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Soneek
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    « on: November 25, 2011, 03:58:13 PM »


    I'll update the OP later after I finish importing Infernape. This will be the PSA for Infernape over Fox.



    Current contributers
    Soneek - Project Manager, Model importer, PSA, Animations

    xZedkiel - Textures + Recolors

    Royal_Blade - Moveset ideas, PSA, Animations

    SonicBrawler - Animations

    Jaklub - SFX Pack

    KingJigglypuff - PSA

    Moveset by Royal_Blade

    Attack11 - Scratch: Infernape swipes forward with its right hand.

    Attack12 - Scratch: Infernape swipes forward with its left hand.

    Attack100 - Close Combat: Infernape jabs forward with its right fist, swipe downwards with its left hand, axe-kick with its left leg, then a spin-kick with its right leg. Loop.
    (I'll make an animation if you don't understand. It'll look pretty cool.)

    Forward Tilt - Blaze Kick: Infernape performs a spin-kick with its right leg with its foot is engulfed with flames. Can be angled up and down.

    Down Tilt - Low Sweep: Infernape spins low to the ground with its leg stretched out. Good chance of tripping.

    Side Smash - Mach Punch: Infernape pulls its right arm back and then punches forward with great force. Mediocre start-up lag and ending lag. good damage and knocback. 10%-16%.

    Up Smash - Infernape kick upwards at a 60 degree angle. Quick execution, decent damage, good vertical knockback. 7%-13%.

    Neutral Aerial - Flame Wheel: Infernape curls up and spins in circles while engulfed in flames. Looks like Wolf's N-Air and functions like Lucas' but with fire.

    Down Aerial - Infernape puts its hand together and swings them downward. Basically Diddy's D-Air. Both Animation and Function.

    Forward Throw - Submission: Infernape twirls into the air and then slams the character into the ground. Basically like Kirby's F-Throw.

    Down Throw - Fury Swipes: Infernape throws the character to the floor and then furiously slashes at them with its claws/hands.

    Standard Special Move - Fire Spin: Infernape releases a stream of swirling flame at mid-range that constantly damages anyone caught inside. If the B button is tapped repeatedly, Infernape will continue to release flame. The stream deals 1% at the beginning and middle of the loop with no hitstun.

    Up Special Move - Flare Blitz: Infernape engulfs itself in flames and then charges in a direction. If Infernape hits a character, it deals 12% with good knockback. However, Infernape also takes 4% recoil damage and the move ends. Also, if Infernape makes contact with a wall/floor/ceiling, it will still take recoil damage. Infernape will be put into a helpless state after the move is executed or makes contact.

    Down Special Move - Dig:

    On the ground: Infernape will short-hop into the air and then dive into the ground and start digging.

    In the Air: Infernape dives down with its arms stretched out. If Infernape hits the floor during this animation, it will start to dig. It can be cancelled if you just want to increase your falling momentum. While Infernape is falling anyone who touches Infernape will take 2% damage with low knockback and hitstun.

    While Digging: Infernape will only stay underground for a maximum of 5 seconds, which he would then come out to the surface. (Which will decrease if used to often. Like Wings of Icarus.) While underground, Infernape is safe from a majority of attacks. Infernape can:
    - Move in the ground left and right.
    - Press "B" to come out from the ground and perform and uppercut; which deals 10% if hit by Infernape's arm or 5% (total) if hit by the surrounding stones. The uppercut has good vertical knockback. The stones have low knockback and hitstun. Once the uppercut is used, Infernape will appear above ground.
    - Pressing "Shield" will make Infernape come out underground.

    Notes while using Dig:
    - Infernape's digging speed is fast. However, since you cannot see where Infernape is while underground, it's hard to control and predict.
    - Infernape CAN still be hit while underground. Moves that can reach through the ground will hit Infernape.
    - Infernape moves in a linear fashion from where he started. Reaching Higher or Lower ground can help others prevented from being hit.
    - If used on a fall-through platform, Infernape will dig through and come out on the other side. (I want to see if this is possible.)

    Final Smash - Blaze: Infernape goes into berserk mode for 30 seconds, where all of his fire attacks are powered up. It'll be similar to Giga Bowser, especially since he will be be invulnerable to attacks during this time.

    « Last Edit: December 03, 2011, 06:10:34 PM by Soneek » Logged


    Soneek
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    « Reply #1 on: November 25, 2011, 04:14:17 PM »


    Reserved.
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    « Reply #2 on: November 25, 2011, 07:35:14 PM »


    Yesh!

    Ok, here's what I have for ideas:
    Attack11 - Scratch: Infernape swipes forward with its right hand.

    Attack12 - Scratch: Infernape swipes forward with its left hand.

    Attack100 - Close Combat: Infernape jabs forward with its right fist, swipe downwards with its left hand, axe-kick with its left leg, then a spin-kick with its right leg. Loop.
    (I'll make an animation if you don't understand. It'll look pretty cool.)

    Forward Tilt - Blaze Kick: Infernape performs a spin-kick with its right leg with its foot is engulfed with flames. Can be angled up and down.

    Down Tilt - Low Sweep: Infernape spins low to the ground with its leg stretched out. Good chance of tripping.

    Side Smash - Mach Punch: Infernape pulls its right arm back and then punches forward with great force. Mediocre start-up lag and ending lag. good damage and knocback. 10%-16%.

    Up Smash - Infernape kick upwards at a 60 degree angle. Quick execution, decent damage, good vertical knockback. 7%-13%.

    Neutral Aerial - Flame Wheel: Infernape curls up and spins in circles while engulfed in flames. Looks like Wolf's N-Air and functions like Lucas' but with fire.

    Down Aerial - Infernape puts its hand together and swings them downward. Basically Diddy's D-Air. Both Animation and Function.

    Forward Throw - Submission: Infernape twirls into the air and then slams the character into the ground. Basically like Kirby's F-Throw.

    Down Throw - Fury Swipes: Infernape throws the character to the floor and then furiously slashes at them with its claws/hands.

    Standard Special Move - Fire Spin: Infernape releases a stream of swirling flame at mid-range that constantly damages anyone caught inside. If the B button is tapped repeatedly, Infernape will continue to release flame. The stream deals 1% at the beginning and middle of the loop with no hitstun.

    Up Special Move - Flare Blitz: Infernape engulfs itself in flames and then charges in a direction. If Infernape hits a character, it deals 12% with good knockback. However, Infernape also takes 4% recoil damage and the move ends. Also, if Infernape makes contact with a wall/floor/ceiling, it will still take recoil damage. Infernape will be put into a helpless state after the move is executed or makes contact.

    Final Smash - Blast Burn: Infernape shoots out a large fireball straight forward. Anyone who gets hit directly takes 45% damage. After the direct hit is made, a following blast of flame that deals 15% and has a good push effect.

    Alternates:
    Instead of having Close combat as Attack100, It could be put as Neutral Special instead and Fire Spin would be moved to down special. And there would be no Attack100.
    That's all so far. I hope you like it!
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    « Reply #3 on: November 25, 2011, 07:37:26 PM »


    *raises hand* i can help animate
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    « Reply #4 on: November 25, 2011, 08:01:33 PM »


    Great ideas! One thing that I would wanna do though is make Infernape actually go into Blaze mode for his final smash for maybe 30 seconds. And he'd be like Giga Bowser, could take damage, but is basically invulnerable.

    Blast Burn could be the Neutral Special, but if used, Infernape goes back to normal right after. Fire Spin could be moved to the Side Special, and I'd wanna power up all of his fire attacks during the Final Smash.

    What do you think?

    @SonicBrawler

    Glad to hear! Just let me know what exactly you'd wanna animate, so we can split stuff up once the model is ready.
    « Last Edit: November 25, 2011, 08:06:31 PM by Sonfernape » Logged


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    « Reply #5 on: November 25, 2011, 08:08:26 PM »


    that sounds good.
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    « Reply #6 on: November 25, 2011, 09:07:00 PM »


    Having Fire Spin as Neutral special is alot easier since it practically functions like Fox's blaster. But dealing a bit more damage for less range.

    Also because of how blast burn is, it seems like it'd fit the Side Special more. Like how Charizard's Rock Smash is it's strongest special; and attack.

    And Blaze for the final smash is good. I like that idea.

    Also, I had an idea that maybe we could somehow incorporate Dig as Down Special?
    I know it's a crazy idea. But it'd be cool and unique.

    Edit:
    I would also like to do some animations. I want to make the idle, close combat, specials, and final smash.

    And I can do some PSA stuff.
    « Last Edit: November 25, 2011, 09:30:38 PM by Royal_Blade » Logged

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    « Reply #7 on: November 26, 2011, 02:59:09 AM »


    Sounds good, but yeah making Dig would be a challenge lol. Updating the OP now.
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    « Reply #8 on: November 26, 2011, 05:09:18 AM »


    Sounds good, but yeah making Dig would be a challenge lol. Updating the OP now.
    making dig would be easy Tongue just check my mew psa over ness if you check his down smash whielpool when you charge it he makes the animation where he goes underwater and then reapers Tongue i wish you luck with this project i not an infernape fan myself but i like pokemons Tongue i wonder if you will ever rigg some other fire pokemons to be alternate recolours Tongue atleast infernape evo line? with one slot size mods would be nice xD
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    « Reply #9 on: November 26, 2011, 05:42:38 AM »


    Even though I haven't seen your Mew over Ness, Dig will work different than the average move.

    Here's how "Dig" will work:
    On the ground: Infernape will short-hop into the air and then dive into the ground and start digging.

    In the Air: Infernape dives down with its arms stretched out. If Infernape hits the floor during this animation, it will start to dig. It can be cancelled if you just want to increase your falling momentum. While Infernape is falling anyone who touches Infernape will take 2% damage with low knockback and hitstun.

    While Digging: Infernape will only stay underground for a maximum of 5 seconds, which he would then come out to the surface. (Which will decrease if used to often. Like Wings of Icarus.) While underground, Infernape is safe from a majority of attacks. Infernape can:
    - Move in the ground left and right.
    - Press "B" to come out from the ground and perform and uppercut; which deals 10% if hit by Infernape's arm or 5% (total) if hit by the surrounding stones. The uppercut has good vertical knockback. The stones have low knockback and hitstun. Once the uppercut is used, Infernape will appear above ground.
    - Pressing "Shield" will make Infernape come out underground.

    Notes while using Dig:
    - Infernape's digging speed is fast. However, since you cannot see where Infernape is while underground, it's hard to control and predict.
    - Infernape CAN still be hit while underground. Moves that can reach through the ground will hit Infernape.
    - Infernape moves in a linear fashion from where he started. Reaching Higher or Lower ground can help others prevented from being hit.
    - If used on a fall-through platform, Infernape will dig through and come out on the other side. (I want to see if this is possible.)
    It may seem complex, but it really isn't.
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    « Reply #10 on: November 26, 2011, 05:48:02 AM »


    That will be fun to animate.
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    « Reply #11 on: November 26, 2011, 05:52:50 AM »


    Even though I haven't seen your Mew over Ness, Dig will work different than the average move.

    Here's how "Dig" will work:
    On the ground: Infernape will short-hop into the air and then dive into the ground and start digging.

    In the Air: Infernape dives down with its arms stretched out. If Infernape hits the floor during this animation, it will start to dig. It can be cancelled if you just want to increase your falling momentum. While Infernape is falling anyone who touches Infernape will take 2% damage with low knockback and hitstun.

    While Digging: Infernape will only stay underground for a maximum of 5 seconds, which he would then come out to the surface. (Which will decrease if used to often. Like Wings of Icarus.) While underground, Infernape is safe from a majority of attacks. Infernape can:
    - Move in the ground left and right.
    - Press "B" to come out from the ground and perform and uppercut; which deals 10% if hit by Infernape's arm or 5% (total) if hit by the surrounding stones. The uppercut has good vertical knockback. The stones have low knockback and hitstun. Once the uppercut is used, Infernape will appear above ground.
    - Pressing "Shield" will make Infernape come out underground.

    Notes while using Dig:
    - Infernape's digging speed is fast. However, since you cannot see where Infernape is while underground, it's hard to control and predict.
    - Infernape CAN still be hit while underground. Moves that can reach through the ground will hit Infernape.
    - Infernape moves in a linear fashion from where he started. Reaching Higher or Lower ground can help others prevented from being hit.
    - If used on a fall-through platform, Infernape will dig through and come out on the other side. (I want to see if this is possible.)
    It may seem complex, but it really isn't.
    thats is abit too complex since i dont even know if by psa you can diferenciate between ground or platform  and then the part where moving i dont know it might be possible or not i wish you luck psaing that it will be preety awnsome if it works like you want and for ppl know where infrnape is while underground you could just make  and earth gfx on top of him
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    « Reply #12 on: November 26, 2011, 06:14:41 AM »


    having that gfx will make it predictable... If you can see where Infernape is coming from, you can easily short-hop a D-Air or a downward attack to easily intercept. You don't see any teleporting characters showing their location to teleport. So why should Dig work that way?

    And should Infernape's Dig have a screen shake effect while moving? (Curious)

    Also, I just realized that DK's down special would be a great tactic against Infernape. XD
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    « Reply #13 on: November 26, 2011, 06:16:30 AM »


    well, it can be done by animation. have one aniamtion and set hte loop on it. but make it via psa that you can move. then after the loop i done, if you havent pressed anyhting, he comes up.
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    « Reply #14 on: November 26, 2011, 06:20:52 AM »


    I want it to work like Wings of Icarus. During the 5 seconds, he can do whatever he wants. But once 5 seconds are up or he attacks, he will be in the ground.

    Think about it like Samus' Charge Beam. Once B is pressed, Infernape will be in the ground. If Infernape presses B or shields, it will cancel the charge and go into an action.

    That's how I want it.
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