Daily FNF Animations - August Compilation (VS FLY RELEASE)

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Published 2023-09-01
VS FLY DOWNLOAD: gamebanana.com/mods/466232

Credits:
Simply EJ - FNF Assets Pack
KryptoAnims - Playable GF Assets
This is fine - Playable Pico Assets
ZERO ARTIST - Boyfriend Reanimated Assets
DaBigJ - Ripped Miss Assets of BF
FNF Online - Assets
MasterArt - DFA Logo

Featured Mods:
VS Tabi
VS Skibidi Toilet
VS Sky
FNF Online
VS Sunday

VS FLY CREDITS:
Kyano - Creator, Animator, Editor
ManOfSomething - Composer, Coder, Charter
MasterArt - VS FLY Logo
SPG64 - Scripting Help

Powered by FNF Frame Picker

All these animations are made by @Kyan0o

Do not steal these videos unless you're willing to properly give credits by tagging me.

All Comments (21)
  • @infineoinfinite
    Vs Fly is truly a type of rap battle that feels like the late 2021 or the early 2022 FNF mod experience, and I love it so much
  • @ZeeJBC
    I love how Girlfriend has a solution for almost every problem.
  • What i like about the Vs Fly mod is the small details of Boyfriend's animations. In his Idle animation, he blinks once in a bit before blinking again, something that most of the BF animators doesnt add. While he also have an animation of him closing his mouth after poses and going back to his idle instead of staticly going back to idle without a frame. Nice details. ^^
  • @LuisXsavage
    THANK YOU FOR MAKING THIS MOD A REALITY KYANO!!!
  • @wolfu_moon
    this is hilarious i can tell you are the one that released the vs fly fnf mod of which i have showcased on my channel kyano thank you for being such a good animator and content creator your videos are hilarious and really good
  • @Vvahagn
    gotta love how gf is train-proof lmfao
  • @samina99
    Woah, that fly song was really fire πŸ”₯
  • @Mercenious
    FNF has officially peaked. Forget things like Whitty or Tricky, rap battling against a FUCKING FLY is where its at! πŸ˜‚πŸ‘
  • @ashrafamli
    What I love in Friday night funkin: 1: I love how Girlfriend flip the train 2:Skibidi toilet edition 3:Eddsworld edition
  • Kyano, I really love your content and shall always be loving it thank u so much for this πŸ€—πŸ€—
  • @AamirCarter.
    I Love Fnf ANIMATION!! πŸ˜ŽπŸ˜ŽπŸ‘πŸ‘β€οΈβ€οΈπŸŽ‰πŸŽ‰
  • @silly_goober93
    This got 6 dislikes, what a damn shame, ur so talented
  • The Shovel is the default melee weapon for the Soldier. It is a stylized hand-held entrenching tool with a splintered handle. The Flamethrower is the default primary weapon for the Pyro. It is a long metal pole, connected by a hose to a propane tank. The tank is attached to the pole via fastening bands. A continually lit pilot light can be seen at the nozzle. The trigger is made out of a team-colored gas pump handle. Upon pressing primary fire, the weapon expels a stream of roughly 33.3 large flame particles per second in a narrow cone, at a cost of 12.5 ammunition per second. Flame particles are not obstructed by enemies or buildings owned by the opposing team, making it ideal for attacking multiple enemies. The range of fire is very limited (approximately 340 Hammer Units when fired while stationary), but is capable of dealing heavy damage in close quarters. An enemy only takes damage from any of a single Flamethrower's particles once every 0.075 seconds. Unlike most weapons, the Flamethrower's base damage is scaled based on the age of the oldest touching flame particle, not distance from the target. This scale begins at 100% for new particles and decreases as they age, down to 50%. The weapon's damage also experiences a ramp-up based on how long an enemy is attacked. Damage begins at 50% and increases up to 100% in approximately 0.9 seconds. If the target is ever not in contact with any flame particles, the ramp-up resets. The ramp-up is separate for each enemy being attacked. Buildings are unaffected by the ramp-up. Critical hits are affected by both the age scaling and the damage ramp-up. Secondary fire causes the weapon to deliver a compression blast which deflects enemy projectiles, pushes opponents away, and extinguishes burning teammates. Deflected enemy projectiles deal mini-crit damage if they would not already be doing critical damage. If so, the deflected projectile deals critical damage. Each compression blast costs 20 ammunition, so it is possible to use 10 Compression blasts before needing to retrieve more ammo. Unlike the weapon's primary fire, the user can still use compression blasts if the weapon is directly in contact with a wall. Apart from direct damage, the Flamethrower also sets targets on fire, causing the target to burn and take additional damage for a short time. Pyros are immune to afterburn, but still take damage directly from the Flamethrower itself. A Spy disguised as a Pyro still receives afterburn. Fire can be extinguished by a Medic's Medi Gun, a Dispenser, submerging in water, friendly Jarate, friendly Mad Milk, friendly Gas Passer, a friendly compression blast, the secondary attack of a friendly Manmelter, a shot from a friendly Sydney Sleeper, charging with the Chargin' Targe, Splendid Screen, or Tide Turner, the Spy-cicle's special ability, the Dead Ringer's special ability, or any type of health pack. Afterburn from the Flamethrower reduces healing from Mediguns, Dispensers, and the Amputator by between 20% and 100%, with the reduction increasing in an inverse proportion to the amount of healing the item is giving. It also reduces the effects of the Vaccinator's Ubercharge by 20%. Using the primary fire of the Flamethrower on a friendly Huntsman-wielding Sniper lights his arrow on fire, and an enemy hit by this arrow afterward is ignited; however, the Pyro who lit the arrow does not receive assist credit. The Shotgun is the default secondary weapon for the Soldier, Pyro, and Heavy, and the default primary weapon for the Engineer. It is a pump-action, sawed-off shotgun. The Shotgun deals high damage at close range. However, its damage falloff at range and low accuracy makes it weak in long-ranged firefights. Usage and strategies vary between classes: Soldiers often use the Shotgun when they are out of rockets and cannot take the time to reload, when in close-quarters combat where explosions would cause self-damage, or when fighting enemy Pyros who are attempting to airblast their rockets. Pyros often use the Shotgun to engage targets outside the range of their Flame Thrower, to deal a finishing blow to an already-burning target, or when fighting underwater (where the Flame Thrower is unable to be used). Heavies often use the Shotgun when there is no time to spin up the Minigun, when they need to be able to run and jump during a fight, or when the Minigun's loud motor sounds might alert enemies to their position. Engineers often use the Shotgun to defend buildings from nearby enemies, to help a Sentry Gun finish off a target, or to Spy-check suspicious players. The Shotgun's first shell fires at least one pellet straight down the crosshair before "bullet spread" takes effect. When random bullet spread is disabled, the pellets instead spread in a fixed three-by-three grid pattern, with two pellets overlapping in the center of the grid. Taunting as Pyro with the Shotgun equipped results in the Hadouken kill taunt. The Rocket Launcher is the default primary weapon for the Soldier. It is a stylized rocket-launching device with wooden grips, a large front sight, and a wide exhaust port. The Rocket Launcher holds up to four rockets, firing them as projectiles at a speed of around 1100 Hammer units per second (roughly 76 km/h or 47 mph). Rockets travel in a straight line, unaffected by gravity, exploding on contact with any surface or player. Rocket explosions deal damage in a set radius; damage inflicted decreases the further the distance from the center of the explosion, with a player taking only 50% of the normal damage at the very edge of the blast radius. Rockets also have damage falloff over long distances. Players killed by rockets most likely explode into gibs. As the explosion from rockets causes knockback, an experienced player can launch opponents into the air by aiming at their feet, causing them to take fall damage or potentially pushing them into environmental hazards. The player can also use the knockback in order to perform a rocket jump by firing at the ground beneath themselves, catapulting themselves vertically and/or horizontally. Crouching during the explosion increases the height and length of the jump while also decreasing the self-inflicted damage. This technique can be used to reach areas inaccessible to other classes, quickly advance, or escape from a bad situation. Contents 1 Damage and function times 2 Demonstration 3 Strange variant 4 Related achievements 4.1 Soldier 4.2 Pyro 4.3 Heavy 4.4 Sniper 4.5 Snakewater achievements 5 Update history 6 Unused content 7 Bugs 8 Trivia 9 Gallery 10 See also Damage and function times See also: Damage [collapse]Damage and function times Shot type Projectile Damage type Explosive Ranged or Melee damage? Ranged Damage Maximum ramp-up 125% 112 Base damage 100% 90 Maximum fall-off 52.8% 48 Point blank 105-112 Medium range 50-90 Long range 24-48 Critical 270 Mini-crit 122-151 Splash damage Minimum splash 50% 2.8m Damage reduction 1% / 2.88 Self-damage 27-89 Self damage (rocket jump) 27-46 Function times Attack interval 0.8 s Reload (first) 0.92 s Reload (consecutive) 0.8 s The Minigun, known affectionately as "Sasha",[1][2][3] is the default primary weapon for the Heavy. It is an enormous Gatling-style machine gun with a large rotating barrel, complete with a large white underslung ammunition case and two handles. Firing four bullets at the same time at a rate of ten times a second, the Minigun can quickly rip through opponents at short range. However, the damage falls off quickly over long distances and the bullets are subject to a wide cone of fire. The weapon requires a short period of time to spin up and down before and after firing; during this period and while firing the Heavy cannot jump or switch weapons, has his speed reduced to approximately 47% of his regular movement speed, and cannot move at all while crouching. The spin up can be initiated in midair to avoid losing speed until landing, allowing the Heavy to jump quickly around corners while ready to fire. There is a 50% damage penalty that starts when the gun is revved, decreasing linearly over the course of one second until full damage is reached. Accuracy is also reduced for the same time, with the cone of fire tightening over one second. Players can begin spinning the barrel by holding down alt-fire, which does not fire any ammunition until primary fire is pressed. This can allow the Heavy to quickly respond to enemies when waiting in one position or to briefly hold his fire without fully spinning the gun down. The Minigun deals 15% less damage to a level 2 Sentry Gun, and 20% less damage to a level 3 Sentry Gun. Contents 1 Damage and function times 2 Demonstration 3 Strange variant 4 Related achievements 4.1 Heavy 5 Update history 6 Unused content 7 Bugs 8 Trivia 9 Gallery 10 References 11 Merchandise 12 See also Damage and function times See also: Damage [collapse]Damage and function times Shot type Hitscan Damage type Bullet Ranged or Melee damage? Ranged Damage Maximum ramp-up 150% 13.5 / bullet Base damage 100% 9 / bullet Maximum fall-off 52.8% 4.752 / bullet Point blank 50-54 / 1 ammo 475-513 / second Medium range 5-30 / 1 ammo 48-285 / second Long range 5-10 / 1 ammo 48-95 / second Pellet Spread 25:1 Critical 27 / bullet Mini-crit 12-18 / bullet Function times Attack interval 0.105 Windup time 0.87 s Values are approximate and determined by community testing. 2 Reply