0:00:01.620,0:00:02.180 Hello! 0:00:02.180,0:00:05.940 And welcome to New Frame Plus,[br]a series about video game animation. 0:00:05.940,0:00:08.380 We’re gonna talk some more Smash Bros today, 0:00:08.380,0:00:10.520 and because so darned many of you requested him 0:00:10.520,0:00:15.160 let’s dig into the animation of[br]Nintendo’s OTHER flagship hero: Link. 0:00:15.160,0:00:20.560 As we discussed last time, Smash Bros animation[br]has to achieve two goals simultaneously: 0:00:20.560,0:00:23.360 it must functionally serve Smash’s gameplay needs 0:00:23.360,0:00:27.780 while aesthetically staying true[br]to each character’s origins and personality. 0:00:27.780,0:00:28.440 So! 0:00:28.440,0:00:30.220 What do we know about Link? 0:00:30.230,0:00:32.940 To start, we know he’s not just one person. 0:00:32.940,0:00:36.300 We’ve been playing a lot of different “Link”s[br]over the course of the Zelda series 0:00:36.300,0:00:39.180 (all of them blonde, by incredible coincidence I guess). 0:00:39.180,0:00:41.820 And something I didn’t realize[br]until researching for this video 0:00:41.820,0:00:46.100 is that we’ve actually been playing different Links[br]in Smash Bros this whole time also! 0:00:46.100,0:00:47.719 And I’m not talking about these fellas. 0:00:47.720,0:00:52.180 I mean the Link we’ve been playing[br]from Day One to today has been different people. 0:00:52.280,0:00:55.980 The Link of Smash 64 and Melee is[br]the Link of Ocarina of Time, 0:00:55.980,0:00:58.360 but the Link of Brawl and Smash 4? 0:00:58.360,0:01:00.440 That guy’s the Link of Twilight Princess! 0:01:00.440,0:01:03.300 An entirely different person donning the green tunic. 0:01:03.300,0:01:07.440 And in Smash Ultimate, we’re going to get an entirely[br]NEW Link from Breath of the Wild! 0:01:07.440,0:01:10.909 Granted, you don’t really see that difference[br]reflected in their animation, which... 0:01:10.909,0:01:11.740 that’s kind of a shame. 0:01:11.900,0:01:12.680 But still! 0:01:12.680,0:01:13.400 It’s neat. 0:01:13.400,0:01:14.900 Let’s see, what else do we know... 0:01:14.900,0:01:19.040 Well, we know that it probably wasn’t too[br]hard to condense all that personality 0:01:19.040,0:01:20.700 into one Smash character because… 0:01:20.700,0:01:22.300 ...there just ain’t much there. 0:01:22.310,0:01:26.950 That’s the thing with silent protagonists:[br]what you see on the surface is usually what you get. 0:01:26.950,0:01:29.580 He’s not a completely blank canvas, though! 0:01:29.580,0:01:34.480 Despite the fact that he’s silent, and despite[br]the fact that he’s technically like TEN different people, 0:01:34.480,0:01:39.340 there are a few constants about[br]Link’s personality in every single incarnation. 0:01:39.480,0:01:42.960 He is, in every single sense... a hero. 0:01:42.960,0:01:45.400 I know it’s not much, but it IS something. 0:01:45.400,0:01:49.360 No matter his disposition, whether he’s[br]a serious Link or a cute Link, 0:01:49.360,0:01:51.160 he always evokes courage. 0:01:51.240,0:01:56.020 It is his one defining trait, he is literally[br]BRANDED with a courage symbol. 0:01:56.020,0:01:59.100 Of course, in practice, this trait[br]usually just boils down 0:01:59.100,0:02:01.520 to Link having an air of “stoic heroism” 0:02:01.520,0:02:04.660 and eagerly charging into[br]any dungeon he finds, BUT... 0:02:04.660,0:02:08.420 “courage” is a pretty abstract quality[br]to have to sell in animation. 0:02:08.420,0:02:12.500 And probably even more so when you’re trying[br]to design a moveset for a fighting game. 0:02:12.500,0:02:18.720 Fortunate for us, then, that - if there is one thing[br]we ARE very familiar with - it's how Link fights. 0:02:18.720,0:02:22.380 From day one, Link has fought with that iconic[br]sword and shield, 0:02:22.380,0:02:25.520 and supplemented that with a[br]wide assortment of gadgets and tools. 0:02:26.940,0:02:30.740 Link becomes more powerful[br]by finding and using new gear. 0:02:30.740,0:02:32.960 And that is something we’ve seen accurately reflected 0:02:32.960,0:02:36.580 in his Smash incarnation from the very beginning,[br]which I just love. 0:02:36.640,0:02:38.440 This is VERY on-brand. 0:02:39.080,0:02:43.460 Now, I COULD spend this whole episode doing[br]pretty much the same thing we did last time. 0:02:43.460,0:02:46.260 I could dig into Link’s history,[br]go through all of his moves, 0:02:46.260,0:02:48.800 talk about how faithfully[br]the character has been represented, 0:02:48.800,0:02:51.840 pointing out all the references to Zelda games past... 0:02:51.840,0:02:55.980 But honestly, making that same episode over[br]and over would get kinda boring. 0:02:55.980,0:02:58.520 Besides, if you just want to know all the[br]references in his design, 0:02:58.520,0:03:01.980 somebody else already made that video,[br]and did a pretty fine job! 0:03:02.000,0:03:03.620 I’ll link to it in the description. 0:03:03.620,0:03:07.060 But no, today I want to come at this[br]from a different angle. 0:03:07.060,0:03:10.060 Last episode, I started by posing a question: 0:03:13.940,0:03:16.380 Today, I want to ask a new question: 0:03:19.380,0:03:22.420 How are the basic attacks in this game structured? 0:03:22.420,0:03:23.920 Last episode was the overview. 0:03:23.920,0:03:25.780 Now, we’re digging in deep. 0:03:25.780,0:03:27.020 STRAP IN. 0:03:27.860,0:03:31.460 Back in 2008, Masahiro Sakurai gave a talk[br]at GDC 0:03:31.460,0:03:34.240 about his design process for Smash Bros Brawl. 0:03:34.240,0:03:37.300 You can listen to the whole thing if you’re[br]interested, I’ll link to it down below. 0:03:37.300,0:03:39.920 And big thanks to Jonathan Cooper[br]for bringing it to my attention! 0:03:39.920,0:03:44.840 But about halfway through, Sakurai starts[br]digging into the structure of a Smash Bros attack. 0:03:44.900,0:03:49.760 And it’s all pretty standard game animation[br]stuff, but it’s a useful framework[br]so let’s go ahead and use it. 0:03:49.840,0:03:55.520 According to Sakurai, every basic Smash Bros[br]attack consists of four phases: 0:03:55.520,0:03:59.940 Standby... Windup... Strike... and Follow-Through. 0:03:59.940,0:04:02.700 And there’s a lot of different terms[br]that you could swap in for these... 0:04:02.700,0:04:07.580 In animator lingo, we would probably call[br]“Standby” something like “Idle” or "Starting Position". 0:04:07.580,0:04:10.140 The Windup would almost certainly[br]be called “Anticipation”. 0:04:10.200,0:04:13.540 and a lot of people would probably refer[br]to the “Follow-Through” as a “Recovery"-- 0:04:13.540,0:04:16.040 Look, animators are REALLY bad at standardizing terms. 0:04:16.040,0:04:18.700 For today, let’s just go with Sakurai’s terms: 0:04:18.700,0:04:22.340 Standby > Windup > Strike > Follow-Through 0:04:22.340,0:04:24.320 Now let’s go through these one by one. 0:04:24.320,0:04:28.640 The Standby is basically the pose from which[br]the attack animation will start. 0:04:28.640,0:04:31.840 This will almost always be[br]the character’s standing idle loop, 0:04:31.840,0:04:36.080 although it might also be their[br]crouching pose, or a falling pose[br]if they’re airborne. 0:04:36.080,0:04:38.860 The Windup is the moment before the attack. 0:04:38.860,0:04:41.880 For animation clarity, you NEED this anticipation phase 0:04:41.880,0:04:44.400 in order to convey the power of the attack. 0:04:44.400,0:04:47.140 Without a windup, big actions just feel…. 0:04:48.100,0:04:49.020 ...weird. 0:04:49.020,0:04:51.620 But this component fills a gameplay need as well: 0:04:51.620,0:04:56.120 it gives the attacking player visual confirmation[br]that their input has been recognized, 0:04:56.120,0:04:59.320 and it gives the defending player[br]a hint that an attack is coming, 0:04:59.320,0:05:02.220 providing them just a tiny opportunity to react. 0:05:02.220,0:05:04.260 The Strike is the attack itself. 0:05:04.260,0:05:08.720 It’s the narrow window of time where the[br]attack is meant to connect and do damage. 0:05:08.720,0:05:12.420 This phase may only last a few frames,[br]but if the attack connects 0:05:12.420,0:05:17.300 Smash games almost always use a chunky Hit Pause[br]to emphasize that connection, 0:05:17.300,0:05:20.380 effectively freeze-framing the characters[br]for a fraction of a second. 0:05:20.380,0:05:24.500 So this particular pose needs to look[br]really powerful and clear. 0:05:24.640,0:05:29.220 And finally, the Follow-Through is the window[br]of time AFTER the attack has happened, 0:05:29.220,0:05:32.960 but BEFORE the character has fully returned[br]to their Standby position. 0:05:32.960,0:05:36.300 In Smash games, this is the longest phase by far, 0:05:36.300,0:05:39.120 and it fills several VERY important functions. 0:05:39.120,0:05:43.640 First, it helps to sell the power of the swing[br]by emphasizing the over-extension, 0:05:43.640,0:05:46.580 the exertion that was required to perform the Strike. 0:05:46.580,0:05:49.240 Second, it provides visual feedback to the attacker, 0:05:49.240,0:05:52.460 signaling that they don’t have full control[br]of the character back yet, 0:05:52.460,0:05:55.700 that the attack they committed to isn’t yet complete. 0:05:55.710,0:06:00.260 Third, this phase gives the defender a window[br]of time to punish the vulnerable attacker 0:06:00.260,0:06:01.400 while they’re recovering. 0:06:01.400,0:06:05.900 And by the end of the Follow-Through, the[br]character returns to their Standby position. 0:06:05.900,0:06:08.740 Every basic attack has this structure. 0:06:08.740,0:06:09.820 Standby… 0:06:09.820,0:06:10.820 Windup… 0:06:10.820,0:06:11.820 Strike… 0:06:11.840,0:06:12.840 Follow-Through. 0:06:12.860,0:06:13.860 Standby… 0:06:13.860,0:06:14.860 Windup… 0:06:14.860,0:06:15.860 Strike… 0:06:15.860,0:06:17.020 Follow-Through. 0:06:17.600,0:06:21.460 Alright now, let’s put on our animator caps[br]and really dig into this. 0:06:21.460,0:06:26.900 Like every character, Link starts in his Standby idle,[br]and this is a good Idle animation loop. 0:06:26.900,0:06:29.820 Nice silhouette (even when factoring in[br]the sword and shield), 0:06:29.820,0:06:32.320 clear posing no matter which direction he’s facing, 0:06:32.320,0:06:36.260 and enough movement to keep him feeling[br]active and visible on screen 0:06:36.260,0:06:38.000 even when he's not doing anything. 0:06:38.000,0:06:38.840 NOW. 0:06:38.840,0:06:41.480 Let’s say the player hits the attack button. 0:06:41.480,0:06:44.220 On FRAME 1, we already we have a huge change. 0:06:44.220,0:06:47.560 Link pops right from this pose to THIS pose. 0:06:47.560,0:06:50.040 Remember, Smash Bros attacks are FAST, 0:06:50.040,0:06:53.420 so Link is going to have barely any time [br]for that windup pose. 0:06:53.540,0:06:57.180 He needs to get to that pose QUICK if it’s[br]going to have a chance to read. 0:06:57.180,0:07:00.020 FRAME 2 is our Key Pose for the Windup. 0:07:00.020,0:07:03.080 This is the most important frame for the WindUp phase, 0:07:03.080,0:07:07.160 it’s the pose that most clearly communicates[br]the anticipation before the attack, 0:07:07.160,0:07:10.540 so it is absolutely critical that this pose be clear. 0:07:10.540,0:07:15.140 You see how the first three frames of[br]Link’s attack REALLY favor this pose? 0:07:15.140,0:07:20.140 1/20th of a second is just not enough time for[br]our brains to fully process what’s happening, 0:07:20.140,0:07:24.140 so these three frames need to do[br]everything possible to sell the feeling 0:07:24.140,0:07:26.500 of Link winding up for a sword swing. 0:07:26.500,0:07:27.980 Ok, now FRAME 3... 0:07:27.980,0:07:31.600 The front foot is stepping forward[br]slightly and the back foot is planted. 0:07:31.600,0:07:34.360 A lot of power is going to come[br]from that planted foot. 0:07:34.360,0:07:36.780 The hand is kinda clipping through the hat a little bit, but 0:07:36.780,0:07:38.400 who cares, it’s one frame. 0:07:38.400,0:07:39.860 Nobody's going to see that in motion. 0:07:39.860,0:07:44.080 And it actually kind of helps to sell[br]how far back the arm is rotated. 0:07:44.080,0:07:47.340 Ok, FRAME 4... now the proper swing is starting. 0:07:47.340,0:07:50.320 Link is leaning forward, his center of gravity[br]is dropping, 0:07:50.320,0:07:54.540 there’s a twist running from his planted foot[br]up through his entire torso 0:07:54.540,0:07:56.900 as he rotates his hips and then his shoulders. 0:07:56.900,0:07:59.700 This is where the power of the swing[br]is going to come from. 0:07:59.700,0:08:02.220 FRAME 5: This frame is SO GOOD. 0:08:02.220,0:08:03.480 I love this. 0:08:03.480,0:08:07.060 The twisting rotation up the torso[br]has finally reached the sword arm 0:08:07.060,0:08:09.120 and is just starting to whip it forward. 0:08:09.120,0:08:12.620 And the best part of it is the sharp change [br]in Link’s Line of Action. 0:08:12.620,0:08:13.920 Here’s where he started... 0:08:13.920,0:08:16.760 and now here’s the line of action at FRAME 5. 0:08:16.760,0:08:21.120 That change in the Line of Action alone[br]sells the power behind this move! 0:08:21.120,0:08:26.040 The hat reinforces the line, the outer curve[br]of the shield somehow manages to reinforce it as well 0:08:26.040,0:08:28.280 despite obscuring so much of the body... 0:08:28.280,0:08:32.520 I do wish we could see a bit more of the sword arm[br]to get a clearer silhouette, but whatever, 0:08:32.520,0:08:34.860 we can still easily get a sense of what it’s doing. 0:08:34.860,0:08:37.340 Seriously, this breakdown pose is so great. 0:08:37.680,0:08:40.820 Ok, FRAME 6. Now the proper attack is starting. 0:08:40.820,0:08:43.680 We’re out of the Windup and[br]we're entering the Strike itself, 0:08:43.680,0:08:46.860 that brief window of time where[br]the sword can cause damage. 0:08:46.860,0:08:50.700 FRAME 7: Now, here’s the key pose for the Strike,[br]and it’s a strong one. 0:08:50.700,0:08:55.000 Nice silhouette again: both the sword and[br]the shield arm’s position are very clear. 0:08:55.009,0:08:57.780 Link’s got a nice wide, powerful stance. 0:08:57.780,0:09:00.640 He’s shifted his weight almost completely[br]onto his front foot. 0:09:00.640,0:09:03.580 the twist up the torso is at its maximum rotation, 0:09:03.580,0:09:06.120 to the point that his upper body is facing camera now, 0:09:06.120,0:09:09.000 and the sword has reached[br]the middle of its swinging arc. 0:09:09.000,0:09:12.460 Compare this key pose to the key pose[br]for the Windup. 0:09:12.460,0:09:16.560 Look at how extreme a change[br]has just happened in 1/12th of a second! 0:09:16.560,0:09:21.640 Ok, FRAME 8: Now we’re past the mid point of[br]Strike, and what a nice arc on that sword swing! 0:09:21.700,0:09:25.220 The blade’s path is completely clear[br]thanks to that bright smear, 0:09:25.220,0:09:27.180 and it looks really good to this camera angle. 0:09:27.340,0:09:32.100 The torso twist is complete, the body’s[br]exertion to power the sword swing is done, 0:09:32.100,0:09:34.980 but now that sword has a lot of momentum,[br]and it’s HEAVY. 0:09:34.980,0:09:37.180 It’s not just going to stop on a dime. 0:09:37.180,0:09:40.920 Ok, FRAME 9. Now we’ve transitioned from[br]the Strike to the Follow-Through, 0:09:40.920,0:09:42.900 the longest phase of the attack. 0:09:42.900,0:09:47.580 The sword’s arc is going[br]to continue for the next few frames[br]until Link can manage to slow it down. 0:09:47.720,0:09:50.600 And you can already see[br]the rotation up his hips and shoulders 0:09:50.600,0:09:53.120 starting to reverse back to where he started. 0:09:53.120,0:09:59.460 The sword finally comes to a stop around FRAME 12.[br]Link has regained control of it fully by FRAME 15, 0:09:59.460,0:10:02.100 but notice how he’s still doubled over. 0:10:02.100,0:10:06.600 Like I said before, there are a lot of reasons[br]for him to spend so many frames in this pose 0:10:06.600,0:10:08.340 right after the sword swing. 0:10:08.340,0:10:13.040 For one, he needs to be left vulnerable to[br]give his opponent an opportunity to counterattack. 0:10:13.040,0:10:18.280 For two, the Follow-Through is a really important[br]component for visibly selling the attack’s power. 0:10:18.280,0:10:22.840 Seeing how far the blade’s momentum [br]carries it past the target really emphasizes 0:10:22.840,0:10:25.380 how hard Link just swang that dang sword. 0:10:25.380,0:10:28.860 But there’s yet one other reason,[br]and that is: clarity. 0:10:28.860,0:10:34.680 You see, SO MUCH has just happened in SO FEW[br]frames - in that 1/12th of a second - that it’s 0:10:34.680,0:10:38.220 pretty likely the people watching the screen[br]couldn’t fully take it in. 0:10:38.220,0:10:43.060 The Windup was so short and the Strike so[br]quick that, at most, the player being attacked 0:10:43.060,0:10:46.940 probably only had a chance to process Link[br]suddenly moving real fast, 0:10:46.940,0:10:50.180 and then a big bright smear frame[br]of the sword whipping in front of him. 0:10:50.180,0:10:54.820 But unlike the Windup and the Strike,[br]this Follow-Through pose with Link doubled over 0:10:54.820,0:10:58.240 and the sword coming to a stop[br]has PLENTY of time to read. 0:10:58.240,0:11:01.960 And this pose combined with that[br]big, bright smear of the sword slash 0:11:01.960,0:11:05.740 helps our brain to kinda back-fill in[br]the detail of what just happened. 0:11:05.740,0:11:08.060 And this Follow-Through is LONG. 0:11:08.060,0:11:14.080 It starts at FRAME 12 and Link doesn’t get[br]back to his Standby pose until about FRAME 28 or so. 0:11:14.080,0:11:18.240 That is more than half the attack time[br]dedicated to the recovery phase! 0:11:18.240,0:11:22.960 Look at every single one of Link’s basic attacks,[br]and you’ll see these same phases. 0:11:22.960,0:11:24.040 Standby… 0:11:24.040,0:11:25.020 Windup… 0:11:25.020,0:11:25.960 Strike… 0:11:25.960,0:11:27.020 Follow-Through. 0:11:27.300,0:11:30.440 And the same is true of all the other[br]Smash characters' attacks too. 0:11:30.480,0:11:34.560 For that matter, it’s true of the attack animations[br]for just about any game you can think of. 0:11:34.620,0:11:39.000 The timing of each phase may vary from game[br]to game based on the needs of their design, 0:11:39.000,0:11:41.580 but those phases are all still in there. 0:11:41.580,0:11:42.820 But we’re not done! 0:11:42.820,0:11:47.620 At any point during the Follow-Through, the[br]player might choose to initiate a combo attack. 0:11:47.629,0:11:51.939 Let’s say Link finishes his first swing[br]and the player hits the attack button again 0:11:51.939,0:11:54.310 around FRAME 12 or 13. 0:11:54.310,0:11:58.260 If that happens, Link’s Follow-Through animation[br]will be interrupted immediately, 0:11:58.260,0:12:00.900 and he’ll SNAP to the first frame of the second attack. 0:12:00.900,0:12:03.140 Again, no time for lengthy transitions. 0:12:03.140,0:12:07.640 Now, this second attack may look different,[br]more of a horizontal slash than the first, 0:12:07.640,0:12:11.860 but it has the same phases:[br]Windup... Strike... Follow-Through. 0:12:11.860,0:12:13.960 And the final attack in the combo is the same. 0:12:13.960,0:12:17.500 Windup... Strike... LONG Follow-Through. 0:12:17.500,0:12:22.560 Link has had this three-hit combo[br]ever since the first Smash Bros game, 0:12:22.569,0:12:24.569 but it’s actually gone through[br]some iterations over time. 0:12:24.569,0:12:27.720 Let’s look at the N64 version of this same attack… 0:12:29.360,0:12:32.420 As you can probably already see,[br]several major changes have happened 0:12:32.420,0:12:34.060 since this original version. 0:12:34.060,0:12:37.660 There are some subtle adjustments[br]to the animation’s spacing for clarity, 0:12:37.660,0:12:39.860 the arc of the sword is a lot more clear now too 0:12:39.860,0:12:44.680 but the biggest difference by far is[br]how much further they’ve pushed Link's poses. 0:12:44.720,0:12:50.220 Look at how much more extreme and exaggerated[br]this pose is compared to the original version. 0:12:50.220,0:12:51.460 And this one! 0:12:51.460,0:12:56.440 It both sells the physicality of the swing better[br]and just looks more exciting in motion. 0:12:56.440,0:12:59.880 It’s really amazing the effect[br]a little exaggeration can have. 0:13:00.580,0:13:05.880 Now I realize that I’ve just spent this whole[br]darned video talking about ONE of Link’s moves. 0:13:05.980,0:13:10.380 Out of the 30+ attacks and the DOZENS[br]of other animations this character has, 0:13:10.380,0:13:13.100 I’ve talked about ONE sword combo. 0:13:13.100,0:13:14.800 And you want to know the scary thing? 0:13:14.800,0:13:18.209 I could have talked about that one combo[br]EVEN LONGER. 0:13:18.209,0:13:23.580 Seriously, there is so much thought and craft[br]that goes into every one of these animations. 0:13:23.580,0:13:26.220 Every single frame is carefully sculpted. 0:13:26.220,0:13:29.620 They HAVE to be when you’re animating attacks[br]that happen this quickly. 0:13:29.620,0:13:33.040 Animators literally spend DAYS[br]polishing this stuff. 0:13:33.040,0:13:37.020 It is a slow, tedious craft we do,[br]but when you get it just right? 0:13:37.020,0:13:40.680 and especially after all the other disciplines[br]bring their own skills to the party 0:13:40.680,0:13:45.660 like FX artists amplifying the move[br]with dust and smears and all those light flashes... 0:13:45.660,0:13:48.780 audio engineers making that[br]sword swipe sound exactly right... 0:13:48.780,0:13:53.240 and designers tuning the numbers and parameters under the hood just so... 0:13:53.240,0:13:55.380 ...and you see all of that come together? 0:13:57.580,0:13:58.180 MMM. 0:13:58.180,0:13:59.300 Feels amazing. 0:13:59.960,0:14:00.620 Anyway. 0:14:00.620,0:14:01.980 Which character should we look at next? 0:14:01.980,0:14:04.440 You’ve got a lot to choose from,[br]so I’ll tell you what: 0:14:04.440,0:14:06.680 down in the description is a link to a poll. 0:14:06.680,0:14:09.940 Go click on it and pick some characters you’d[br]like to see an episode about! 0:14:09.940,0:14:12.780 OR hey, maybe you've got a question[br]about Smash Bros animation 0:14:12.780,0:14:14.840 that you would like answered in an episode. 0:14:14.840,0:14:16.440 If so, ask it in the comments! 0:14:16.440,0:14:20.120 Who knows, it might be the question that one[br]of these episodes gets built around. 0:14:20.120,0:14:23.760 In the meantime, subscribe if you want to[br]see more videos about Smash Bros 0:14:23.760,0:14:25.580 or game animation in general. 0:14:25.580,0:14:27.820 Thanks for watching,[br]and I’ll see you next time!