SF6 Critical Art no camera angles
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- čas přidán 17. 06. 2024
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all SF6 characters' CA no camera angles
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Gameplay of other characters:
➤➤➤ Street Fighter V: • Street Fighter V: MENA...
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➤➤➤ Dead or Alive 6: • DOA6: KASUMI VS All Ch...
➤➤➤ Tekken 7: • Tekken: NINA's Ending ...
➤➤➤ Dragon Ball FighterZ: • (Krillin, Beerus, Napp...
➤➤➤ Soulcalibur VI: • Soulcalibur VI: Best W...
➤➤➤ Injustice 2: • Injustice 2: Harley Qu...
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#sf6
#streetfighter6
#chunli - Hry
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 ❤️
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!
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
2:55
God-DAMN! I felt that punch. Ken's CA just got a lot cooler.
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
JP looks terrifying from over here
1:14 that throw was personal
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
1:52 WHAT A KICK, DUDE
Ryu's actually looks the best in terms of fluidity.
I agree.
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
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
Love that Gief's is just a recording of an atrocity.
Manon’s seems like it was made to be seen in third person LOL
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.
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.
It's Raining Akumas according to the weather forecast
Different yet awesome and entertaining perspective of the fights and critical arts.
Glad you enjoyed it!
Damn, without the forced camera angles it makes the fighters look so much more powerful. Ken looks like he just straight up murders you.
so, everyone has his own Domain Expansion 😅
Akumas normal CA somehow looks even more brutal from this angle
The impact on Manon's CA is insane
so zangief launch you into space
lmao
Watch him ACTUALLY do that in one of them early 3D, EX games.
Many of them hit differently in this angle, plus Jamie’s CA looks extremely horrifying here it is terrific!
I think people arent undertanding the sheer STRENGTH these people have. Simple uppercuts can make one flying like damn
You know, apart from appreciating the camerawork more, you can also appreciate how the visual effects/lighting enhance the impact on these.
i like how you also include a square with the original super
I'm glad you like it
Ken’s looks so cool
It really does - the smack at the end is satisfying af.
I love it when people do this, makes it cool to see everything going on.
Sit down and shut up looks so amazing !! The height and the speed at which the punch launches the enemy is brutal
ken's is the coolest by a long shot
manon is a close second
The amount of air Ken gets is so badass
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
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.
Damn some CA are much more brutal than they seem to be
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!
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
Ryu Cammy and Manon almost got theirs enhanced in some ways
Ken's looks so damn cool
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?
The textures and effects are so creative and beautiful. Its hard to appreciate them as they happen so fast and in tense moments
Rashid chill out! 😂
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
some of these look even cooler from the fixed angle
You really get to see how fluid the animations are
exactly
This just highlights how mundane Luke’s lvl 3 is in comparison to the rest.
Manon looks so good wtf
Only now realized it. Cammy is a living firework.
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.
I really love that start-up sound when you use a CA
I love how marisa low key just does a domain expansion
the fact that they actually do stand on stage is pretty amazing still tho
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!
1:21 dragon ball
0:24 manon please end my life
Knowing that Marisa just asserts dominance before killing you explains why it does so much damage
Jamie: * poses * "....Roadhouse"
In his defense, what if his opponent used to fuck guys like him in prison?
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.
2:46 incluso desde esa perspectiva se ve épico
4:27 = Lying Flat footed on the ground
4:28 = Ass up... wait what?
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
I like to imagine that if these characters existed IRL they would be moving at the speed of light when they fight lol.
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.
こう見ると、本当に細部までこだわっていてすごいわ..
Just seeing them ragdoll from a 30 foot drop is more painful than the actual combo
I was shuts thinking about when someone would make a video on this yesterday. Thanks!
What does A.K.I.'s regular Level 3 look like? Is the "X-ray" view of the opposing fighter rendered off-scene like I assume the black shadow is on her CA?
If you like I can record lvl 3 of all characters.
*Every Critical Art Ever*
"DOMAIN EXPANSION"
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 Marisa punches you so hard that she breaks several laws of time and space. Sounds about right.
Exactly. It was the best description. 😅
AKA "The camera man values his life" mode.
I love how Rashid’s looks
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 😊
I actually really like watching how they do the lighting, I think it’s interesting to see as someone who wants to learn to animate
ryu and kens look better than the in game cinematics
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
I find it hilarious that Aki basically just repeats one of her animations twice in a row
so this is what it feels like to watch a street fighter 6 fight as the audience 🤓
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.
JPs is very cool even without the camera work
I didn't know Manon could manipulate the laws of physics
These are so cool and they really show you the beautiful artistic talent behind this game.
Capcom doing god work
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.
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
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.
whats up with the black triangles on the top portion of fete foraine? I know that the stage isnt "complete" and things like the rollercoaster or the street will abruptly end... but those look like entire voids. like theres not even a skybox in those areas and the lighting effects arent visible there either
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
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.
reminds me of back when we had pixel art for fighting games and the supers looked similar to these
I also like this view very much. But that's usually how classic viewers are. New fans prefer more camera movement.
Manon's one looks fn amazing
Damn the distance a lot of these supers are taking you is crazy
Dude that’s badass, I wish there was a stage which was just a gloomy fog, with haze blazing by just like in some of the CA’s
Never know this kind of thing will be so cool
Where are MY LOYAL FANS at?
I would be scared shitless if I had to fight any of these super humans
These look like domain expansions, from this angle, with the whole atmosphere change.
yo the demon looks insaneeeeee, i could actually see them implementing that
Who would’ve thought that Cammy’s CA teleported around the least?
They bend space and time so casually, that in the next game characters will have fully-developed Reality Marbles