I wouldn't mind. Credit me of course. And Kit where its due.
The reason why progress is slow is because I'm splitting my time between animating Tifa, Sanji AND Neji.
But I'm actually gonna have internet this weekend for a change... so I'll get a lot done.
As far as a Final Smash for Tifa goes... Really... its like 400 frames of epicness... I just wish it looked better.
It'll be a crazy hassle for me to re-do the animations to make it look better cause of all the stray keyframes I'd have to find... and re-doing the whole thing from scratch is mad daunting. TBH, if I did it, the whole... teleport frenzy thing she does prolly wouldn't be as extravagant.
Neji's Final Smash will be the 8-Trigrams 64 Palms, with his Air Final being an Aerial super Kaiten
BOTH OF WHICH ARE GOING TO BE A MAJOR PAIN IN THE ASS TO ANIMATE AND PSA.
On a more completed note:
Tifa's SpecialHi and SpecialAirHi are both done. Similar to Kits, but they look better animation wise. The ground version doesn't go nearly as high as the air version. Its a super punch upwards... not a Shoryuken, but more like a super man pose... punch... up. Yeah >_> Her SpecialN actions are also done. I think I mentioned this earlier. Both the charged and uncharged version.
Neji's Attack 11 and 12 are done, the VAST majority of Tifa's misc animations will remain ZSS because they suit Tifa fine. What I WILL do however is re-animate mostly everything below the XShoulderN bone down to the fingers so that it doesn't look like she's holding a fake gunor w/e. Takes like 5 minutes per animation.
Tifa, honestly is about 70% done animation wise.
Sanji's Attack100 and start are done. I think I'll be re-vamping most of the animations (if not all) that Spex did... cause quite frankly they are full of non needed keyframes and look choppy as hell. I do however appreciate his work though.
More information can be seen about Sanji in Animaine's thread. And if anyone wants to guess at whats gonna be Neji's moveset. Take a gander at Naruto Clash of Ninja... Any of them... and watch Neji be played. His moveset didn't change from the first game to the recent one... with the exception of instead of throwing kunai, he does the air palm. Which you can see is also already done. The air version will shoot one downward. Depending on file space, I MIGHT add animations to make it to where you can aim it diagonally upwards while on the ground. His grabs will also be fun for me to do... He will not have a on-hit combo system, but SOME of his moves will be able to be comboed together.
Such as Attack11 > Attack12 > SpecialS or Attack11 > Attack12 > AttackS4S (this will be the strong poke he does at the end of one of his CoN combo strings) Those are the only ones I've thought of so far but I plan on more.
Long post is long :/