Badge time.png   The Paragon Wiki Archive documents the state of City of Heroes/Villains as it existed on December 1, 2012.

Difference between revisions of "Animation Customization"

From Paragon Wiki Archive
Jump to: navigation, search
m (minor tweaks)
(Fleshing out Super Strength section.)
Line 1: Line 1:
 
{{wip}}
 
{{wip}}
  
{{orange|Working to fill out the article with descriptive text. Format acceptable? Can anyone provide pictures or animated .gifs as in the [[Emotes]] section?}}
+
{{orange|Descriptive text and format acceptable? Can anyone provide pictures or animated .gifs as in the [[Emotes]] section?}}
 
{{TOCright}}
 
{{TOCright}}
 
==Overview==
 
==Overview==
Line 51: Line 51:
 
All [[Super Strength]] animations feature both the [[media:pc_brighttones.png|Bright]] and [[media:pc_darktones.png|Dark]] [[Power Customization#Palette Table|palettes]]. Additionally, each of the original animations has the option of using its original particle effects.
 
All [[Super Strength]] animations feature both the [[media:pc_brighttones.png|Bright]] and [[media:pc_darktones.png|Dark]] [[Power Customization#Palette Table|palettes]]. Additionally, each of the original animations has the option of using its original particle effects.
  
The following {{orange|NUMBER}} Super Strength powers support the {{PAGENAME}} feature:
+
The following five Super Strength powers support the {{PAGENAME}} feature:
  
{{orange|Powers}}
+
===Foot Stomp===
 +
;Original:
 +
*The character steps forward with their right foot, slams the ground, then returns to combat stance.
 +
;Ground Punch:
 +
*The character dramatically punches the ground in front of their feet, then returns to combat stance.
 +
 
 +
===Haymaker===
 +
;Original:
 +
*The character raises both fists above their head, together, slams them down on the head (of a humanoid target), then returns to combat stance.
 +
;Haymaker:
 +
*The character performs a [[Wikipedia:Punch (combat)#Basic types|haymaker]] (swinging wide, sideways from the shoulder with a fist), then returns to combat stance.
 +
 
 +
===Jab===
 +
;Original:
 +
*The character makes a quick right handed punch at the abdominal region (of a humanoid target), then returns to combat stance.
 +
;Jab:
 +
*The character does a quick right handed [[Wikipedia:Jab|jab]] (overhand punch), then returns to combat stance.
 +
 
 +
===Knockout Blow===
 +
;Original:
 +
*The character leans back, makes a pitching windup, performs an exaggerated [[Wikipedia:Uppercut|uppercut]], then returns to combat stance.
 +
;Double-Fisted Strike:
 +
*The character pulls both fists back together to their right side, slams them upward into the head (of a humanoid target), then returns to combat stance.
 +
 
 +
===Punch===
 +
;Original:
 +
*The character lifts their left or right hand and foot, steps forward, and slams their fist down on the target, then returns to combat stance.
 +
;Cross:
 +
*The character delivers a heavy [[Wikipedia:Punch (combat)#Basic types|cross]] punch (straight strike with the rear hand), then returns to combat stance.
  
 
==Historical==
 
==Historical==

Revision as of 06:11, 2 December 2009

Descriptive text and format acceptable? Can anyone provide pictures or animated .gifs as in the Emotes section?

Overview

Animation Customization is a facet of Power Customization which allows for powers to play a different animation than the original when activated. The only powersets to currently utilize this ability are Martial Arts and Super Strength.


Martial Arts

All Martial Arts animations feature both the Bright and Dark palettes. Additionally, each of the original animations has the option of using its original particle effects.

The following five Martial Arts powers support the Animation Customization feature:

Assassin's Blow

Assassin's Blow has two animation options.

Original
  • The character enters Horse Stance (the position used while riding a horse), strikes the target with both fists in a thrusting motion, then returns to combat stance.
Fist of Annihilation
  • The character leans as they draw their right fist back with their left hand guarding, swings their whole body forward as they make a thrusting punch, then returns to combat stance.

Cobra Strike

Cobra Strike has two animation options.

Original
  • The character makes a very quick thrusting palm strike (hand held with fingers open and together), then returns to combat stance.
Uppercut
  • The character crouches, strikes the target with an uppercut (upward punch made while moving the body upward), then returns to combat stance.

Crippling Axe Kick

Crippling Axe Kick has two animation options.

Original
  • The character performs an axe kick (bringing the heel high up, then down on the vertically), then returns to combat stance.
Haymaker
  • The character performs a haymaker (swinging wide, sideways from the shoulder with a fist), then returns to combat stance.

Eagles Claw

Eagle's Claw has two animation options.

Original
  • The character leaps into the air, performs a flying kick (thrusting kick in mid-air with one leg extended), does a backflip, and lands in combat stance.
Face Smasher
  • The character performs an exaggerated overhand punch (leans back on one foot, swings forward overhand, switches feet), then returns to combat stance.

Storm Kick

Storm Kick has two animation options.

Original
  • The character jumps and performs a roundhouse kick (spinning kick, striking sideways), then lands in a unique stance.
Gut Punch
  • The character makes a quick punch at the abdominal region (of a humanoid target), then returns to combat stance.


Super Strength

All Super Strength animations feature both the Bright and Dark palettes. Additionally, each of the original animations has the option of using its original particle effects.

The following five Super Strength powers support the Animation Customization feature:

Foot Stomp

Original
  • The character steps forward with their right foot, slams the ground, then returns to combat stance.
Ground Punch
  • The character dramatically punches the ground in front of their feet, then returns to combat stance.

Haymaker

Original
  • The character raises both fists above their head, together, slams them down on the head (of a humanoid target), then returns to combat stance.
Haymaker
  • The character performs a haymaker (swinging wide, sideways from the shoulder with a fist), then returns to combat stance.

Jab

Original
  • The character makes a quick right handed punch at the abdominal region (of a humanoid target), then returns to combat stance.
Jab
  • The character does a quick right handed jab (overhand punch), then returns to combat stance.

Knockout Blow

Original
  • The character leans back, makes a pitching windup, performs an exaggerated uppercut, then returns to combat stance.
Double-Fisted Strike
  • The character pulls both fists back together to their right side, slams them upward into the head (of a humanoid target), then returns to combat stance.

Punch

Original
  • The character lifts their left or right hand and foot, steps forward, and slams their fist down on the target, then returns to combat stance.
Cross
  • The character delivers a heavy cross punch (straight strike with the rear hand), then returns to combat stance.

Historical

Badge time.png This section contains information about changes that took place in City of Heroes Freedom. It is provided for historical purposes.

See Also