The KEY to every GREAT fighting game.
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- čas přidán 10. 09. 2024
- What do you think is key to a great fighting game? Comment down below!
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#tekken7 #streetfighter #fgc
This video talks about motion in fighting games.
Guilty Gear Strive is a fighting video game developed and published by Arc System Works. It is the seventh mainline installment of the Guilty Gear series and the 25th overall. The game was released worldwide on June 11, 2021. It uses Unreal Engine 4. Intended as a "complete reconstruction of the franchise", Guilty Gear Strive retains the core essence of the series but revamps many features and mechanics, except for the removal of the series’ signature mechanic, the Instant Kill. It introduces the "Wall Break" feature, which allows for stage transitions when a combo is initiated in the corner of the arena. Guilty Gear Strive was released for the PlayStation 4, PlayStation 5, and Microsoft Windows on June 11, 2021. It was also distributed via Sega to Japanese arcades on July 29, 2021. "Limited Edition" and "Ultimate Edition" editions were made available for pre-order; console players who get the latter received early access to the full game on June 8, 2021. The cross-platform play was only supported between the PlayStation 4 and PlayStation 5 versions at launch. Cross-play with the Windows version is set to be added as an update alongside Season Pass 2. Ver. 1.05 added Korean voices, marking the 3rd game in the franchise to have a Korean dub, alongside Guilty Gear X Plus and Guilty Gear X2 #Reload.
Street Fighter V is a fighting game developed by Capcom and Dimps and published by Capcom for the PlayStation 4 and Microsoft Windows in 2016. Similar to the previous games in the Street Fighter series, Street Fighter V features a side-scrolling fighting gameplay system. The game also introduces the "V-Gauge", which builds as the player receives attacks and adds three new skills. The game features 16 characters at launch, with four of them being new to the series. A story mode and 30 additional characters were added through updates and downloadable content.
Skullgirls is a 2D fighting game developed by Reverge Labs and published by Autumn Games. In Skullgirls, players fight each other with teams of one, two, or three characters, attempting to knock out their opponents or have the most cumulative health when time runs out. The setting of the game revolves around the "Skull Heart", an artifact which grants wishes for women. If a wisher with an impure soul uses the Skull Heart, she is transformed into a monster known as the "Skullgirl". The game was first released through the PlayStation Network and Xbox Live Arcade in April 2012, and received generally positive reviews from critics, who praised the animation and gameplay mechanics, while criticizing its initial roster size and online multiplayer features.
Mortal Kombat is a popular series of fighting games created by Midway Games, which in turn spawned a number of related media. It is especially noted for its digitized sprites (which differentiated it from its contemporaries' hand-drawn sprites), and its mix of bloody and brutal action; its graphic Fatality killing moves contributed to the founding of the ESRB. The original Mortal Kombat was developed as a reaction to the popular Capcom fighting game Street Fighter II, with simpler controls and digitized graphics. The original idea of Mortal Kombat was thought up in 1989 along with storyline and game content, but not put to arcades until 1991 (and game systems). Some say the game's graphic violence was gratuitous, and was only included in order to generate a public outcry and controversy that would garner publicity for the game. Although highly controversial, the mix of realism and violence propelled Mortal Kombat to widespread and historic renown.
Tekken 7 (鉄拳7) is a fighting game developed and published by Bandai Namco Entertainment. It is the seventh main and ninth overall installment in the Tekken series. Tekken 7 was released to arcades in March 2015. An updated arcade version, Tekken 7: Fated Retribution, was released in July 2016, and features expanded content including new stages, costumes, items and characters. The home versions released for PlayStation 4, Xbox One and Microsoft Windows in June 2017 were based on Fated Retribution. Set shortly after the events of Tekken 6, the plot focuses on the events leading up to the final battle between martial artist Heihachi Mishima and his son, Kazuya. Tekken 7 introduces several new elements to the fighting system such as Rage Arts and the Power Crush mechanic, making the game more beginner friendly than previous iterations in the series. Tekken 7 was a critical and commercial success, selling over 9 million copies as of June 2022. A sequel, Tekken 8, is in development.
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
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...
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
I gotta say your channel is so amazing for fighting game lovers and for starters
How didn’t I know this channel earlier😭
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.
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)
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.
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
5:19 squidward is hitting with the beat
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
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
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!
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.
Bro why is the Transitions so clean?!
A lot of practice
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
=)
why is every song in this video something i listen to daily
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 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 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 😅
I've been watching through all your videos and HUGE props for your editing. It really ties everything together super well =]
Thank you!
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).
Tf is that one game at 1:35?Looks beautiful
It's called punch planet
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
Sakurai made a video about this , about the elasticity of the Mishima hellsweep ironically enough
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!
The editing was so clean, your channel is gonna blow up soon, Im calling it.
Hopefully
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!
Yo awsome video really really informative and educational about fighting games fr man 💯🔥 btw whats that fighting game on 1:35?
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
Pleasant surprise seeing Small arms show up
Played that game a LOT as a kid
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)
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.
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
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
Ok, Ready to build my fighting game. I really want to back to good old brawling...maybe with a super or two...
this guy always manages to sneak in brawlhalla. Now i always search for a brawlhalla clip
Snk, Kim's glorious pants
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
Putting the water level donkey kong country music at the start very nice
Your videos are always interesting and nice to watch thanks
Glad you like them!
6:02
when you said this you reminded me of smash bros
Such a good vid, thought this was gonna be another boring motion inputs video, but this is fucking amazing
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?
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
Wonderfully done. Between this and SugarPunch's A.B.I.Tutorials I'll never look at fighting games the same again. XD
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.
3:07 yeah, thanks
Ohhh my God someone remembers small arms!
This video gave me good emotions
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
can someone tell me which game is: 1:24
Please make a video about legendary moments in fighting game tournaments
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?
thanks
brooo i need an editing tutorial i love your style
😭😭😭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
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.
yo can someone please inform me of the name of the game at 1:35 ????? looks absolutely beautiful
punch planet
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
Hitstop is one the mechanics of all time
it really is
@@typhoonbh I love it
That thumbnail legit looks like Gouken was in 3rd strike or alpha 2 xD
I love it when my fighting game video has movie quality editing
I try lol
at around 3:30, I can't place that song. Is it something by Home?
Yep it’s flood by HOME
holy crap ur at 20k already?????? i remember when you were saying thanks to us about 10k
4:03 6:26 6:52
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
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
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!
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.
Again the thumbnail is really good
Thank you!
What game did you get the sprites for the thumbnail from?
the fighters generation has a database of sprites
For me strive embodies this. Almost all the animation is amazing, EXCEPT for the throws!
1:34 um One simple question
What the HADOUKEN is this awesome fighting game I've never seen in my life ?
💢💥
Punch Planet
Do we have all the hand drawn sprites used in SF3?
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!
What is the name of the game at 6:49 ?
Guilty gear strive
BABE NEW TYPHOON VIDEO DROPPED
Great video man :)
Glad you enjoyed it
make the anticipation part of the attack exaggerated
Great video
Thanks!
What are your thoughts on the current controversy surrounding the new Mortal Kombat's animations
I’m not familiar with what’s going on
What game was that in the beginning with the ninja fighting the wolf 1:35
Punch planet
This is such a niche channel, I luv it.
Where did you get the thumbnail sprites?
Fighters generation has a huge database
The cyperpunk part lol
what was that game that showed up in the opening and closing montages, the one with the dog character
Punch planet
@@typhoonbh thanks great vid btw
What's that background music here 3:44 ?
Flood - HOME
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
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.
czcams.com/video/-8WJZ7-zhu4/video.html
@@typhoonbh thank you very much
What happened to the boiler thumbnail
Excellent work and quality vid.
Much appreciated!
Could you make a template people could use for different umm bits lol
What game is that at 6:05 ?
upload 😁
pls what is the game at 1:34
Punch Planet