I love that MK is always in the realism corner when it has the most unrealistic jabs and upercuts. No hip movement or general leg twisting when striking someone. And a lot of sliding instead of pushing yourself with your legs from the ground.
When I'm referring to it's realism, I'm mostly talking about the animation process, like how Elena's idle animation is rotoscoped, of course some of her other moves might not be realistic but the concept of it is based on real life material.
I would say specifically MKX animations were a lot more dramatic and unrealistic but it really helped emphasize the impact of certain attacks which personally i think was much better than mk11 animations.
@@bambangjoko4098 Hey, thanks for commenting! The name of the game will be Rabblerousers, but the game is super far from a playable state. I appreciate the interest tho.
6:26 It's funny that GGST footage was used when talking about how every single move should have startup, active and recovery frames. I urge you to go to dustloop and check Sol's jumping heavy
An animator in FG player being able to understand the principles behind both really helps with appreciating the work. Important side effect as you can't play modern Mortal Kombat without vomiting...
I love how capcom during the 1990s were simultaneously the best and laziest animators 😂 They'd draw these absurdly cool sprites for Darkstalkers and MSH and then reuse them for 6 other games 😅
Something you mentioned that i like in animation, is the reaction, its for me, why tekken moves feel so strong (well also cuz tekken chars hit like trucks) The opponents get yeeted in one direction or another, crumple in agony, start rolling like a ball, etc. (But in SF5 for example, i feel like im barely hurting the enemy sometimes cuz of their underwhelming reaction, or if they are recoiling in pain im only like +2, so i did that big attack with with a big reaction but im barely plus and only did like 8% on a stray hit, feels really weak)
That’s what I like about guilty gear strive’s camera. Scoring a counter hit combo that the camera dynamically angles at the corner makes it so dramatic. And the particle effects are icing on the cake
The UFC games suffer from one detail of reality that differs from fighting games. In fighting games you want moves to be readable and distinct, while for actual fighting it's the opposite.
Wow. The editing is getting crazy, i never thought about it like that, and it's a pretty niche topic from what i've seen. I can tell you made a looooot of research. So if you care, i care. Thanks a lot. Banger video!
I have been planning on making a fighting game for a while and thiss has helped me realize what i should try to add to the game for the movement to feel smooth
Found this video while looking for an explanation about MK 1 background or pretty much every combat game actually, i didn’t get what i was looking for which is how they make the background but get a lot of other stuff instead so thank you for this one mate ! Nice job.
This makes a lot of sense. Also explains why I don't quite like 3D fighting games, much like I prefer 2D animation: effects like smearing trick your eye better than simply speeding things up. Not helping that games like SF6 are LOADED with bright neon effects.
Tekken animations has some elasticity. For example, Kazuya's iconic hellsweep. When he's performing it, his torso twists unrealistically, but it makes the attack feel more swingy and powerful. There plenty of examples in Tekken. Watch how characters twist and wirl when they are hit by screw attacks.
Strange RUclips algorithm. Came across this video after creating a pixel art character in Aseprite and making 3 combos with at least 50 frames each. Now, i'm going to dev a fighting game thanks to this video.
I've redone the animations in my game so many times lol. Iterative approaches are fun but just not immediately satisfying like motion capture. But most humans suck at moving, soooo...no love lost lol
Felt like this video was An animation class (which don’t get me wrong is amazing). I always thought about doing real life acting takes to make movements in games, and now I feel stupid knowing it has already been done, I find it really cool that Tekken and Mortal Combat decided to do that. 0:52 (insert Pokémon scarlet and violet clip here)
Always interesting seeing the rotoscoping videos. The twitching around after falling for Mk and you can easily tell how it'll be translate into the game lol
Just nitpicking here but Tekken uses very little or subtle elasticity in their animations, one example being the Mishima Hell Sweep. If you ever slow down a video of them doing it without a shirt, you can see their torso and hips contorting to near unnatural amounts. Otherwise, great video and keep up the good work!
Tekken while has no cartoonic elasticity a lot of the moves can break the models and their limbs/spine to make the animations look more impactful. It's over the top, but it still stays in the bounds of percieved realism. It's great. The problem with MK is there are many punch and kick animations where the character almost only moves it's attacking limb. There are also many badly placed keyframes. I don't understand why, they can make the cutscenes look nice, but not the in-game animations? Strange. Btw: Isn't SF3's anims were all based on 3D models? (other then those few based on rotoscoped footage) The same way KOFXIII, doing pixel art over simple 3D models.
No, SF3 was all hand-drawn and a bit of rotoscope. Traced 3D was used for objects, but not characters. A lot of current 2D fighters do the KOFXIII/Blazblue thing you're talking about, though. (It's how I'm doing the sprites for mine).
I would love to see a 3d fighting game like tekken and virtua fighter but with more stylized animations. I would love to see how a more cartoony anim style translates to a 3d game.
Just discovered this video + this channel. Firstly want to say this video was really well edited and I shared it to my small group of friends! Secondly, I want to advise that you take longer breaks between thoughts - those gaps will allow viewers to refocus once you start talking again. Feel free to ignore that thought as I am just a rando but you get a sub from me!
It could be interesting but I'm not sure if people would want to see it, i've made ai lore videos in the past and they didn't do that well. Also yeah Elena's head doesn't move sometimes lol
I agreed with just about everything in this video, except for your point at 6:45. You say it's not a good idea for special attacks to have minimal start up and recovery. For a lot of moves this is fair, but not for DPs. I think DPs (dragon punches, or SHORYUKENs for those who don't know) should have minimal startup because they're harder to input then a normal anti-air. Let's look at Ken in 3rd strike. He has CrHP, which is basically just a DP without the jumping and flaming fist, but it's one button. It's startup frames are minimal (7) and it does essentially the same thing as a DP. The DP however only has 1, 2, or 3 frames depending on the button you press with. This is to balance the motion input, because newer players struggle with a DP motion, they can just use the CrHP to anti-air. It has more startup but it does the same job. I think there's a Leon Massey video about it that explains it way better than I could, but please go watch that. Overall, you made a great video and earned a new subscriber.
3:40 i mean more realistic doesn't always mean good thing, MK has one of the worst animation i've ever seen in FGs, i suspect they just tracing the motions capture instead of using its as preference, their animation aren't dynamic like Tekken because they are afraid to use others animation's principles like strech and pull with their model
Control is the key. More attacks in a character's arsenal=higher skill cap. Higher skill cap=possibility for a better player. There are pro controllers for a good reason. Pro players know peak control is vital. Games with air combos, parries, dashes, etc offer superior control. The skill cap for games like mvc2 and sf3 are through the roof for that reason.
What is this game at 1:34 - 1:42?? I've never seen it before but the visuals are really smooth Also the whole video is really nice, your editing is very nice.
It feels like this video says that the most important part about fighting games is how smooth the moves look. And I definitely not agree with that. Moreover, it has some other problems with its logic. The term "motion" is generally meaningless in terms of designing a game because it's inconcrete. And the description of "everything the characters do on screen" doesn't help much with the discussion ^^" And if we're talking about graphics. There are two parts to graphics in games: satisfaction and conveying information, readability. The impact of the first one is easy to grasp. And it's also quite easy to understand that games without any visual satisfaction can be extremely engaging for the players (look at chess). The impact of readibility is more important to fighting game genre because the speed requires the visuals to convey most of the game's information in fractions of a second. Readable animations doesn't equal smooth motion, however. Just being distinct and established. So yeah, I also don't know what the heck "the key to a game genre" means exactly. But I would without a doubt bet it's gameplay interactions between the choices of the players which aren't generally described as "smooth motion". How do you even combine "the realistic FGs have random damage and therefore inconsistent results from the same option and also no health bar" and "the other FGs have flashy moves that stray from realism which makes them (somehow) hard to balance" under the label "motion"? It's beyond me. And even with the meaning of "everything the characters do" what does it all supposed to mean exactly? Those are whole deep separate discussions on their own. And the reason fighting games have similar mechanics is that otherwise it's hard to distinguish a FG from a shooter? Well, this video isn't exactly wrong. It's just strange in the way it places emphasis and makes its examples and ties together different things.
My reasoning behind the title was that every "good" fighting game already has well executed gameplay interactions and I agree with you that is probably the most important part, but my point was how the smoothness in motion can turn a fighting game from good to great, like cherry on top of a cake and not the cake itself. I definitely could have done a better job getting that point across though.
@@typhoonbh, thank you for the kind reply! I think I'm being a little too harsh. It's just that I felt confused and had to rewatch the video several times trying to understand what's wrong. It was really easy to miss you saying "the part" in the beginning of the Street Fighter section apparently. I also edit my thoughts a lot so I don't know which version have you caught. Don't be discouraged by me, please. I hope you'll make more videos and become great at structuring the writing!
@@a_wild_Kirillian Don’t worry, I really appreciate it when people give criticism because they’re giving me tips to improve. I’m really new to this style of video so it really helps!
Yeah, I really like this topic of motions to make fluid animations, I like how smooth the animations look in Third Strike, and I want to record myself moving in a video to then use rotorscope to make my own fluid animation, and there's lots of animations I want to make using this process. 2:56 And yeah, it makes me unconfortable to look at that elena's animation
Is why when I play an anime fighter or a platform fighter to a Mortal Kombat player in local matches, their playstyle is almost always grounded rushdown (even if they're playing a zoner heavy fighter like Link in Smash Bros or Nu in BlazBlue) while completely ignoring their defense options and aerial mobility?
This is why i can't bring myself to play multiversus, the movement feels like no other fighting game I've ever played, in a bad way ofc. It's sluggish and slow, and it's because of that that I feel the skill and technique required to have fun take a MASSIVE blow
I am new to the channel, would you kindly point me to one or two of your videos on Luke's forward movement? 6:00 "Especially when those attack have a lot of forward movement, .... look no further than Luke, I've talked about him enough, so you guys already know."
I notice whenever modern Mortal Kombat animation is of discussion, it's not the in-game* animation that's talked about. It's the cinematics and supers. *In-game, as in when you're actually playing the game and not watching the game being played for you, which cinematic super moves do.
So according to your video, animation directly affects gameplay. I don't really understand that, but it's interesting. I'm here wondering why the combat in Xenoverse 2 stands out compared with Kakarot. The visuals in Kakarot are beautiful, but the game relies on button-mashing, whereas Xenoverse 2 seems to be more balanced. What makes a game button-mashy? Another question: there was a game in the video that you didn't mention in the description. It had a cartoon-like art style?
Hey! We just hit over 600 members on discord and I wanna get to 1k hopefully.
If you wanna hang out with us join here: discord.gg/B6uWue8
You got a dis?, alright
Bro that intro is so clean
I appreciate it
Fr
*says motion with an emphasis on "Otion" sounding like "Ocean" as "aquatic ambiance" starts playing in the background.*
chef's kiss
Legitimately. Just looking at that in the preview was enough to get me to click
Like your shape up? ;)
I love that MK is always in the realism corner when it has the most unrealistic jabs and upercuts. No hip movement or general leg twisting when striking someone.
And a lot of sliding instead of pushing yourself with your legs from the ground.
When I'm referring to it's realism, I'm mostly talking about the animation process, like how Elena's idle animation is rotoscoped, of course some of her other moves might not be realistic but the concept of it is based on real life material.
@Typhoon I know, it's just a little bit of a pet peeve I have.
I'd argue that a SF punch follows a real punch closer than most MK punches.
@@truffeltroll6668 Yeah I understand what you mean
Never forget Kitana's crouching kick in MKX
I would say specifically MKX animations were a lot more dramatic and unrealistic but it really helped emphasize the impact of certain attacks which personally i think was much better than mk11 animations.
I think that the Skullgirls team have done an incredibile Job with the animations
That’s not a think that’s a fact
Why is that huh? 🤨🤨🤨
Coldest take in the universe.
@@devoutmordexfollower5289saw this conversation on discord lol
@Obi DeBoy oh for sure. Every frame feels fluid
As a guy who is making his own fighting game, these videos are a godsend. Hopefully you’ll end up talking about my game!
What's the name of your game ?
@@bambangjoko4098 Hey, thanks for commenting! The name of the game will be Rabblerousers, but the game is super far from a playable state. I appreciate the interest tho.
@@UncleHamsBasedOpinions keep us updated
@@UncleHamsBasedOpinions I hope it all works well mate good luck 🎉
6:26 It's funny that GGST footage was used when talking about how every single move should have startup, active and recovery frames. I urge you to go to dustloop and check Sol's jumping heavy
An animator in FG player being able to understand the principles behind both really helps with appreciating the work. Important side effect as you can't play modern Mortal Kombat without vomiting...
The editing in this one is phenomenal.
Thanks, I’m starting to learn blender so hopefully I’ll be able to incorporate more 3D stuff depending on the topic.
5:19 squidward is hitting with the beat
I gotta say your channel is so amazing for fighting game lovers and for starters
How didn’t I know this channel earlier😭
AS A KID BACK IN THE SF3 DAYS I WAS ALWAYS LIKE "SOMETHINGS ANNOYING ME ABOUT ELENA'S HEAD AND NECK DURING THAT WIN ANIMATION". NOW WE KNOW XD
=)
I love how capcom during the 1990s were simultaneously the best and laziest animators 😂 They'd draw these absurdly cool sprites for Darkstalkers and MSH and then reuse them for 6 other games 😅
Something you mentioned that i like in animation, is the reaction, its for me, why tekken moves feel so strong (well also cuz tekken chars hit like trucks)
The opponents get yeeted in one direction or another, crumple in agony, start rolling like a ball, etc.
(But in SF5 for example, i feel like im barely hurting the enemy sometimes cuz of their underwhelming reaction, or if they are recoiling in pain im only like +2, so i did that big attack with with a big reaction but im barely plus and only did like 8% on a stray hit, feels really weak)
That’s what I like about guilty gear strive’s camera. Scoring a counter hit combo that the camera dynamically angles at the corner makes it so dramatic. And the particle effects are icing on the cake
The UFC games suffer from one detail of reality that differs from fighting games. In fighting games you want moves to be readable and distinct, while for actual fighting it's the opposite.
Bro why is the Transitions so clean?!
A lot of practice
Just curious. What inspired you to go from a Brawlhalla analysis videos to full on fighting game analysis videos? Also great video btw.
I knew that Brawlhalla had limits in terms of how many people I could reach and I've always wanted to learn more fighting games
Wow. The editing is getting crazy, i never thought about it like that, and it's a pretty niche topic from what i've seen. I can tell you made a looooot of research. So if you care, i care. Thanks a lot. Banger video!
Wow, thanks!
I have been planning on making a fighting game for a while and thiss has helped me realize what i should try to add to the game for the movement to feel smooth
Found this video while looking for an explanation about MK 1 background or pretty much every combat game actually, i didn’t get what i was looking for which is how they make the background but get a lot of other stuff instead so thank you for this one mate ! Nice job.
Snk, Kim's glorious pants
This makes a lot of sense. Also explains why I don't quite like 3D fighting games, much like I prefer 2D animation: effects like smearing trick your eye better than simply speeding things up. Not helping that games like SF6 are LOADED with bright neon effects.
I've been watching through all your videos and HUGE props for your editing. It really ties everything together super well =]
Thank you!
Tekken animations has some elasticity. For example, Kazuya's iconic hellsweep. When he's performing it, his torso twists unrealistically, but it makes the attack feel more swingy and powerful. There plenty of examples in Tekken. Watch how characters twist and wirl when they are hit by screw attacks.
This is the video that got me into fighting games,thank you
why is every song in this video something i listen to daily
The editing was so clean, your channel is gonna blow up soon, Im calling it.
Hopefully
Sakurai made a video about this , about the elasticity of the Mishima hellsweep ironically enough
Strange RUclips algorithm. Came across this video after creating a pixel art character in Aseprite and making 3 combos with at least 50 frames each. Now, i'm going to dev a fighting game thanks to this video.
Ok, Ready to build my fighting game. I really want to back to good old brawling...maybe with a super or two...
good production, visuals helped convey info
I've redone the animations in my game so many times lol. Iterative approaches are fun but just not immediately satisfying like motion capture. But most humans suck at moving, soooo...no love lost lol
Hey man love the work that went into this video, reminds me of Core-A-Gaming from editing to how the video is structured. Keep up the good work 🤠
Thanks, will do!
Felt like this video was An animation class (which don’t get me wrong is amazing). I always thought about doing real life acting takes to make movements in games, and now I feel stupid knowing it has already been done, I find it really cool that Tekken and Mortal Combat decided to do that.
0:52 (insert Pokémon scarlet and violet clip here)
Always interesting seeing the rotoscoping videos. The twitching around after falling for Mk and you can easily tell how it'll be translate into the game lol
Just nitpicking here but Tekken uses very little or subtle elasticity in their animations, one example being the Mishima Hell Sweep. If you ever slow down a video of them doing it without a shirt, you can see their torso and hips contorting to near unnatural amounts. Otherwise, great video and keep up the good work!
Tekken while has no cartoonic elasticity a lot of the moves can break the models and their limbs/spine to make the animations look more impactful. It's over the top, but it still stays in the bounds of percieved realism. It's great.
The problem with MK is there are many punch and kick animations where the character almost only moves it's attacking limb. There are also many badly placed keyframes. I don't understand why, they can make the cutscenes look nice, but not the in-game animations? Strange.
Btw: Isn't SF3's anims were all based on 3D models? (other then those few based on rotoscoped footage) The same way KOFXIII, doing pixel art over simple 3D models.
No, SF3 was all hand-drawn and a bit of rotoscope. Traced 3D was used for objects, but not characters.
A lot of current 2D fighters do the KOFXIII/Blazblue thing you're talking about, though. (It's how I'm doing the sprites for mine).
Pleasant surprise seeing Small arms show up
Played that game a LOT as a kid
I would love to see a 3d fighting game like tekken and virtua fighter but with more stylized animations. I would love to see how a more cartoony anim style translates to a 3d game.
This dude amazes me everytime he drops a video. This is the definition of peak content. Great job man, great job
Indeed
It’s always nice to see comments like this, it’s why I always learn new techniques to at least try to make the videos better, thank you
Putting the water level donkey kong country music at the start very nice
Wonderfully done. Between this and SugarPunch's A.B.I.Tutorials I'll never look at fighting games the same again. XD
Such a good vid, thought this was gonna be another boring motion inputs video, but this is fucking amazing
Just discovered this video + this channel. Firstly want to say this video was really well edited and I shared it to my small group of friends! Secondly, I want to advise that you take longer breaks between thoughts - those gaps will allow viewers to refocus once you start talking again. Feel free to ignore that thought as I am just a rando but you get a sub from me!
I appreciate the feedback, pauses could definitely help with the pacing so I'll keep that in mind next time
Haven't watched the whole video yet but you should definitely make a chatgpt video! Also why Elena head like that 😭
It could be interesting but I'm not sure if people would want to see it, i've made ai lore videos in the past and they didn't do that well. Also yeah Elena's head doesn't move sometimes lol
@@typhoonbh Got it
this guy always manages to sneak in brawlhalla. Now i always search for a brawlhalla clip
Hitstop is one the mechanics of all time
it really is
@@typhoonbh I love it
I agreed with just about everything in this video, except for your point at 6:45. You say it's not a good idea for special attacks to have minimal start up and recovery. For a lot of moves this is fair, but not for DPs. I think DPs (dragon punches, or SHORYUKENs for those who don't know) should have minimal startup because they're harder to input then a normal anti-air. Let's look at Ken in 3rd strike. He has CrHP, which is basically just a DP without the jumping and flaming fist, but it's one button. It's startup frames are minimal (7) and it does essentially the same thing as a DP. The DP however only has 1, 2, or 3 frames depending on the button you press with. This is to balance the motion input, because newer players struggle with a DP motion, they can just use the CrHP to anti-air. It has more startup but it does the same job. I think there's a Leon Massey video about it that explains it way better than I could, but please go watch that. Overall, you made a great video and earned a new subscriber.
You're right I didn't take into account how hard the could be, and yeah Leon Massey's videos are great.
3:40 i mean more realistic doesn't always mean good thing, MK has one of the worst animation i've ever seen in FGs, i suspect they just tracing the motions capture instead of using its as preference, their animation aren't dynamic like Tekken because they are afraid to use others animation's principles like strech and pull with their model
6:02
when you said this you reminded me of smash bros
Yo awsome video really really informative and educational about fighting games fr man 💯🔥 btw whats that fighting game on 1:35?
That thumbnail legit looks like Gouken was in 3rd strike or alpha 2 xD
Control is the key. More attacks in a character's arsenal=higher skill cap. Higher skill cap=possibility for a better player. There are pro controllers for a good reason. Pro players know peak control is vital. Games with air combos, parries, dashes, etc offer superior control. The skill cap for games like mvc2 and sf3 are through the roof for that reason.
Your videos are always interesting and nice to watch thanks
Glad you like them!
What is this game at 1:34 - 1:42?? I've never seen it before but the visuals are really smooth
Also the whole video is really nice, your editing is very nice.
Its called punch planet
BABE NEW TYPHOON VIDEO DROPPED
Please make a video about legendary moments in fighting game tournaments
Again the thumbnail is really good
Thank you!
4:03 6:26 6:52
It feels like this video says that the most important part about fighting games is how smooth the moves look. And I definitely not agree with that. Moreover, it has some other problems with its logic.
The term "motion" is generally meaningless in terms of designing a game because it's inconcrete. And the description of "everything the characters do on screen" doesn't help much with the discussion ^^"
And if we're talking about graphics. There are two parts to graphics in games: satisfaction and conveying information, readability.
The impact of the first one is easy to grasp. And it's also quite easy to understand that games without any visual satisfaction can be extremely engaging for the players (look at chess).
The impact of readibility is more important to fighting game genre because the speed requires the visuals to convey most of the game's information in fractions of a second. Readable animations doesn't equal smooth motion, however. Just being distinct and established.
So yeah, I also don't know what the heck "the key to a game genre" means exactly. But I would without a doubt bet it's gameplay interactions between the choices of the players which aren't generally described as "smooth motion".
How do you even combine "the realistic FGs have random damage and therefore inconsistent results from the same option and also no health bar" and "the other FGs have flashy moves that stray from realism which makes them (somehow) hard to balance" under the label "motion"? It's beyond me. And even with the meaning of "everything the characters do" what does it all supposed to mean exactly? Those are whole deep separate discussions on their own.
And the reason fighting games have similar mechanics is that otherwise it's hard to distinguish a FG from a shooter?
Well, this video isn't exactly wrong. It's just strange in the way it places emphasis and makes its examples and ties together different things.
My reasoning behind the title was that every "good" fighting game already has well executed gameplay interactions and I agree with you that is probably the most important part, but my point was how the smoothness in motion can turn a fighting game from good to great, like cherry on top of a cake and not the cake itself. I definitely could have done a better job getting that point across though.
@@typhoonbh, thank you for the kind reply!
I think I'm being a little too harsh. It's just that I felt confused and had to rewatch the video several times trying to understand what's wrong.
It was really easy to miss you saying "the part" in the beginning of the Street Fighter section apparently.
I also edit my thoughts a lot so I don't know which version have you caught.
Don't be discouraged by me, please. I hope you'll make more videos and become great at structuring the writing!
@@a_wild_Kirillian Don’t worry, I really appreciate it when people give criticism because they’re giving me tips to improve. I’m really new to this style of video so it really helps!
holy crap ur at 20k already?????? i remember when you were saying thanks to us about 10k
I love it when my fighting game video has movie quality editing
I try lol
Yeah, I really like this topic of motions to make fluid animations, I like how smooth the animations look in Third Strike, and I want to record myself moving in a video to then use rotorscope to make my own fluid animation, and there's lots of animations I want to make using this process.
2:56 And yeah, it makes me unconfortable to look at that elena's animation
This video gave me good emotions
Is why when I play an anime fighter or a platform fighter to a Mortal Kombat player in local matches, their playstyle is almost always grounded rushdown (even if they're playing a zoner heavy fighter like Link in Smash Bros or Nu in BlazBlue) while completely ignoring their defense options and aerial mobility?
what game is that @ 6:04? originally found you for the BH, stuck around for good analysis & quality content. well done
its called small arms
Great video
Thanks!
Ohhh my God someone remembers small arms!
brooo i need an editing tutorial i love your style
This is such a niche channel, I luv it.
How many people wanna see this man create a fighting game?
If I could I would
@@typhoonbh I hope in the future you can have the resources to create one because that would be amazing!
This is why i can't bring myself to play multiversus, the movement feels like no other fighting game I've ever played, in a bad way ofc. It's sluggish and slow, and it's because of that that I feel the skill and technique required to have fun take a MASSIVE blow
It’s hard to switch to that kind of moment when most platform fighters are really snappy
3:07 yeah, thanks
I am new to the channel, would you kindly point me to one or two of your videos on Luke's forward movement?
6:00 "Especially when those attack have a lot of forward movement, .... look no further than Luke, I've talked about him enough, so you guys already know."
4 mins in: The most HATED DLC fighting game characters.
ruclips.net/video/-8WJZ7-zhu4/видео.html
@@typhoonbh thank you very much
The cyperpunk part lol
thanks
1:34 um One simple question
What the HADOUKEN is this awesome fighting game I've never seen in my life ?
💢💥
Punch Planet
I notice whenever modern Mortal Kombat animation is of discussion, it's not the in-game* animation that's talked about. It's the cinematics and supers.
*In-game, as in when you're actually playing the game and not watching the game being played for you, which cinematic super moves do.
For me strive embodies this. Almost all the animation is amazing, EXCEPT for the throws!
I've had an idea of making a RWBY game. So far, its just on paper but i wanna learn how to do any form of Game Development
So according to your video, animation directly affects gameplay. I don't really understand that, but it's interesting.
I'm here wondering why the combat in Xenoverse 2 stands out compared with Kakarot. The visuals in Kakarot are beautiful, but the game relies on button-mashing, whereas Xenoverse 2 seems to be more balanced. What makes a game button-mashy?
Another question: there was a game in the video that you didn't mention in the description. It had a cartoon-like art style?
Great video man :)
Glad you enjoyed it
can someone tell me which game is: 1:24
yo can someone please inform me of the name of the game at 1:35 ????? looks absolutely beautiful
punch planet
What are your thoughts on the current controversy surrounding the new Mortal Kombat's animations
I’m not familiar with what’s going on
Tf is that one game at 1:35?Looks beautiful
It's called punch planet
Underrated af🔥
Excellent work and quality vid.
Much appreciated!
This channel is sick
Thank you!
Do we have all the hand drawn sprites used in SF3?
at around 3:30, I can't place that song. Is it something by Home?
Yep it’s flood by HOME
Awesome content!
😭😭😭noway your vid 8mins exactly for fumbled the extra ads how did you sell 1 sec
On my screen it says 8:01, either way it let me put midrolls lmao
Great video!
Bro got me wanting to play sf4 because of the thumbnail and skullgirls 🤣
You should
Quality content
What's that background music here 3:44 ?
Flood - HOME
What game did you get the sprites for the thumbnail from?
the fighters generation has a database of sprites
ayyy i appreciate the mk refrence bro
People were asking to cover more MK stuff so I thought this topic was good for it
Your description still mentions taunts in fighting games.
I copied the links from the last vid and forgot to change that part, thanks