gave it, but how it works best at the closest range.  The knockback is just right too.

U Tilt - Another very nice move.  It would combo nicely into an aerial, but I'll get to why it doesn't really later down (it's not the fault of the U Tilt). 

D Tilt - I like how this move has less range than the others and it has fantastic combo potential.  However, it's combo potential is almost too good for how much damage it does.  You can get a really easy 20% odd just by spamming this over and over.  I think either lower the damage or slightly increase the knockback.

Dash Attack - I love this move.  I love everything about it.  The animation, the range, everything.  Period

F Smash - Another fantastic move.  My only gripes with this one are that the first hit does a tad too much damage, considering that it stuns the foe so you can literally follow up with pretty much anything and my second is the range.  Considering the move's speed, power and stun on the first hit, I think the fact that it has a disjointed hitbox is a bit much.  But that's just me

U Smash - I love this move as much as I love the Dash Attack.  This is everything a good U Smash should be.  Nice range, power and speed but balanced by the fact that the tip hitboxes are weak in damage.

D Smash - A great all-round move and the angles that it launches the foe are ideal for comboing.  Like the other two smashes, this is a great smash attack.

Now to be honest, to contrast his fantastic ground game, he has a rather pathetic air game...

N Air - This is one of the only useful aerials at the moment.  It's rather unique in the fact that the two hits don't link even though it looks like they should.  This works almost like a sex kick.  I love the meteor smash on the second kick btw.

F Air - Decent knockback, but the damage is absolutely weedy considering how slow the move is.  I think this move definitely needs a damage boost.  Also, it should be easier to land all the hits for the move.

B Air - Same as the F Air except this is even worse because it not only has no knockback, but no hitstun.  The only upside to this move is that it has very little landing lag.  I think that this move should have two hits that come right after each other.  The second hit should have good knockback whilst the first should just be hitstun.

U Air - Again another aerial that isn't useful at all.  The range is good, but it's damage and speed are puny.  I don't think Ike's U Air works too well here.  I think you should use Pit's or possibly even come up with your own custom animation.

D Air - This is an odd one.  It's definitely more useful than the B Air, F Air and U Air.  The spike is nice and so is the vacuum effect, but what's annoying is that when the hitbox lands, you can't do anything during the bounce.  I think the bounce should be interruptable at some point, or at least have another weak hitbox (like TL's D Air)

As for the throws, I'm sure that it is possible to make it so that he can grab.  Check out 5:39 of this here.  It's the BETA for a Klonoa PSA and he is able to do throws:

http://www.youtube.com/watch?v=1NToqZo546U

I think you should definitely take a look at this, and possibly ask shock44 or his team how he was able to do the throws.

As for the specials, I see dingo gave you some nice ideas on the previous page (as well as you having your own of course).  I could even help you with a couple of them if you want

But yeah, overall that's my feedback on this project.  Again, I wish you the best of luck in the future ^^


Title: Re: Saki Amamiya Beta Released! Download Now!
Post by: Rikami on January 04, 2011, 04:37:26 PM
I finally got a chance to test this (after spending ages unlocking Toon Link just to test this, I use Dolphin so I didn't have the characters unlocked) and I must say it is absolutely fantastic!  Everything just works so smoothly and despite the fact that he uses a lot of his animations from other characters, they all work so well on him that they look like his own animations.  I think this is mainly because of the way that you timed the hitboxes and the fact that.

Here's my feedback so far.  Any complaints are (to be honest) rather minor, despite the fact that I will spend quite a bit of time pointing them out:


AA combo - Looks nice, and it works when chained with moves beforehand but it is a tad weak (6% I think is a little too low).  Also, the first hit is a bit hard to land unless you are a certain distance away but it's possible.  I think you should either strengthen the first hit or possibly add a third hit.

F Tilt - Very nice move.  I really like the range that you gave it, but how it works best at the closest range.  The knockback is just right too.

U Tilt - Another very nice move.  It would combo nicely into an aerial, but I'll get to why it doesn't really later down (it's not the fault of the U Tilt). 

D Tilt - I like how this move has less range than the others and it has fantastic combo potential.  However, it's combo potential is almost too good for how much damage it does.  You can get a really easy 20% odd just by spamming this over and over.  I think either lower the damage or slightly increase the knockback.

Dash Attack - I love this move.  I love everything about it.  The animation, the range, everything.  Period

F Smash - Another fantastic move.  My only gripes with this one are that the first hit does a tad too much damage, considering that it stuns the foe so you can literally follow up with pretty much anything and my second is the range.  Considering the move's speed, power and stun on the first hit, I think the fact that it has a disjointed hitbox is a bit much.  But that's just me

U Smash - I love this move as much as I love the Dash Attack.  This is everything a good U Smash should be.  Nice range, power and speed but balanced by the fact that the tip hitboxes are weak in damage.

D Smash - A great all-round move and the angles that it launches the foe are ideal for comboing.  Like the other two smashes, this is a great smash attack.

Now to be honest, to contrast his fantastic ground game, he has a rather pathetic air game...

N Air - This is one of the only useful aerials at the moment.  It's rather unique in the fact that the two hits don't link even though it looks like they should.  This works almost like a sex kick.  I love the meteor smash on the second kick btw.

F Air - Decent knockback, but the damage is absolutely weedy considering how slow the move is.  I think this move definitely needs a damage boost.  Also, it should be easier to land all the hits for the move.

B Air - Same as the F Air except this is even worse because it not only has no knockback, but no hitstun.  The only upside to this move is that it has very little landing lag.  I think that this move should have two hits that come right after each other.  The second hit should have good knockback whilst the first should just be hitstun.

U Air - Again another aerial that isn't useful at all.  The range is good, but it's damage and speed are puny.  I don't think Ike's U Air works too well here.  I think you should use Pit's or possibly even come up with your own custom animation.

D Air - This is an odd one.  It's definitely more useful than the B Air, F Air and U Air.  The spike is nice and so is the vacuum effect, but what's annoying is that when the hitbox lands, you can't do anything during the bounce.  I think the bounce should be interruptable at some point, or at least have another weak hitbox (like TL's D Air)

As for the throws, I'm sure that it is possible to make it so that he can grab.  Check out 5:39 of this here.  It's the BETA for a Klonoa PSA and he is able to do throws:

[url]http://www.youtube.com/watch?v=1NToqZo546U[/url]

I think you should definitely take a look at this, and possibly ask shock44 or his team how he was able to do the throws.

As for the specials, I see dingo gave you some nice ideas on the previous page (as well as you having your own of course).  I could even help you with a couple of them if you want

But yeah, overall that's my feedback on this project.  Again, I wish you the best of luck in the future ^^


First of all let me say what wonderful feedback you've given me!
Nice and detailed.

You are very keen and have probably noticed every flaw I was aware of.

Anyway, all your points are correct. I full agree with you on each one.
However, given the fact that this was a beta release, these problems are present.
I spent little time adjusting damage, knock back, and hitboxes for this release for the sake of time.
Rest assured that the next release will be much more cleaned up and include most of this changes you mentioned.

The one thing I do disagree with is his Up-air.
I actually like the animation! It seems original...
But you are right about the damage, knockback, and hitboes on it.
I will consider a new animation.

Grabs must be possible, I'm just a little stumped and need time to figure it out.

Specials... I have had much trouble with them. I need help with them from someone with more experience.
I've contacted several well known PSA specialists and gotten nothing :(
Do you have much specials knowledge?

Thanks though! You have been very helpful.


Title: Re: Saki Amamiya Beta Released! Download Now!
Post by: SiLeNtDo0m on January 04, 2011, 04:42:53 PM
Hey no problem and I understand that this is a beta release, I'd just thought I'd adress a couple of things so that this moveset ends up truly awesome (since I know it has the potential to be awesome).  Feel free to not take a lot of it into account when making the full release.  This is your hack after all ;)

About Specials, I have a good amount of knowledge as far as PSA goes, so I can try my best to help on that front :)


Title: Re: Saki Amamiya Beta Released! Download Now!
Post by: Rikami on January 04, 2011, 04:54:51 PM
Seriously? Cause I asked like 3 different people and everyones been half assing me hahaha.
I never even got a response from Hollow!!

He does have a lot of potential!
Something he really needs is more graphical effects.
But the hard part is pretty much done. Since I corrected over 300 individual animations so they don't stretch.

I would be so psyched if you could help!
I have some ideas for specials if you want to discuss them?
You could tell me how possible they are to do.


Title: Re: Saki Amamiya Beta Released! Download Now!
Post by: xZedkiel on January 16, 2011, 03:01:02 PM
So any more progress? I can make textures and CSP's


Title: Re: Saki Amamiya Beta Released! Download Now!
Post by: Doragon Shinzui on April 17, 2011, 08:49:48 PM
I'll be sure to check out the Beta when I get the chance, can't wait for the final project, be sure to get the help of Doom, he seems to know what he's talking about.


Title: Re: Saki Amamiya Beta Released! Download Now!
Post by: xZedkiel on April 17, 2011, 09:05:47 PM
Don't post on dead threads. And SDo0m is a busy man.


Title: Re: Saki Amamiya Beta Released! Download Now!
Post by: Velen on April 17, 2011, 09:47:38 PM
Don't post on dead threads. And SDo0m is a busy man.

This thing shouldn't have died. It was such a cool PSA.


Title: Re: Saki Amamiya Beta Released! Download Now!
Post by: OmegaMalkior on April 17, 2011, 10:24:10 PM
Now this, this is an epic PSA. It's almost as epic as sDo0m's Cloud Strife ;D

If only it would be finished
C'mon people! Lets get this thread moving again! This is an epic PSA that should be finished.


Title: Re: Saki Amamiya Beta Released! Download Now!
Post by: Velen on April 17, 2011, 10:55:47 PM
Now this, this is an epic PSA. It's almost as epic as sDo0m's Cloud Strife ;D

If only it would be finished
C'mon people! Lets get this thread moving again! This is an epic PSA that should be finished.

Problem is, the creator hasn't come back since Jan.26 of this year.


Title: Re: Saki Amamiya Beta Released! Download Now!
Post by: OmegaMalkior on April 17, 2011, 11:00:29 PM
Then lets try and convince sDo0m about this project


Title: Re: Saki Amamiya Beta Released! Download Now!
Post by: xZedkiel on April 22, 2011, 08:21:33 PM
OMG I agree! :O But he doesn't work with ports.. Wait he said imports so hah! Bypassed XD


Title: Re: Saki Amamiya Beta Released! Download Now!
Post by: Rikami on March 13, 2012, 12:34:40 PM
Anyone interested in helping me finish this? Mainly special moves.


Title: Re: Saki Amamiya Project, Need help making special attacks!
Post by: songeflemy on March 13, 2012, 04:53:23 PM
I thought you broke your Wii.....


Title: Re: Saki Amamiya Project, Need help making special attacks!
Post by: Rikami on March 13, 2012, 06:10:54 PM
Hahahahaha, I did.
But I got a new one a few days later.

The only reason I haven't worked on Saki is because I was at a dead end and was busy with school.
I really need help making special moves. I just don't know how to make new special moves from scratch. If someone could get me started then I could go crazy with the effects/etc.


Title: Re: Saki Amamiya Project, Need help making special attacks!
Post by: RasenganKameha on March 14, 2012, 10:04:29 PM
hey Rikami, it should not be that hard to think of new specials for
Saki. his moves should be this.

neutral b- shoots bullets out of his gun.

neutral b air- the same.

side b- he should shoot a big red energy ball like the red energy
ball that the megaman PSA over ness shoots when you fully
charge his b attack except saki's side b will not be chargeable.

side b air- same.

up b- he shoots bullets above him.

up b air- same.

down b- a counter attack where he slices you back with
his sword.

down b air- the same as dante's down b air, saki will shoot bullets below
him.

Final Smash- he starts shooting alot of bullets out of his gun like
he's using a machine gun.

i think it would be cool if you made this for saki and all his A attacks
should be him using his sword.


Title: Re: Saki Amamiya Project, Need help making special attacks!
Post by: Rikami on March 15, 2012, 10:50:40 AM
Well the problem isn't coming up with new moves it's actually making them work.
Anyone familiar with PSA will tell you special moves get complicated.


Title: Re: Saki Amamiya Project, Need help making special attacks!
Post by: Eternal Yoshi on March 15, 2012, 10:59:02 AM
That they do. Let's take it one move at a time.
Let's start with the UpB since that move is vital for recovery. How do you want it to work/function?


Title: Re: Saki Amamiya Project, Need help making special attacks!
Post by: Rikami on March 15, 2012, 11:27:51 AM
What's up eternal, long time no see.

That's a good starting place however it definitely will be complex.
I think I had several ideas a while back, one of them being some sort of grapple using a lazer that shot from his gun. You know, similar to zero suit samus?
Saki is currently still over toonlink so his grapple parameters could be put to use for that.
We could even article swap zero suit's grapple maybe?

Another idea I had was some kind of gravity deifying jump, maybe that included shooting upward at the same time.
Which kind of points to that maybe we should start with his standard b move?
Which would be firing his gun of course.
This was very frustrating to me because I absolutely wanted the shots to be like the assist trophy's but I had no luck in article swapping the shots from saki's assist trophy file.

That's pretty much where I left off.


Title: Re: Saki Amamiya Project, Need help making special attacks!
Post by: Eternal Yoshi on March 15, 2012, 11:50:37 AM
Grapple Params are still mostly unknown when it comes to distance/reach/range, soo I'd recommend the latter idea.

The Gravity defying jump is a lot more feasible at this time so just make his Up B that.


Anyway, the arrow floating points were figured out so we can make the arrows behave and move like the shots. You need a hex editor.
http://opensa.dantarion.com/wiki/Article_Floating_Points#Toon_Link (http://anonym.to/?http://opensa.dantarion.com/wiki/Article_Floating_Points#Toon_Link)

Yup, now you can port the bullet model over the arrow and modify the floats so they don't fall/have gravity and go fast horizontally.

If you don't want it to charge at all, let me know.


Title: Re: Saki Amamiya Project, Need help making special attacks!
Post by: Rikami on March 15, 2012, 12:25:33 PM
That is incredible. I've been waiting for this kind of stuff.
The only problem is locating Saki's assist trophy shot article. I had trouble finding it.
I wouldn't want it to charge at all, but shoot rapidly while you hold down b.

And I know this may sound far fetched but while I coming up with move ideas last year I really thought it would be awesome if you could aim the shots. Kind of like Pit?
How possible is something like that? I know it would require animations similar to Pit's or shield aiming animations.


Title: Re: Saki Amamiya Project, Need help making special attacks!
Post by: Eternal Yoshi on March 15, 2012, 12:42:33 PM
The Shot model is in a different.pac IIRC.
Check for something called AsfSakiShot or something along those lines.
There you'll find the model and article data.

Now, aiming the shots and having the shots come out at different angles I don't find feasible at this time.


Title: Re: Saki Amamiya Project, Need help making special attacks!
Post by: Rikami on March 15, 2012, 01:39:16 PM
Yeah I've done a lot of digging for it before. I've come across "ItmSakiShotParam.pac" under item but it only has MiscData and no model, which I assume because it is "Param"
But I can't find any other files that may have it.

I figured aiming wouldn't be doable, maybe if I put saki over pit...

Also, on an unrelated note, I know how you're really into metal gear, (as am I) and I saw the work you've been doing on raiden. Nice job.

Back when vertexing was all the craze I had been working on a vertex edit of ganon's face to look like Solidus. I actually got very far into it because I was directly using Solidus's model straight from MGS2. However I ran into texture problems.
But now that model importing is possible I think it would be an awesome project to get Solidus's model into brawl.
I still have all the files, so maybe you'd be interested in helping me. Rigging is one thing I haven't learned yet. I could also help you with Raiden if you'd like. I have a lot of experience with making moves and smooth animations.


Title: Re: Saki Amamiya Project, Need help making special attacks!
Post by: Eternal Yoshi on March 15, 2012, 03:05:26 PM
HIs shot effect and model is likely in ef_saki.pac or or in the .REFT of ef_saki.pac.

Ummmm I have Solidus' model too. I'm deciding whether or not he should go over Snake or Ganondorf.

If you want to help me make a Raiden PSA, I'm cool with that. But that will have to wait till after March. WHy? Can't say why now.


Title: Re: Saki Amamiya Project, Need help making special attacks!
Post by: Rikami on March 15, 2012, 03:25:11 PM
Uhhhhhh, I came across this:
(http://img41.imageshack.us/img41/6172/captureuew.png)

It looks like the textures used in the shots. I think maybe the info above points to how it is used. How can this even be used over an article?

As for Solidus, I say you put him over Ganondorf and give him two katanas. I could do some really cool double katana attacks and match the sword glow effects from MGS2.

I take it you're doing some top secret things?


Title: Re: Saki Amamiya Project, Need help making special attacks!
Post by: Ninka_kiwi on March 15, 2012, 03:36:19 PM
Glad to see that this project is back in action!

Might I suggest for ideas of moves looking at some gameplay from Sin and punishment 2?
I remember in that you had the ability to hover (Which could make for a nice up special) and also had a charge shot (Which could make for a Down special) which could make for some interesting variety in saki's moveset. While i know it is not Saki that does it, I'm sure taking from his son's move pool would work fine (as most characters in brawl do take inspiration from other characters.)
But yeah, just some ideas. Hopefully they are a little useful...



Title: Re: Saki Amamiya Project, Need help making special attacks!
Post by: Eternal Yoshi on March 15, 2012, 04:01:02 PM
The reason I'm unsure is because I also want him to use missles(Tweaked Nikita is basically perfect for this)....... and his tentacles which can be an article since I found them.

I'm gonna finish Raiden's recolors now.


Title: Re: Saki Amamiya Project, Need help making special attacks!
Post by: Rikami on March 15, 2012, 06:25:46 PM
So you don't know anything about getting the REFT saki shots onto an article?


Title: Re: Saki Amamiya Project, Need help making special attacks!
Post by: Eternal Yoshi on March 15, 2012, 07:15:32 PM
You can import REFT files into another effect.pac, but it's quite limited since we cannot add, only replace....


Title: Re: Saki Amamiya Project, Need help making special attacks!
Post by: Rikami on March 15, 2012, 09:22:40 PM
Well toonlink doesn't have one...
I might have to put him over a different character.


Title: Re: Saki Amamiya Project, Need help making special attacks!
Post by: zutox on April 06, 2012, 08:14:40 PM
How about Bowser? He is in some serious need of a decent PSA :)