sweet, I'm gonna try using your F tilt, U tilt, and din's fire gfx. how do you get her hands to constantly be on aura?
I look forward to seeing it.
And for the aura effect, just set an infinite loop with a Synchronous timer followed by the graphic you want. You have to add it to every animation that you want it to be on.
This is one of my first completed PSAs. I focused on making Zelda more combo based throughout. Comments and advice is appreciated to help me improve with future work.
Moveset:
- All moves have either a water or an ice theme - Up-taunt switches between Nayru's normal and "Special" state, giving her access to more attacks:
- Added graphics and sound effects. - Jab causes sleep and is easier to hit with:
- F-tilt has a second hitbox; guaranteed to connect on first hit. Changes when angled up and down:
- U-tilt has 3 hitboxes and a different animation. 2 slashes followed by a vertical burst of ice:
- D-tilt locks. Also adds momentum:
- N-airs can be stringed:
- F-air has a second, controllable hitbox for added range (more range and power when over 110%):
- B-air has more range and knockback (more range and power when over 110%).
- U-air spikes. Other attacks can be chained to it:
- D-air's sweetspot is removed. Added knockback and damage (more range and power when over 110%):
- Nayru's Love produces a freezie and gives momentum. Throws a projectile while in "Special" state:
- Din's fire has a different GFX:
- Farore's Wind is a more reliable recovery option. The second hit is also guaranteed from the first:
- Down-B doesn't transform to Sheik. It heals when grounded and quickly teleports to the ground while aerial. Creates a thunder-like ice attack when in "Special" state:
- Throws have been edited - Edited attributes to make her more evasive and goddess-like. ;3