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Author Topic: AGFan's Multi-PSA Thread - Good Bye People!  (Read 261858 times)
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AGFanProduction
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    « Reply #390 on: December 30, 2011, 12:02:53 PM »


    I have some updates for the Mewtwo fans, I worked on Mewtwo yesterday as a slave!
    Behold the ALMOST complete Melee Mewtwo:

    ForwardAir (with his landing)
    AttackAirF | Forward Air

    Total: 39
    Hit: 6-8
    Auto-Cancel: <1 35>
    Landlag: 25
    L-Cancelled: 13


    Landing:


    BackAir (with his landing)
    AttackAirB | Back Air

    Total: 31
    Hit: 12-15
    Auto-Cancel: <3 30>
    Landlag: 28
    L-Cancelled: 14


    Landing:


    UpAir (with his landing)
    AttackAirHi | Up Air

    Total: 37
    Hit: 9-11
    Auto-Cancel: <4 33>
    Landlag: 20
    L-Cancelled: 10


    Landing:


    Down-Air (with his landing)
    AttackAirLw | Down Air

    Total: 57
    Hit: 18-21
    Auto-Cancel: <6 45>
    Landlag: 28
    L-Cancelled: 14


    Landing:


    Catch
    Catch | Grab

    Total: 31
    Grab: 7-8



    CatchDash
    CatchDash | Dash Grab

    Total: 39
    Grab: 8-9



    CatchAttack
    CatchAttack | Pummel

    Total: 27
    Hit: 11



    Down-B/Disable
    SpecialLw | Disable

    Total: 41
    Hit: 15-21



    Side-B/Confusion
    SpecialS | Confusion

    Total: 55
    Grab: 12-15
    Reflect: 12-27



    Reflect:


    Now I'm going to proceed with the Dodge, F, B, AirDodge. Then the Throws F, B, H and Down.
    Teleport and Shadow Ball throw frames and stuff are going for the last there is no preview pictures of them just this:

    Shadow Ball

    17 frames forced startup

    100 frames to fully charge

    8 frames shield cancelling


    Teleport

    7 frames forced startup

    10 frames travel

    15 frames endlag

    Can grab edge if travelling downward


    so I'll have to play Melee and copy the animations from there.

    -AGF
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    AG's PSA/Animation Thread: http://forums.kc-mm.com/index.php?topic=36777.0
    KC-MM Project Mewtwo: http://forums.kc-mm.com/index.php?topic=55338.0
    The *M* Texture thread: http://forums.kc-mm.com/index.php?topic=9737.0
    Godzilla Unleashed Model Importing Thread: http://forums.kc-mm.com/index.php?topic=64587.0



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    « Reply #391 on: December 30, 2011, 01:28:35 PM »


    thats some serius progress and that down B looks epic xD i hope to see the true melee mewtwo soon xD with pikazz import Tongue
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    « Reply #392 on: December 30, 2011, 10:05:43 PM »


    yeah.. pretty soon...  "Wherever Vyse goes, cool follows."

    also Royal_Blade I hope you're around here because I'm working on the throws B, U, D and Forward for the last.
    the first one in the list was the Forward throw, but I delayed it so you can prepare the stuff you said that you was going to try out.

    when I get it done I'll PM you the animation, but the pass to that file is replying to this post first, and if you don't reply, anyways I'll try out what I planned.


    -AGFan  Wink
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    AG's PSA/Animation Thread: http://forums.kc-mm.com/index.php?topic=36777.0
    KC-MM Project Mewtwo: http://forums.kc-mm.com/index.php?topic=55338.0
    The *M* Texture thread: http://forums.kc-mm.com/index.php?topic=9737.0
    Godzilla Unleashed Model Importing Thread: http://forums.kc-mm.com/index.php?topic=64587.0



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    « Reply #393 on: December 31, 2011, 11:07:42 AM »


    I said I was going to show more previews today, here it goes:

    EscapeF
    EscapeF | Forward Roll

    Total: 37
    Invincible: 4-22



    EscapeB
    EscapeB | Backward Roll

    Total: 37
    Invincible: 4-20




    EscapeN
    EscapeN | Spotdodge

    Total: 37
    Invincible: 2-22



    EscapeAir
    EscapeAir | Air Dodge

    Total: 39
    Invincible: 4-30



    ThrowB
    ThrowB | Back Throw

    Total: 49
    Throw: 28





    I thought this update was going to be bigger, with more stuff but I had some problems getting the B-Throw to work like it should normally work in Melee, and that taken the whole night so I couldn't proceed to U-Throw. :/
    Even with that I still need to know which is the original knockback to add it to the throw and I also have add the smoke shown in the Melee frame picture.

    Airdodge now is different, has his perfect Melee frame timing (and exactly the same animation in Brawlbox) and for some reason while using the normal Brawl with it, it doesn't goes downward anymore, it is just like a normal airdodge.
    and when using it with the Melee Airdodge code enabled, it obviously works like in Melee, hard way to move (F or B) but it does.

    I really liked how the Dodges ended, they match Melee much more than the older ones (obviously) but I still have to add them their smoke GFX shown in the frame pictures.

    my problem with Throw-B (read this if you want to)
    my problem with ThrowB was when It throw'ed the character his target's trajectory was backward (in PSA 165), so I kept delaying it and testing it bit by bit until the final trajectory was 87 (in PSA) in game it has Melee's trajectory, after that I had some serious knockback issues, it hit the character but with a minimal push so I keep testing a lot of things over and over until I got it to work fine.. today in the morning :33 still with that needs more knockback and a flag that reassemble his Melee throw. (any help with his? guys? admins?)

    kinda short update, about the basics but is something. I'll continue with the U-Throw next.
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    AG's PSA/Animation Thread: http://forums.kc-mm.com/index.php?topic=36777.0
    KC-MM Project Mewtwo: http://forums.kc-mm.com/index.php?topic=55338.0
    The *M* Texture thread: http://forums.kc-mm.com/index.php?topic=9737.0
    Godzilla Unleashed Model Importing Thread: http://forums.kc-mm.com/index.php?topic=64587.0



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    « Reply #394 on: December 31, 2011, 11:20:02 AM »


    God! Looks awesome! Cheesy Nice
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    « Reply #395 on: December 31, 2011, 04:18:48 PM »


    happy 2012
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    AGFanProduction
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    « Reply #396 on: December 31, 2011, 04:20:31 PM »


    happy 2012

    so finally 2012 has come and Mewtwo is almost done.

    Happy New year to everyone! :'3
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    AG's PSA/Animation Thread: http://forums.kc-mm.com/index.php?topic=36777.0
    KC-MM Project Mewtwo: http://forums.kc-mm.com/index.php?topic=55338.0
    The *M* Texture thread: http://forums.kc-mm.com/index.php?topic=9737.0
    Godzilla Unleashed Model Importing Thread: http://forums.kc-mm.com/index.php?topic=64587.0



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    « Reply #397 on: December 31, 2011, 07:57:28 PM »


    You're making this harder for me to keep kid buu.......
    ಠ_ಠ
    Im srs here
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    « Reply #398 on: December 31, 2011, 08:12:06 PM »


    so finally 2012 has come and Mewtwo is almost done.

    Happy New year to everyone! :'3

    Do you have any big psa/animating plans for after mewtwo AGF?
    If you don't, I'll pm you and we can do an epic colab effort XP
    Cause I am REALLY going to need actual help on this one when I finish the import. =3
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    « Reply #399 on: December 31, 2011, 08:13:16 PM »


    AGF, have you started charizard?
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    « Reply #400 on: December 31, 2011, 08:21:36 PM »


    You're making this harder for me to keep kid buu.......
    ಠ_ಠ
    Im srs here

    LOL

    Do you have any big psa/animating plans for after mewtwo AGF?
    If you don't, I'll pm you and we can do an epic colab effort XP
    Cause I am REALLY going to need actual help on this one when I finish the import. =3

    Well, I have Stadium Mewtwo for Mewtwo2000's Import and (possibly) a real Melee Ganondorf Revamp (because is my second favorite in Melee, and same as Mewtwo, I want it in Brawl), now that I have PM's permission to use it, I'm free to edit it as long as I gave credit to PM. xD
    but tell me about what is this epic hack? maybe I can give you a hand :33

    AGF, have you started charizard?

    Good Question mate, I just finished Melee Mewtwo's Up Throw (flawless), so now that I finished 1 more step of Mewtwo I'm work in the Charizard stuff xD
    Its kinda easy and you posted this in the right time also Tongue
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    AG's PSA/Animation Thread: http://forums.kc-mm.com/index.php?topic=36777.0
    KC-MM Project Mewtwo: http://forums.kc-mm.com/index.php?topic=55338.0
    The *M* Texture thread: http://forums.kc-mm.com/index.php?topic=9737.0
    Godzilla Unleashed Model Importing Thread: http://forums.kc-mm.com/index.php?topic=64587.0



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    « Reply #401 on: December 31, 2011, 08:21:44 PM »


    lol sweet. once u finish that, i will amke aniamtions for ivysaur. do you think you can PS that alos?
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    « Reply #402 on: December 31, 2011, 08:23:24 PM »


    lol sweet. once u finish that, i will amke aniamtions for ivysaur. do you think you can PS that alos?

    I'm not sure, If I do succeed into Charizard's complex PSA stuff thing maybe I could give you both hands for them too. Wink
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    AG's PSA/Animation Thread: http://forums.kc-mm.com/index.php?topic=36777.0
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    « Reply #403 on: December 31, 2011, 08:29:11 PM »


    Smiley cool
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    « Reply #404 on: December 31, 2011, 09:09:27 PM »


    Well, I recently got my mits on a pretty damn epic 3DS Max model of Krystal from starfox adventures, her staff included.(She is also in the adventures outfit) I'm working on rigging her/importing her now, she will be over zelda but if we make it a solo psa 200 kb will do just fine if we make the specials first. I have included the moveset in the spoilers. Although the animations say "just like in starfox adventures" Krystal does not perform these moves, when/if you do video research (just watch a few "lets plays" of starfox adventures on youtube) you'll be watching fox do the moves instead.

    A Combo:

    First A: The first swing of the staff when you tap the a button, this will be pretty easy to animate.
    Damage: 4% Knockback: light Angle: straight forward flag: none

    Second A: The second swing of the staff when you tap the A button, this will also be easy to animate
    Damage: 2% Knockback: Light Angle: straight forward Flag: none

    Third A: There is none, the move will go to an attack 100 which I have no ideas for that yet XD

    Forward Tilt: The same move when you tap the A button while pressing forward on the control stick, will be slightly difficult, but nothing you can't handle.
    Damage: 5% Knockback: decent Angle: trip angle Flags: None

    Upward Tilt: Similar to Marths up smash, just without a charge.
    Damage: 4% Knockback: strong: Angle: straight up Flags: None

    Downward Tilt: either marths or Ikes downward tilt (She's right handed like these two) I have yet to decide which. You will need to animate this from scratch.
    Damage: 6% Knockback: Moderate Angle: straight forward and down Flags: none

    Smashes:

    U-Smash: The same as Ikes, just with less range and a bit more damage/knockback to compensate. Again, you will probably have to animate this from scratch.
    Damage: 9% Knockback: a little more than Ikes move Angle: Straight up Flag: None

    S-Smash: the charging attack from starfox adventures (this move is performed by tapping the a button rapidly and tilting the control stick back in starfox adventures) this will be tricky to animate, but nothing you can't handle.
    Damage: 15% Knockback: Strong Angle: straight forward Flag: None

    D Smash: Custom move: Krystal does a hand stand while extending her staff and spinning in a circle once. Hit's both sides during the full circle.
    Damage: 10% Knockback: strong Angle: straight forward and upward just a bit. Flag: None

    Specials: this is definately where I'm going to need some serious help, especially in the psa part  not impressed

    N-Special: Fire Blaster: Same Fire blaster animation as starfox adventures. Will work and fire at the rate of Lucario's aura ball. (when you rapidly fire it without a charge) It'll travel just as far too.
    Damage: 7% Knockback: decent Angle: 70 Degrees Flag: Fire (derp herp)

    S-Special: Ice Blaster: Will use the same animation as the Fire blaster. Similar to ice climbers ice-breath move but larger and with more range. Main use will be as a shield breaker ^+^
    Damage: 2% each hit (It will hit very quickly) Knockback: Light Angle: straight forward Flag: Ice (again herp derp)

    D-Special: Quake Smash: Same animation as Starfox adventures. She will rise slowly into the air while building energy into the staff (And raising the staff upward slightly too) and will continue to charge until you let go of the B button. Eventually maxing out and releasing the shockwave into the ground anyway. It has three charges but the charging animation only requires one ^+^

    Damage(quick charge): 5% Knockback: Weak Angle: straight down Flag: Bury
    Damage(Half Charge): 10% Knockback: moderate Angle: straight down Flag: Bury
    Damage(Full charge): 25% Knockback: Very strong Angle: Straight down Flag: Bury

    U-Special: Staff Rocket Boost: Same animation as starfox adventures. It'll work similarly to Fox's up B but travel about as high as Zelda's old up B. Pretty much the same deal, just different graphics/animations to fit the character.

    Guarding animation: Same as the starfox adventures animation, will use a modified and retextured Nayru's love graphic to make it look just like in game ^+^

    Stats: These are her "stats" according to other brawl characters.
    Weight: A little heavier than Wolf (Mainly because she has very low kill potential)
    Air Mobility: about the same as Captain falcons
    Ground Mobility: a bit faster than fox (Hey, a girls gotta keep on her toes you know :/ )
    Size(character size): Inbetween fox and captain falcon

    Final Smash,Air A's, other missing attacks(Cliff Climb Quick, Trip attack etc), missing animations, and Air specials:
    <a href="http://www.youtube.com/watch?v=t348e24vDyA" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=t348e24vDyA</a>

    The Rig will have some added finishing touches, for instance I'm using the last left and right "Nomi" bones (hair bones) to animate Krystal's ears, so they can like, twitch and stuff in the waiting stances. I want this moveset to be charming and fun to play, but if people BEG for it, we could always buff her up and make an op-ed version. Cheesy

    And just in case you need proof that I'm actually going to import her, here you go Tongue

     

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