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Post by Dawnbr3ak3r on Aug 29, 2020 17:42:01 GMT
A couple of new moves I worked on last night for a new edit, Savate expert and grappler, Marie-Madeleine Joubert. I would have posted them last night, but I was super tired after streaming and went straight to bed. First, a Savate Rush in the corner: This one took some work because it's a Corner Move and I'm not quite experienced with those yet. I took the original Bronco Buster animation and trimmed the Bronco Buster out of it so that it's just the kick animation. I wanted to give it a Running Dropkick into the corner, but it was a bit more work than I was willing to do. I also tweaked some of the frames so it looked more impactful. When the final Kick lands, I adjusted the Defender's head so that it snaps back slightly on the impact. I adjusted some of the ugly looking shoulder placements in the original move for the Defender. I may or may not remove the ring shake on the Attacker's decent to the mat (Which I added and isn't present in the original move). Part layering is off in the gif, but I've already fixed it since I noticed it after I uploaded the gifs. Second, a "clinching" Latch Suplex: This one is pretty easy. It's the Latch Lock and Latch Suplex spliced together. I wanted to make a longer duration Latch Suplex as a setup into one of her armwork submissions. All of the damage is in the Suplex of the animation, but the submission loop gives the allusion of it dealing damage to the arms. I wanted it to look like the Defender was struggling to get out of the move, but ultimately fails. I may tweak the actual Damage numbers so that it deals more damage to the body parts, and slightly less damage to Stamina.
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Post by OrochiGeese on Aug 29, 2020 20:42:24 GMT
I love that savate combo in the corner!! The subtle snap back really is nice to sell the impact and also to give it that extra oompsh to end the combo. This looks really nice and I can already think of an edit I'll give it to. That clinching suplex is beautiful and also incredibly useful to me!! 😄 It seems like you approached it in a similar way to my Rear Bear Hug follow-ups as well. ("Avian minds think alike" 🦆) I've been working on a "rear bear hug library" for a few weeks now. I hope to release a few this week. This is the standard Rear Bear hug I've made which is a submission: Then I have another version of that which looks identical but is not a submission. Rather, I copied/pasted the main frames 3 times so that it simulates the look of the bear hug but doesn't do any damage. I didn't create that as its own move though but rather as my own template to feed into moves like this: Bear Hug -> German Suplex "] The hardest part was the transition between the moves. The transition you have for the clinching suplex is awesome. It looks less like you spliced two moves and more like the attacker is just preparing for the lift part of the suplex. I'm 90% satisfied but still working on making the frames look smoother for mine. I also have a Bear Hug -> Rear Slam that looks similar.
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Post by Dawnbr3ak3r on Aug 29, 2020 20:58:55 GMT
I have so many edits to finish that I'm probably better off uploading them after I've shared moves. More bearhugs are nice. I like it.
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Post by Dawnbr3ak3r on Aug 30, 2020 22:42:22 GMT
I made eight new moves for Rosa del Mundo last night - To help save space, I'll spoiler each move individually. The first two moves are character specific. The rest are generic enough for other edits to be able use. I'll upload them eventually. Baile de Rosas (Dance of Roses):"Mi nombre es Rosa del Mundo y me encanta bailar." ("My name is Rosa del Mundo and I love to dance.") I made this specifically to free up some Priority spaces. I may clean it up a bit since I don't really like the transition between the final dance frame and the bowing animation. Cama de Rosas (Bed of Roses):A Front Grapple Back Switch -> Dodonce's Throne. Rosa's finisher is the default Back Grapple version of the move. I made it for easier access to the finish. Back Grapple Counter Low Blow Uppercut:A plain ol' Uppercut to the opponent's nether-region. Nothing fancy to see here, folks. Low Blow Backslide:When the Aka-Kiri isn't slick enough, there's the tried and true Backslide. Springboard Dive Feint /w Laughter Taunt:Sometimes you just gotta bamboozle your opponent. Or mayhaps they're too stupid to function on your level, so you laugh at them. Tanahashi Slap Strike Exchange:Some people kick. Some people punch. For those who don't, there's Mastercard the Tanahashi Slap! Tanahashi Slap Strike Exchange Clincher:For those times you really wanna/gotta slap the taste out of your opponent's mouth and mean it. Three Amigos (No Ringout):It's the default Three Amigos with the Ringout flag disabled, made this for personal preference.
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Post by OrochiGeese on Aug 31, 2020 3:03:25 GMT
Oh wow these are incredible! 🏆 Really love "Cama de Rosas (Bed of Roses)" - the "bed" name is so great for that finish.
That back counter low blow uppercut is great. It's all one move right? The back counter + Low blow together?
Dive feint with laughter taunt is also great. I can think of a few edits who I will give that too.
Ditto with the Tanahashi Slap Strike Exchange and especially that awesome Clincher!
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wepner
Steel Johnson
Posts: 144
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Post by wepner on Aug 31, 2020 4:11:45 GMT
Hurry up and give me those slaps man!
Lots of awesome stuff as usual
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Post by OrochiGeese on Aug 31, 2020 4:27:11 GMT
We're all lining up to subscribe to those slaps like young lions lining up to receive Inoki's spirit slaps 😄
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Post by Dawnbr3ak3r on Aug 31, 2020 21:31:55 GMT
Oh wow these are incredible! 🏆 Really love "Cama de Rosas (Bed of Roses)" - the "bed" name is so great for that finish.
That back counter low blow uppercut is great. It's all one move right? The back counter + Low blow together?
Dive feint with laughter taunt is also great. I can think of a few edits who I will give that too.
Ditto with the Tanahashi Slap Strike Exchange and especially that awesome Clincher!
You've got the right idea for the Cama de Rosas finish. The name is also a pun and a reference to her "sultry" gimmick. She's kind of a mashup of Rose and Vega from Street Fighter, and inspired heavily by Eddie Guerrero. The Back Counter is a splicing of the Back Switch counter with the Back Grapple Low Blow attached to it. I created the Dive Feint with Laughter because I have a few heel edits that could take advantage of it. It's kind of a two-fer: It's mocking the opponent, and mocking the audience (both in the crowd, and the actual viewer sitting at the screen). I'm extremely happy with how well the Tanahashi Slap works for the Strike Exchange. They're a little bit janky, but it's mostly an issue with FX/FZ/RY/etc. values. It's not really noticeable unless you *really really* pay attention to it. I'm probably not going to change them much. ~~~ I'll likely have the moves uploaded later tonight or tomorrow. I've been more busy today than I expected I would be.
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Post by October Raven on Sept 1, 2020 3:03:43 GMT
wrong thread
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Post by Dawnbr3ak3r on Sept 1, 2020 10:03:22 GMT
I spent a lot of time animating a single frame into the Knee Breaker. I ended up calling it the Raised Knee Breaker because the lift is higher up than the default Knee Breaker. I'll have to work on the knee sell, or remove it outright if I can't get it to look right. I ripped it from the Grounded Dragon Screw. I also made these two Powerbomb variations. The first is a High-Speed Spiral Bomb with a Face Down finish using the ending frames from the Medium Damage Piledriver. The second is the Hammer Throw Powerbomb, spun and lifted into the Final Powerbomb. The initial lift of the Hammer Throw Final Bomb has a couple of custom frames in it to differentiate it from the default Hammer Throw Powerbomb.
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Post by OrochiGeese on Sept 2, 2020 4:50:51 GMT
The Back Counter is a splicing of the Back Switch counter with the Back Grapple Low Blow attached to it. Ahh I see, thanks! 💡 I created the Dive Feint with Laughter because I have a few heel edits that could take advantage of it. It's kind of a two-fer: It's mocking the opponent, and mocking the audience (both in the crowd, and the actual viewer sitting at the screen). Such a great move! Resonates on multiple heel dimensions of viewership! I'm extremely happy with how well the Tanahashi Slap works for the Strike Exchange. They're a little bit janky, but it's mostly an issue with FX/FZ/RY/etc. values. It's not really noticeable unless you *really really* pay attention to it. I'm probably not going to change them much. I didn't notice the jankiness at all but I totally understand how you feel. I notice those things with hyper awareness on my own moves and never know if others see them or not. The Tanahashi slaps are excellent! I also really love the Hammer Throw Final Bomb!!!!! That looks awesome and I can see a specific usage for it. I think like the elevated knee breaker! The timing of the lift and delay is great. I went for something a little similar last night with adding a new sell into my shoulder hold STO 2. I added half of the "arm break" rolling animation at the end of it. (The GIF makes it look jerkier than it actually is but the overall aesthetic may not be for everyone) I decided to do it cause i wanted that move to be sold more and also because I made an entirely new move last night, similar to my Shoulder Hold STO's that I animated differently at the end to incorporate the defender's arm "trapped" within the shoulder hold during and after the STO. So I took some of those frames and redid the end of the shoulder hold STO 2 as well, which I'll be posting later tonight. I like it better now overall.
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Post by Dawnbr3ak3r on Sept 2, 2020 8:18:58 GMT
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Post by OrochiGeese on Sept 3, 2020 5:53:56 GMT
I really like the new selling animation for the raised knee breaker!!
And yeah, those damn shadows and FX/FZ/RX/RY cause me problems all the time. Most of my more complicated moves have some kind of teleporting issues at some point and take multiple attempts to eliminate.
Love the modified Super Collider!! 😎
I don't see any jankiness in the impact of the Tanahashi slaps. But now I notice that she does sorta abruptly skip from the end of the slap animation right to the neutral strike exchange position. Maybe you can animate a few "recovery frames" for her after the slap to get her back to the neutral state more smoothly? You can just work backwards for a few frames after the final slap frame. The defender can just sell for a few more frames.
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Post by Dawnbr3ak3r on Sept 3, 2020 9:05:44 GMT
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Post by OrochiGeese on Sept 4, 2020 6:36:22 GMT
Love the modified Super Collider!! 😎 Thanks! I worked on it some more tonight. I squeezed out an additional frame to make the transition between the pivot and the lift smoother. Very nice work!!!! 😎 It's amazing how one extra transition frame with just the right timing can make such a big difference in these moves. It's a straight copy of the Tanahashi Slap grapple, that's why it happens. I'll fix it when I feel up to it. Ohhhhh that explains it. I didn't realize it was right from the grapple move. Actually, now that you mention it, I did the same thing with my Ripcord Tanahashi Slap. I should make sure the finish is okay with that. I realized last week that my Ripcord Fierce Low Kick kinda looks like janky to me now and I need to fix that 😭 On an unrelated note, I'm not sure how it took me over two months and I never considered making a release version of Croyt's Wrath. I call this one Croyt's Retribution: Without a doubt that is the best version of that move I've ever seen!!!! 🏆
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