Fighting game animation:

practicality over isolated frames

Fatalities vs Melee

In fighting games animation serves a purpose over looking good, you need to be able to tell if you hit or get hit by what is on the screen. Emphasizing too much on how an animation looks in an isolated environment can come in conflict with what happnens in a match. For reasons like this games like this hold off on impressing you until they can be sure they know whats happening, like the fatalities that happen after someone wins and another persons inputs a specific set of buttons

But when you don’t think of it you get stuff like melee marth grab. In this games community it has been memed to high hell about how long it is. But when the animation was shown in a public video alot of people didn’t believe it, because on its own it actually looks fine, the character leans forward and reaches out, but in real time the fully extended animation is only 1 frame, and if you hit someone on that frame it immediately pulls back making it look alot less reasonable than it actually is. Along with this confusing bit its at just the right height to hit other characters as they extend their limbs making it look even longer.

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