How high up Ryu hits someone, too. How far Marisa hits them looks like something out of Looney Tunes. Guile's hits them and they teleport back into frame for the somersault. Interesting how they move them around for camera angles and placement. Without the cinematic angle, it looks like they're being teleported around.
When you see how much height they're getting it manages to look even more brutal, like you might be a superhuman Fighter from Streets but I don't think you're surviving Juri's spine catch.
@@Aaa-vp6ug Yeah. Each and every last one of these guys jumps like six feet into the air and land like it's nothing, and some of them literally have magic power blasts, and don't even get me started on the Shotos casually rotating so fast that the sheer speed of their legs is enough to propel them off of the ground like helicopter blades.
@@dulcrown929 I'm not so sure that's it. I could be wrong, but I've always seen it as him somehow manipulating the dark Hadou and taking a bunch of his attacks and then combining them all into one instance in time for a singular brutal attack. Basically like how the flash can have multiple versions of himself from different time frames performing a single task in one instance in time.
@@TheCyborgMC I think i saw somewhere that the shadows are the victims he claimed with the attack and now they're a part of him and he uses their essence to power the attack (i could be wrong but it's a nice theory i think).
@@TheCyborgMC this is more of a lost in translation when it become "Die A Thousand Death" in english. the phrase in it's original language means "Thousand Strikes in An Instance", meaning he is hitting that fast. it's more obvious in SF5 that he's zooming around the victim as his strikes sped up, unfortunately the game only register it as a measly 30 hit combo.
This screams "Work Smart not Hard" By cleverly tweaking camera angles,These animators deceptively brings out some of them most coolest dynamic looking animations but also more importantly saves them a lot of time instead of animating everything.
To be honest, this is alot of what video games actually are in general. Lots of clever tricks and lots of smoke and mirrors. Pretty sure it used to be common practice to load objects that characters use (weapons, or props used in specials) under the map and would just warp them into the right spot when needed to avoid spot loading hitches.
This is amazing. A lot of work and planning go into creating these cinematic experiences. The perfect camera angles, background special effects, stage positioning, etc...and that's before we even get to the actual animation.
i feel like they are a lot better with the added camera angles in this angle they are more like jank 3rd strike supers with dooms and weird teleporting either way its still cool to see behind the scenes but i definately prefer the original supers
This makes me respect the process even more because of much work the camera angles do to sell the attack and its impact. Its also cool to see it from this perspective because it shows just how powerful each of these fighters are with how high they jump and how much force their attacks deliver. Makes us feel like outsiders to a street match between demigods.
As an animator, these comments are disappointing and disheartening lol. 1. The intention of the ultras/cas is to provide a cinematic, different angle and get up close to the characters so you can see them in a way you don't normally get to, and build more of a connection. SF4 was brilliant with this. Supers have minimal camerawork to stay normal in the action. 2. Camera work is used to save on time and work to avoid having to animate unimportant parts that won't be shown. Character sitting down at a table? Those legs aint doin shit. Even a character making an expression might look like nightmare fuel when seen from even a 5 degree camera angle shift because sequences are animated to camera, not to be seen from all angles. 3. If someone is like, why don't they do these super complex motions in one take? Learn anything about film production please. It'll be fun.
Just because its neat from an animators standpoint doesn't mean other people are going to not like what they like. You make it sound like it was animated for the sake of what animators and others at the company wanted/think fans wanted. Tell you right now that probably 99.999% of fans don't care, and most that do are animators themselves.
@@hakageryu-hz7jz I don't get that from his post at all. It just seems like an explanation of why the animations work the way they do from someone irritated by people who don't understand the subject. It seems perfectly reasonable to me whether fans care or not.
@@GayleHarrahs thanks Gayle. Its not about THIS IS RIGHT OR WRONG, but "this is why”. An explanation or reasoning isn't an attack or shame on someone's opinion.
This game is such a work of art, that sometimes I hop on the game just to go to practice, turn off the character voice in settings, turn up my TV volume a lot, and listen to Zangief's CA 3:09 over and over again. I can't stop listening to the CA start-up sound, the cheering in his CA, and the *I M P A C T* at the end. What a beautiful game you are, Street Fighter 6.
bro imagine seein this stuff irl, watch a man dressed like a hobo fire upercut almost 18 ft into the freakin air and then punch them down to the ground faster than air velocity would normally allow...
Or a guy fling another guy 30 metres (98’5”) into the air, then somehow carry him down far faster than the ascent. Edit: that’s 40 metres, mb (131 feet 2.803 inches)
It's absolutely wild to me how quickly these characters can teleport around the screen and somehow the camera can follow them in a way that makes this shit all make sense. Camera work is basically magic to me
“Oh, so Ibuki can just throw knives at people and no one says anything. But *I* break a few people’s skulls with a kickass Izuna Drop and suddenly everyone gets huffy.”
the way they teleport around makes it look more like a montage of the times these characters used their supers. It's interesting how much the framing changes your perspective and just how much work goes into making these. Thanks for the video!
These all feel like very elaborate stick figure animations its all so fluent and stylish. juri’s one speaks this the most to me, its so bouncy and full of life. I should pick up SF6 sometime this game is gorgeous
i still can't understand why doesn't Luke actually sit on the opponent . In current position, either he break his waist punching or the opponent may sneak out
@@zombieeightpack1381 the whole criticism is of no substance itself lol. "Why doesn't the guy who fights with magical mma moves not do this one things more realistically?"
I didn't realize the animations were actually happening in the stage. I thought they were some kind of separate animations with a fixed distance value determining where you'll end up on the stage once the cinematic is done
It's crazy how many cuts and position changes there is, yet with the proper camera work it all looks seamless. Lighting being consistent too. And I get that you can plan a super and imagine it, but then you have to break it up into multiple pieces and imagine how THAT works. And it all still looks great. Cool as shit.
Jamies looks even more like a martial arts movie without the camera angle and Akuma looks like one of funniest ahit ive seen yet legit looks like he was having a montage of what to do with you
I can't be the only one to think some of these actually look better, can I? Honestly it gets me thinking that a game full of high-effort animated supers like SF6 from a flat normal camera angle would work far better than most people realize.
The akuma CA is the coolest looking I think. Even though I play Lily, I’ve always wished she had a better super art 🤷♂️. Hers is the lamest by a decent margin lol. Kimberly’s was surprisingly awesome too!
Kinda wish they would have two ways to show moves. one with the angles and sometimes one showing the full scale in normal view. Be cool to have that epic scene and sometimes see the move for what it is. Manons and some other moves really show how far they throw somone.
Every one of those supers, from out of bounds looks ten times more brutal. JP's looked utter terrifying. Ryu's was a mortal Kombat kill scene. Cammy's was probably the weakest as she was strike teleporting from off screen so fast.
This i why i love old fighting games. A fatality or a super move didnt have cinematics and was a lot more interesting than just seeing the same cutscene over and over again
im not gonna lie, the way the demon looks without the angles looks pretty crazy too!, i wish there was a way to enable the angles or not, that might be funny and or fun, who knows lol
Seeing the amount of height Manon gets makes it look even more brutal
She need to join the NBA with that airtime dayum
How high up Ryu hits someone, too.
How far Marisa hits them looks like something out of Looney Tunes.
Guile's hits them and they teleport back into frame for the somersault.
Interesting how they move them around for camera angles and placement. Without the cinematic angle, it looks like they're being teleported around.
Like fr these guys are just straight up FLYING
Getting super tossed lol
the vibes: 😊💃💃🕊️🕊️✨✨
the facts: french woman arrested for pushing tourist from a 6 story window
seeing how meticulously the light sources are lined up in every cut to look seamless in-game is crazy
It was quite interesting to me. That is why I am recording Tekken 8 tonight. So we can compare.
Capcom did a post last night about that, i really like that everyone have a part and credit for the final product ❤️
It's the same for RE4 remake too. Cutscenes look so natural and seamless, but every camera cut = a lighting change. They put in a lot of work!
Dee Jay isn't teleporting, he just gets a few extra drive rushes
Exactly. His range of motion is very large. 😂
😂😂😂
Bro, he took his CA to another neighborhood!
2:55
God-DAMN! I felt that punch. Ken's CA just got a lot cooler.
0:48 this CA became a hood classic as soon as Marisa hit the A pose off camera
the fact you see the opponent arriving at the wall and her basically just waiting is hilarious for me too lmao superman toss type stuff
When you see how much height they're getting it manages to look even more brutal, like you might be a superhuman Fighter from Streets but I don't think you're surviving Juri's spine catch.
Nobody survives her. 😅
yeah it makes them seem like anime super powered characters
@@natman2939I mean, they are.
@@Aaa-vp6ug Yeah. Each and every last one of these guys jumps like six feet into the air and land like it's nothing, and some of them literally have magic power blasts, and don't even get me started on the Shotos casually rotating so fast that the sheer speed of their legs is enough to propel them off of the ground like helicopter blades.
1:52 WHAT A KICK, DUDE
JP looks terrifying from over here
1:14 that throw was personal
4:18 OK! That critical art was even more scarier and badass with this angle tho-
Agreed. Feels way more like Im watching someone get jumped in an alleyway on their way home.
@@jadowarcadia6227 POV: You're a passerby witnessing Gen's (alleged) final moments against Akuma
@@jadowarcadia6227 Considering how all the custom characters now can learn the Ranging Demon, It's not far fetched in SF world
@@Jarubimbaimagine fighting a mf and then he pulls out the Shun Goku Satsu
Akuma just goes back to his classic raging demon but now we can see what's going on
Yeah. I was also excited to watch it.
Well is not that he summons a bunch of akuma , is a representation of how fast he is, he apears to be atacking from every point
@@dulcrown929 I'm not so sure that's it. I could be wrong, but I've always seen it as him somehow manipulating the dark Hadou and taking a bunch of his attacks and then combining them all into one instance in time for a singular brutal attack. Basically like how the flash can have multiple versions of himself from different time frames performing a single task in one instance in time.
@@TheCyborgMC I think i saw somewhere that the shadows are the victims he claimed with the attack and now they're a part of him and he uses their essence to power the attack (i could be wrong but it's a nice theory i think).
@@TheCyborgMC this is more of a lost in translation when it become "Die A Thousand Death" in english.
the phrase in it's original language means "Thousand Strikes in An Instance", meaning he is hitting that fast.
it's more obvious in SF5 that he's zooming around the victim as his strikes sped up, unfortunately the game only register it as a measly 30 hit combo.
Man I really adore those paint swirls at the start of each CA. Gives it so much more flair.
Yes, I enjoyed it too. I am presently recording Tekken 8. That was wonderful. It truly grabbed my attention.
This screams "Work Smart not Hard"
By cleverly tweaking camera angles,These animators deceptively brings out some of them most coolest dynamic looking animations but also more importantly saves them a lot of time instead of animating everything.
Exactly. It is. You said great.
To be honest, this is alot of what video games actually are in general. Lots of clever tricks and lots of smoke and mirrors. Pretty sure it used to be common practice to load objects that characters use (weapons, or props used in specials) under the map and would just warp them into the right spot when needed to avoid spot loading hitches.
This is amazing. A lot of work and planning go into creating these cinematic experiences. The perfect camera angles, background special effects, stage positioning, etc...and that's before we even get to the actual animation.
some CA are actually cool af in this angle
i feel like they are a lot better with the added camera angles
in this angle they are more like jank 3rd strike supers with dooms and weird teleporting
either way its still cool to see behind the scenes but i definately prefer the original supers
@@Sharky_0456of course the originals are better but seeing zangief go into the stratosphere like he was Potemkin just to break your neck is so cool.
@@mendeleyev1790 yeah
Makes me imagine a lot on how sf6 would look if it were in sf3’s style
Ryus
Manon’s seems like it was made to be seen in third person LOL
Ryu's actually looks the best in terms of fluidity.
I agree.
so, everyone has his own Domain Expansion 😅
Damn, without the forced camera angles it makes the fighters look so much more powerful. Ken looks like he just straight up murders you.
Different yet awesome and entertaining perspective of the fights and critical arts.
Glad you enjoyed it!
It's Raining Akumas according to the weather forecast
0:24 manon please end my life
Love that Gief's is just a recording of an atrocity.
Ken’s looks so cool
It really does - the smack at the end is satisfying af.
Many of them hit differently in this angle, plus Jamie’s CA looks extremely horrifying here it is terrific!
The impact on Manon's CA is insane
I love it when people do this, makes it cool to see everything going on.
You know, apart from appreciating the camerawork more, you can also appreciate how the visual effects/lighting enhance the impact on these.
so zangief launch you into space
lmao
Watch him ACTUALLY do that in one of them early 3D, EX games.
This makes me respect the process even more because of much work the camera angles do to sell the attack and its impact.
Its also cool to see it from this perspective because it shows just how powerful each of these fighters are with how high they jump and how much force their attacks deliver. Makes us feel like outsiders to a street match between demigods.
Sit down and shut up looks so amazing !! The height and the speed at which the punch launches the enemy is brutal
I think people arent undertanding the sheer STRENGTH these people have. Simple uppercuts can make one flying like damn
Akumas normal CA somehow looks even more brutal from this angle
i like how you also include a square with the original super
I'm glad you like it
As an animator, these comments are disappointing and disheartening lol.
1. The intention of the ultras/cas is to provide a cinematic, different angle and get up close to the characters so you can see them in a way you don't normally get to, and build more of a connection. SF4 was brilliant with this. Supers have minimal camerawork to stay normal in the action.
2. Camera work is used to save on time and work to avoid having to animate unimportant parts that won't be shown. Character sitting down at a table? Those legs aint doin shit. Even a character making an expression might look like nightmare fuel when seen from even a 5 degree camera angle shift because sequences are animated to camera, not to be seen from all angles.
3. If someone is like, why don't they do these super complex motions in one take? Learn anything about film production please. It'll be fun.
Just because its neat from an animators standpoint doesn't mean other people are going to not like what they like. You make it sound like it was animated for the sake of what animators and others at the company wanted/think fans wanted. Tell you right now that probably 99.999% of fans don't care, and most that do are animators themselves.
@@hakageryu-hz7jz I don't get that from his post at all. It just seems like an explanation of why the animations work the way they do from someone irritated by people who don't understand the subject. It seems perfectly reasonable to me whether fans care or not.
@@hakageryu-hz7jz not about looking neat to an animator, go get educated like bro said and come back.
@@GayleHarrahs thanks Gayle. Its not about THIS IS RIGHT OR WRONG, but "this is why”. An explanation or reasoning isn't an attack or shame on someone's opinion.
All these cinematic supers take way too long and take you out of the action.
This game is such a work of art, that sometimes I hop on the game just to go to practice, turn off the character voice in settings, turn up my TV volume a lot, and listen to Zangief's CA 3:09 over and over again. I can't stop listening to the CA start-up sound, the cheering in his CA, and the *I M P A C T* at the end. What a beautiful game you are, Street Fighter 6.
I agree with you. Exactly
cammy’s execution kick looks way more brutal without the angle
bro imagine seein this stuff irl, watch a man dressed like a hobo fire upercut almost 18 ft into the freakin air and then punch them down to the ground faster than air velocity would normally allow...
Or imagine you just walking home when you see a man get jumped by 1000 shadow
Or a guy fling another guy 30 metres (98’5”) into the air, then somehow carry him down far faster than the ascent.
Edit: that’s 40 metres, mb
(131 feet 2.803 inches)
It's absolutely wild to me how quickly these characters can teleport around the screen and somehow the camera can follow them in a way that makes this shit all make sense. Camera work is basically magic to me
The camera can be teleported too
Kim's just straight up kills her opponent.
“Oh, so Ibuki can just throw knives at people and no one says anything. But *I* break a few people’s skulls with a kickass Izuna Drop and suddenly everyone gets huffy.”
@@jasonfrancese8359 God forbid women do anything
@@gwen9939 That’s a fair point.
the way they teleport around makes it look more like a montage of the times these characters used their supers. It's interesting how much the framing changes your perspective and just how much work goes into making these. Thanks for the video!
Anyone else just love the CA's that just dedicate into making the opponent fly? Cause look at that air Ryu got at 2:07!
Damn some CA are much more brutal than they seem to be
The textures and effects are so creative and beautiful. Its hard to appreciate them as they happen so fast and in tense moments
Ryu Cammy and Manon almost got theirs enhanced in some ways
some of these look even cooler from the fixed angle
You really get to see how fluid the animations are
exactly
ken's is the coolest by a long shot
manon is a close second
These all feel like very elaborate stick figure animations its all so fluent and stylish. juri’s one speaks this the most to me, its so bouncy and full of life. I should pick up SF6 sometime this game is gorgeous
The amount of air Ken gets is so badass
Love this video. I remember the first time someone did this for SF4 back in the day. My mind was blown.
Thanks for uploading :)
I'm glad it was useful to you. Tekken 8 is also being prepared.
The akuma's shun goku satsu is incredible on start even on no camera angle damn
4:18 Like something about this shot making Akuma look like a ghost in the shadows just works SO WELL
Ken's looks so damn cool
Just seeing them ragdoll from a 30 foot drop is more painful than the actual combo
i still can't understand why doesn't Luke actually sit on the opponent . In current position, either he break his waist punching or the opponent may sneak out
Probably because it's a video game
I remember this drove some guy on Twitter crazy. He would bring it up constantly.
@@Tonefoni If you have nothing of substance to say, don’t say anything at all. Please. For the love of god.
@@zombieeightpack1381 the whole criticism is of no substance itself lol. "Why doesn't the guy who fights with magical mma moves not do this one things more realistically?"
"break his waist"
what?
Manon looks so good wtf
This just highlights how mundane Luke’s lvl 3 is in comparison to the rest.
I didn't realize the animations were actually happening in the stage. I thought they were some kind of separate animations with a fixed distance value determining where you'll end up on the stage once the cinematic is done
the fact that they actually do stand on stage is pretty amazing still tho
Knowing that Marisa just asserts dominance before killing you explains why it does so much damage
Jamie's just like like a long take in a Kung fu movie and I dig it
こう見ると、本当に細部までこだわっていてすごいわ..
It's cool to imagine how some of these would look in a older 2D capcom game. a lot of em work out rly well imo, like Juri's and even Jamie
It's crazy how many cuts and position changes there is, yet with the proper camera work it all looks seamless. Lighting being consistent too. And I get that you can plan a super and imagine it, but then you have to break it up into multiple pieces and imagine how THAT works. And it all still looks great.
Cool as shit.
I really love that start-up sound when you use a CA
Rashid chill out! 😂
2:46 incluso desde esa perspectiva se ve épico
As a SF6 viewer, its my first time seeing rashid CA, they just do super 2 all the time
Jamies looks even more like a martial arts movie without the camera angle and Akuma looks like one of funniest ahit ive seen yet legit looks like he was having a montage of what to do with you
Yeah. I also liked his CA.
There’s a sphere present during some of the CA’s, I guess the devs like jjk and domain expansions
All of the effects are applied precisely within this sphere, ensuring that the game continues to operate smoothly even while CA is active.
@@GGROLER yep definitely a domain expansion 😂
Could you expand on that please? I don't understand what the spheres are for and why it only occurs with some characters CAs. @GGROLER
@@Shinryuken15 is so the super can have that colored background in certain specific shots
@arandomguyontheinternet2308 oh I see! That makes sense - thank you, Random Guy 😊
Jamie: * poses * "....Roadhouse"
In his defense, what if his opponent used to fuck guys like him in prison?
I love how marisa low key just does a domain expansion
I can't be the only one to think some of these actually look better, can I? Honestly it gets me thinking that a game full of high-effort animated supers like SF6 from a flat normal camera angle would work far better than most people realize.
The akuma CA is the coolest looking I think. Even though I play Lily, I’ve always wished she had a better super art 🤷♂️. Hers is the lamest by a decent margin lol. Kimberly’s was surprisingly awesome too!
so this is what it feels like to watch a street fighter 6 fight as the audience 🤓
They bend space and time so casually, that in the next game characters will have fully-developed Reality Marbles
Zangief just throws the guy into orbit before jumping to him
Only now realized it. Cammy is a living firework.
AKA "The camera man values his life" mode.
I feel the jump cuts make the CAs less cinematic, gives us these wide shots and ill go crazy
Manon's one looks fn amazing
Be cool of they did a patch where they smoothed some of these up, and allow the option to select which angle you view it being done
So Marisa punches you so hard that she breaks several laws of time and space. Sounds about right.
Exactly. It was the best description. 😅
Kinda wish they would have two ways to show moves. one with the angles and sometimes one showing the full scale in normal view. Be cool to have that epic scene and sometimes see the move for what it is. Manons and some other moves really show how far they throw somone.
I thought my man honda's CA would look sick from this angle but that mf is just teleporting all over the place
🤣
I love how Rashid’s looks
I find it hilarious that Aki basically just repeats one of her animations twice in a row
打ち上げる系のCA、基本的に半端ない高さから叩きつけられててそりゃあんだけダメージ貰うわって思いました。
Every one of those supers, from out of bounds looks ten times more brutal. JP's looked utter terrifying. Ryu's was a mortal Kombat kill scene. Cammy's was probably the weakest as she was strike teleporting from off screen so fast.
This i why i love old fighting games. A fatality or a super move didnt have cinematics and was a lot more interesting than just seeing the same cutscene over and over again
The cutscenes take us out of the fighting mood.
ryu and kens look better than the in game cinematics
I like to imagine that if these characters existed IRL they would be moving at the speed of light when they fight lol.
Probably not LIGHT but definitely at least the speed of SOUND.
These are so cool and they really show you the beautiful artistic talent behind this game.
Capcom doing god work
The height these characters get looks straight out of early Naruto
Nobody, absolutrly nobody is surviving Kimberly's izuna drop from heaven
If that’s from Heaven, Zangief’s doing it from across TIME ITSELF.
@@Aaa-vp6ug 😂😂
Damn finally. Been waiting for someone to make this video.
I'm glad it was useful to you. Tekken 8 is also being prepared.
@@GGROLER nice cant wait to see that.
@@jackytuan now you can see
These look like domain expansions, from this angle, with the whole atmosphere change.
3:08
Let him know how many of his loyal fans are here boys.
JPs is very cool even without the camera work
im not gonna lie, the way the demon looks without the angles looks pretty crazy too!, i wish there was a way to enable the angles or not, that might be funny and or fun, who knows lol
Yes, it's an exciting experience. I was also fascinated.
Marisa: *Stands menacingly, then punches you across the world*
Where are MY LOYAL FANS at?