Honestly I think, except for the latter half, I prefer it without the camera work. It gives a larger sense of chipp’s character being, you know, a fly buzzing all over the place.
Most Supers like Chipp's do indeed not bother trying to do any camera work for the exact reason that actually appreciating the nonsense superspeed is important.
All this time I thought Aba’s overdrive was drawn but now knowing that that was genuinely the actual model gives me so much more respect for the animators, really goes to show how well strive toes the line between 2D and 3D that I couldn’t tell the difference on a super I’ve seen hundreds of times.
so cool! i love watching the characters transition from their gameplay models to the high fidelity models, and also noticing which effects are composited on.
Faust just stopping and then purposefully ramming you're shins is hilarious
Truly, truly hilarious, and probably a joke in the development team
Its super cartoony too))
Wow that's called misdirection 😂😂😂
*boop*
like how faust pushes the wheelchair on their feet
That’s so smart to have the effects hand drawn on the screen over the moving models, that’s cool
Aba and Zato having their shading appear due to it being a hand drawn effect is really cool
potemkin is just too excited to do ahpb that his whole body is shaking
"OH BOY OH BOY AN HPB!"
I love behind the scenes stuff for animation.
Arcsys' understanding of 3D, 2D animation, Sfx, Vfx, and cinematic direction is otherworldly
Slayer hovering in front his opponent was too good
I like how Sin's flag just stretches fullscreen
Chipp's is one of the most visually interesting even without the camera work.
Honestly I think, except for the latter half, I prefer it without the camera work. It gives a larger sense of chipp’s character being, you know, a fly buzzing all over the place.
He doesn't even hit you during the supper no damage should be taken 😂
@@xcreenplay7264 He hits you so fast you can't even see it. If you were a ninja you'd be able to see it. Clearly you need more training.
@@Adu767 😂
Most Supers like Chipp's do indeed not bother trying to do any camera work for the exact reason that actually appreciating the nonsense superspeed is important.
All this time I thought Aba’s overdrive was drawn but now knowing that that was genuinely the actual model gives me so much more respect for the animators, really goes to show how well strive toes the line between 2D and 3D that I couldn’t tell the difference on a super I’ve seen hundreds of times.
so cool! i love watching the characters transition from their gameplay models to the high fidelity models, and also noticing which effects are composited on.
The hand drawn effects on the screen is a very smart trick
Its really cool how a lot of the effects are pre rendered or hand drawn
This is actually one of the reasons why ggst characters are so damn expensive. Almost every frame of the animation is hand drawn and it's crazy.
I like that the majority of these overdrive's, the actual character model, perform the super with no pre-rendered tricks
1:53 Potemkin had too much glue and started sticking to air
Potemkin looks like someone is playing with GMod's gravity gun
This just goes to show the care and thought put into each of the cinematic overdrives. I love this game
I love how slayer is just kinda floating around in his
It even makes sense, given that that's established as a power he has and will use just to flex on the opponent.
The amount of camera trickery to make fighting game 3D models cinematic is hilarious.
This really made me appreciate the camera angles, i don't always notice it in the game but those animations are so nuanced and beatiful
Stuff like this is so fun and interesting to me it's like a little sweet treat behind the scenes
Ky's RTL without the cinematic angles feels normal
Aba move is my fav, so badass and so creative
7:12 ASUKA WHAT HAPPENED TO YOUR NECK (Watch frame by frame if you don't see him)
I SEE IT LOL
Perspective is so funny with 3D models
I bet with a couple touch ups this could be a neat option in-game
Zato looks cooler without the camera angle 😮
8:09 CREEPY PARACELSUS FACE ON THE BOTTOM LEFT???????
i love how johnny teleports forward and backward again for no reason (makes him cooler)
Zato's looks cool as fuck, I want that to be in the game.
It shows how much effort they put into this.
god i love this game
8:41 😂😂 the person getting bit is fully rendered. Wow
I like how most of them look like normal attacks? Like, outside of the camera angles
Ive seen these so many times thats its nice to see them like this.
Where tyrant rave tho
this is so fuckin funny
Ride the lighting still looks dope
HEAVENLY! POTEMKIN! BUST!
FAUST HOLY SHIY
Feels like the good old days. From guilty gear to accent core
Surprised to see the lack of squash and stretch of models like in DBFZ. Is this a superior animation style for a more desirable product?
it's moreso exaggerated curves than squash and stretch I see. It's more likely a difference in direction than anything
It's so weird hearing HPB in English. The japanese version is just so much more hilariously over the top.
wouldve been cool to see tyrant raves startup non cinematic
how the hell they model the aba's weapon, it shifted so crazy
When the intros?
Why does chipps overdrive remind me of vegas ultra combo from SF4? Bloody high claw
0:40, so Kyle DI transformation is pre-rendered, but his RTL is not cool 😂
Millia floating💀
DBFZ with no camera: LOOK WHAT THEY HAVE TO DO TO MIMIC A FRACTION OF OUR POWER
I need this as a mod please
Millia look so rough
That's the point of closeups. You can get away with less animation 😂
Holy hell English dub sounds dead as hell
I like that the majority of these overdrive's, the actual character model, perform the super with no pre-rendered tricks