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Author Topic: Fire Emblem's Lucina PSA - WELCOMING AID!  (Read 186894 times)
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    « Reply #195 on: March 28, 2014, 09:23:23 AM »


    When you make gifs, start making them from the angle that you'd see them in-game. It gives a more accurate idea as to how it'd look in game.
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    « Reply #196 on: March 28, 2014, 10:52:22 AM »


    I only made the camera that way so you can all see that her legs move off of the ground, as opposed to the other version, which you couldn't really see all that well.
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    « Reply #197 on: March 28, 2014, 12:16:25 PM »


    I only made the camera that way so you can all see that her legs move off of the ground, as opposed to the other version, which you couldn't really see all that well.
    I see... But keep in mind that it's better to have it in an angle similar to the in-game one.
    But that animation... That's a cool idea. Im srs here
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    « Reply #198 on: March 28, 2014, 12:43:51 PM »


    I only made the camera that way so you can all see that her legs move off of the ground, as opposed to the other version, which you couldn't really see all that well.

    Unless you can see it in game from the angle that you play (facing left and right), then don't worry about it.
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    « Reply #199 on: March 28, 2014, 12:46:25 PM »


    I'm not. Just pointing out that the legs moved even though Akeno said they didn't. That's all.

    EDIT:Alright, finally got around to finishing Lucina's FinalStart. So now her ground FS is fully animated. Here is a gif.

    I'll post a link to the updated FitMotion later.

    Here's the latest version.
    https://www.dropbox.com/sh/0ovlqr4qwe7pmuz/yI4C6VFomT


    EDIT 2: Okay I made a new Air FS for her. Well to be honest I didn't make it, Thany did, but I just changed the properties of the attacks used to make them not fire attacks. It's basically the same as the one CHMH made but with a smoother animation. I still need to test it first, and fix a stupid glitch I keep getting, then I'll post an update again.

    EDIT 3: I updated the link again. But be warned, there seems to be a glitch with her standard grab where she gets stuck in place during whatever it is she's doing when about to grab. Getting hit knocks her out of it though, but still just letting you all know. A buddy is trying to fix it for me, if any of you know how to fix the issue go on ahead.

    I'll explain how this glitch happened. I was trying to edit the Side B moves, basically the damage and knockback they do to make them connect perfectly, which they now do, but after I saved it, it somehow affected her grab stuff, except her Dash Grab. As said above, she freezes in whatever she's doing and wont stop unless she's hit. I dunno what the problem is, but it happens all the damn time when I edit Marth's Side Specials.

    There is good news though. I updated her Air FS, so now she has 2 awesome Final Smashes. Hope you like it. It works pretty well.
    « Last Edit: March 31, 2014, 11:46:40 PM by HeavyD88 » Logged

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    « Reply #200 on: April 05, 2014, 07:59:56 PM »


    Alright, I updated the previous link without that stupid grab glitch. Hopefully it works now. I also gave her an updated AppealHi. So her FitMotion should be DL'd as well.

    EDIT: I tested her out, and her grab works fine. No more problems, thankfully. So enjoy!

    EDIT 2: Updated her Air FS with fancy new camera angle goodness. Also re-edited her AppealHi(Up Taunt) to be a bit fresher, I suppose. It looks good to me so whatevs. Awesome Face
    « Last Edit: April 07, 2014, 06:22:25 PM by Naoto-san » Logged

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    « Reply #201 on: April 10, 2014, 03:11:27 PM »


    Sorry I haven't posted in a while! I have been very busy with college work. Final Papers and Final Exams are coming about right now... oh boy.

    Anywho, Lucina has indeed changed again, so let me fill you all in on what's gone on with her recently.
    Heavy, I have done some edits on Lucina again and incorporated all of your changes into the edits. I really like the Up Taunt. It IS fresher! Also the Final Smashes are just a bunch of fun and flashiness, which I always say more power to, hahaha. I DID lower the power on her Side Specials a bit just because they were a bit overpowered. The transition from her "Skill Activation" animation also has different timing than before.

    Aether would KO Bowser at around 80% before the edit, and Astra would initially chain all of its hits together and could be followed with an Up Smash at 0%, bringing the opponent as high as 41% in 2 moves, lol.
    Aether is still a fairly good move now, but Astra is generally a bit harder to chain (you kind of just can't be point-blank close to the opponent or the 5th hit will miss).

    She has successfully been given a third option for Side B where hitting Side BB will put her into a stance where she can activate super armor and can interrupt her stance at any time with a Ground Attack, a grab, another Special Attack, or a Jump (which by extension can be followed up with an Air Attack). So she has a pseudo-counter with a choice, but still takes damage as normal. It's a dangerous attack though because it essentially makes her next move almost completely safe.

    Her Air Side B is also a bit different and I am also going to call it "Ignis" after all. She becomes tinted red for the attack and has a nice Flame effect for it too. I also think it is worth noting that she has that "Counter" circle effect activate for every referenced skill that she does from Awakening in her moveset now. It's just an aesthetic thing, but it looks cool to me!

    Lucina really just needs her Down Smash and Up Special to be changed now at this point.
    Most of what I said was written and updated in the OP also, but yeah that is where she is right now. She's SO close to being completed Smiley
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    « Reply #202 on: April 10, 2014, 04:08:19 PM »


    Nice. I'm glad you like my edits to her. Especially her Air FS. That took some time to get the camera angles right. I think adding camera angles makes the moves more unique, and less bland.

    Also if you can give me a detailed description of her Down Smash, I'll try and animate one for you so we can get that out of the way a little earlier.

    I think all you need for the Up Special is an Allow Specific Interrupt during the move. So add like an ASI Air Attack, or Mid Air Jump to it. I still think it should do damage, just not that much.

    Did you post a link or update the one in the OP with your changes?
    « Last Edit: April 10, 2014, 04:10:08 PM by Naoto-san » Logged

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    « Reply #203 on: April 10, 2014, 04:41:31 PM »


    If there's no PSAing that needs to be done, then I'm no longer required here Tongue
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    « Reply #204 on: April 10, 2014, 08:47:51 PM »


    if you can give me a detailed description of her Down Smash, I'll try and animate one for you so we can get that out of the way a little earlier.

    I think all you need for the Up Special is an Allow Specific Interrupt during the move. So add like an ASI Air Attack, or Mid Air Jump to it. I still think it should do damage, just not that much.

    Did you post a link or update the one in the OP with your changes?
    To get that last question out of the way quickly, yeah the OP has been updated with the most recent edits Smiley

    The Down Smash... I will try my best to describe it, haha.
    - Definitely a noteworthy detail: It is kind of like Roy's, but Lucina will sweep it the opposite way and with both hands.
    - For the beginning/charging animations, she needs to bring up her sword with two hands up to the right side of her face, sword facing up.
    - Then when the actual attack happens, she takes it and swings it kind of diagonally forward in motion toward the floor, leading to a sweeping circle motion with the sword across the ground.
    - She'll end the animation with the sword brought up near the left side of her face, sword facing up. After that well, she will transition to her fighter stance like with all other moves. I hope that makes sense!

    Then the Up Special... if I add specific interrupts though, wouldn't that enable her to use another Up Special following it? That could be broken, lol.

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    « Reply #205 on: April 10, 2014, 08:49:43 PM »


    Specific interrupts would allow her to ONLY interrupt with the moves you've allowed it to interrupt to.

    You're thinking of allow interrupt.
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    « Reply #206 on: April 10, 2014, 09:04:53 PM »


    Specific interrupts would allow her to ONLY interrupt with the moves you've allowed it to interrupt to.

    You're thinking of allow interrupt.
    I know. Unless there is something else aside from Allow Interrupts and Allow Specific Interrupts? What I mean is if she interrupts her Up Special with an aerial attack though, wouldn't that put her in the Fall state as opposed to the Special Fall state?

    As far as I know, another Up Special could be used in one of the non-Special Fall states. 
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    « Reply #207 on: April 10, 2014, 09:36:30 PM »


    I think you could but I'm not 100% sure about it. It would give you good combo potential though. But I understand that her recovery would be ridiculous. I myself don't mind that but I know others will.

    On another note, I updated your SpecialS2S Counter like animation to have more animation to it. Also I'm slowly working on a redo of your Attack11 and 12. I only started on the first on though. I'm about half way through it. I just want it to look smoother. I'll post a gif of the SpecialS2S soon.

    EDIT:Okay here it is. Now she ducks down when sliding forward.
    « Last Edit: April 10, 2014, 09:40:39 PM by Naoto-san » Logged

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    « Reply #208 on: April 10, 2014, 09:57:37 PM »


    Add some leg movement, and it's golden Tongue
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    « Reply #209 on: April 10, 2014, 10:02:36 PM »


    I think you could but I'm not 100% sure about it. It would give you good combo potential though. But I understand that her recovery would be ridiculous. I myself don't mind that but I know others will.

    On another note, I updated your SpecialS2S Counter like animation to have more animation to it. Also I'm slowly working on a redo of your Attack11 and 12. I only started on the first on though. I'm about half way through it. I just want it to look smoother. I'll post a gif of the SpecialS2S soon.

    EDIT:Okay here it is. Now she ducks down when sliding forward.
    Ah thank you. That looks a lot better. As usual, I appreciate the fine-tuning in the animations ^^

    And yes, I certainly feel many others would mind if she had near-infinite recovery!
    I'd need to lower her weight even more to balance her out probably xp
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