Thread bump, but it's worth it.
Someone keeps telling me MK11 has better animation still. Nah fam.
While I completely agree that SFV has better animations. NRS also improved their animations a lot with MK11.Thread bump, but it's worth it.
Someone keeps telling me MK11 has better animation still. Nah fam.
Oh wow, I never noticed this.Ah well since it was bumped!
SFV uses animation blending to make certain combo strings look smooth, despite being made of unique attacks.
For instance the startup animations for Ryu's tatsu and Karin's command dash are slightly different depending on what it's being linked from.
Whether Ryu is crouching or standing up, the animation into tatsu is smoothly blended instead of using a hard animation cancel.
Karin's footwork perfectly transitions to the dash, whether you're linking from crouching medium kick or punch.
While I completely agree that SFV has better animations. NRS also improved their animations a lot with MK11.
While I completely agree that SFV has better animations. NRS also improved their animations a lot with MK11.
Ah well since it was bumped!
SFV uses animation blending to make certain combo strings look smooth, despite being made of unique attacks.
For instance the startup animations for Ryu's tatsu and Karin's command dash are slightly different depending on what it's being linked from.
Whether Ryu is crouching or standing up, the animation into tatsu is smoothly blended instead of using a hard animation cancel.
Karin's footwork perfectly transitions to the dash, whether you're linking from crouching medium kick or punch.
Oh and this game has top tier throwing/grab animations.
I mentioned this before but this game makes such great use of a dynamic camera to make certain moves feel more impactful and striking. The way it moves with the action is just perfect, and with just the right amount of screen shaking. Everything's designed to complement the animation. And it's subtle enough to not become distracting despite the quick change in perspective.
These aren't gifs, but they're why SFV's animation game is so strong: outstanding key poses.
Thanks for making such a great tribute thread, jett . I've been a little bummed out about all the Ono-San business. As far as I'm concerned, despite his mistakes, SFIV and SFV probably wouldn't exist without his passion. Despite some of my issues with SFV, It's still my favorite game in the franchise. It's gorgeous, and I honestly don't believe that SFVI or whatever the successor will be will top it. There's just too much raw love for Street Fighter in every character design and animation. Whatever the new game will be, I'm sure it will be fine but it'll definitely be a new game with new sensibilities, and, I'd argue, for a new audience. And there's NOTHING wrong with that. SFV, however, is the game that I'd always imagined Street Fighter would look like one day when technology advanced enough from the Street Fighter Alpha games I played in college. Sometimes I'll look at the designs and animation for Necali or Zeku - characters that I don't even play - and just shake my head. They look absolutely amazing in motion.
Sure SFV might get the 2D/3D guilty gear treatment that some fans have always wanted, but for my money, this is as good as it gets for this type of fighting game. I couldn't be more satisfied.
This thread was made before G was a thing.
It honestly throws me off since I refer to it as SF5 instead of its Roman numeral.
Thankfully I had already made some G gifs before hah.
It's unfortunate you feel that way. For me, many of these characters are the best they've ever looked, especially the Ryu/Chun Li/Guile trifecta.If only their character designers were as good as their animators...
In my opinion most of those characters looks terrible.
So then what do people here think about this Twitter thread?
No skin in the game myself but this thread just reminded me of that Twitter post. Sorry if this is something you guys already discussed to death
This game still looks atractive after all this time. Hi-res footage from PC looks amazing with that depth of field.
Who is the animation lead at Capcom? Hopefully they can carry the work to SF6.
They're probably gonna start from scratch again, but I'm honestly curious to see how much they can improve from SFV going into SFVI with regards to the animations.Who is the animation lead at Capcom? Hopefully they can carry the work to SF6.
The animation in DMC5 is the best it's ever been, especially considering the jump from DMC4 in a LOT of details. One thing I remember really liking in the reboot was much personality there was in each of Dante's moves, the problem was just that It had a amount of jank and jerkiness to it at points. But DMC5 took that idea and really went all out with it's characters, and all their moves are unique, dodge, jumps, attacks, there isn't any move that is basic or that lacks a personal flourish.The animation blending will probably be excellent, based on how good it is in DMC5.