1 00:00:01,620 --> 00:00:02,180 Hello! 2 00:00:02,180 --> 00:00:05,940 And welcome to New Frame Plus, a series about video game animation. 3 00:00:05,940 --> 00:00:08,380 We’re gonna talk some more Smash Bros today, 4 00:00:08,380 --> 00:00:10,520 and because so darned many of you requested him 5 00:00:10,520 --> 00:00:15,160 let’s dig into the animation of Nintendo’s OTHER flagship hero: Link. 6 00:00:15,160 --> 00:00:20,560 As we discussed last time, Smash Bros animation has to achieve two goals simultaneously: 7 00:00:20,560 --> 00:00:23,360 it must functionally serve Smash’s gameplay needs 8 00:00:23,360 --> 00:00:27,780 while aesthetically staying true to each character’s origins and personality. 9 00:00:27,780 --> 00:00:28,440 So! 10 00:00:28,440 --> 00:00:30,220 What do we know about Link? 11 00:00:30,230 --> 00:00:32,940 To start, we know he’s not just one person. 12 00:00:32,940 --> 00:00:36,300 We’ve been playing a lot of different “Link”s over the course of the Zelda series 13 00:00:36,300 --> 00:00:39,180 (all of them blonde, by incredible coincidence I guess). 14 00:00:39,180 --> 00:00:41,820 And something I didn’t realize until researching for this video 15 00:00:41,820 --> 00:00:46,100 is that we’ve actually been playing different Links in Smash Bros this whole time also! 16 00:00:46,100 --> 00:00:47,719 And I’m not talking about these fellas. 17 00:00:47,720 --> 00:00:52,180 I mean the Link we’ve been playing from Day One to today has been different people. 18 00:00:52,280 --> 00:00:55,980 The Link of Smash 64 and Melee is the Link of Ocarina of Time, 19 00:00:55,980 --> 00:00:58,360 but the Link of Brawl and Smash 4? 20 00:00:58,360 --> 00:01:00,440 That guy’s the Link of Twilight Princess! 21 00:01:00,440 --> 00:01:03,300 An entirely different person donning the green tunic. 22 00:01:03,300 --> 00:01:07,440 And in Smash Ultimate, we’re going to get an entirely NEW Link from Breath of the Wild! 23 00:01:07,440 --> 00:01:10,909 Granted, you don’t really see that difference reflected in their animation, which... 24 00:01:10,909 --> 00:01:11,740 that’s kind of a shame. 25 00:01:11,900 --> 00:01:12,680 But still! 26 00:01:12,680 --> 00:01:13,400 It’s neat. 27 00:01:13,400 --> 00:01:14,900 Let’s see, what else do we know... 28 00:01:14,900 --> 00:01:19,040 Well, we know that it probably wasn’t too hard to condense all that personality 29 00:01:19,040 --> 00:01:20,700 into one Smash character because… 30 00:01:20,700 --> 00:01:22,300 ...there just ain’t much there. 31 00:01:22,310 --> 00:01:26,950 That’s the thing with silent protagonists: what you see on the surface is usually what you get. 32 00:01:26,950 --> 00:01:29,580 He’s not a completely blank canvas, though! 33 00:01:29,580 --> 00:01:34,480 Despite the fact that he’s silent, and despite the fact that he’s technically like TEN different people, 34 00:01:34,480 --> 00:01:39,340 there are a few constants about Link’s personality in every single incarnation. 35 00:01:39,480 --> 00:01:42,960 He is, in every single sense... a hero. 36 00:01:42,960 --> 00:01:45,400 I know it’s not much, but it IS something. 37 00:01:45,400 --> 00:01:49,360 No matter his disposition, whether he’s a serious Link or a cute Link, 38 00:01:49,360 --> 00:01:51,160 he always evokes courage. 39 00:01:51,240 --> 00:01:56,020 It is his one defining trait, he is literally BRANDED with a courage symbol. 40 00:01:56,020 --> 00:01:59,100 Of course, in practice, this trait usually just boils down 41 00:01:59,100 --> 00:02:01,520 to Link having an air of “stoic heroism” 42 00:02:01,520 --> 00:02:04,660 and eagerly charging into any dungeon he finds, BUT... 43 00:02:04,660 --> 00:02:08,420 “courage” is a pretty abstract quality to have to sell in animation. 44 00:02:08,420 --> 00:02:12,500 And probably even more so when you’re trying to design a moveset for a fighting game. 45 00:02:12,500 --> 00:02:18,720 Fortunate for us, then, that - if there is one thing we ARE very familiar with - it's how Link fights. 46 00:02:18,720 --> 00:02:22,380 From day one, Link has fought with that iconic sword and shield, 47 00:02:22,380 --> 00:02:25,520 and supplemented that with a wide assortment of gadgets and tools. 48 00:02:26,940 --> 00:02:30,740 Link becomes more powerful by finding and using new gear. 49 00:02:30,740 --> 00:02:32,960 And that is something we’ve seen accurately reflected 50 00:02:32,960 --> 00:02:36,580 in his Smash incarnation from the very beginning, which I just love. 51 00:02:36,640 --> 00:02:38,440 This is VERY on-brand. 52 00:02:39,080 --> 00:02:43,460 Now, I COULD spend this whole episode doing pretty much the same thing we did last time. 53 00:02:43,460 --> 00:02:46,260 I could dig into Link’s history, go through all of his moves, 54 00:02:46,260 --> 00:02:48,800 talk about how faithfully the character has been represented, 55 00:02:48,800 --> 00:02:51,840 pointing out all the references to Zelda games past... 56 00:02:51,840 --> 00:02:55,980 But honestly, making that same episode over and over would get kinda boring. 57 00:02:55,980 --> 00:02:58,520 Besides, if you just want to know all the references in his design, 58 00:02:58,520 --> 00:03:01,980 somebody else already made that video, and did a pretty fine job! 59 00:03:02,000 --> 00:03:03,620 I’ll link to it in the description. 60 00:03:03,620 --> 00:03:07,060 But no, today I want to come at this from a different angle. 61 00:03:07,060 --> 00:03:10,060 Last episode, I started by posing a question: 62 00:03:13,940 --> 00:03:16,380 Today, I want to ask a new question: 63 00:03:19,380 --> 00:03:22,420 How are the basic attacks in this game structured? 64 00:03:22,420 --> 00:03:23,920 Last episode was the overview. 65 00:03:23,920 --> 00:03:25,780 Now, we’re digging in deep. 66 00:03:25,780 --> 00:03:27,020 STRAP IN. 67 00:03:27,860 --> 00:03:31,460 Back in 2008, Masahiro Sakurai gave a talk at GDC 68 00:03:31,460 --> 00:03:34,240 about his design process for Smash Bros Brawl. 69 00:03:34,240 --> 00:03:37,300 You can listen to the whole thing if you’re interested, I’ll link to it down below. 70 00:03:37,300 --> 00:03:39,920 And big thanks to Jonathan Cooper for bringing it to my attention! 71 00:03:39,920 --> 00:03:44,840 But about halfway through, Sakurai starts digging into the structure of a Smash Bros attack. 72 00:03:44,900 --> 00:03:49,760 And it’s all pretty standard game animation stuff, but it’s a useful framework so let’s go ahead and use it. 73 00:03:49,840 --> 00:03:55,520 According to Sakurai, every basic Smash Bros attack consists of four phases: 74 00:03:55,520 --> 00:03:59,940 Standby... Windup... Strike... and Follow-Through. 75 00:03:59,940 --> 00:04:02,700 And there’s a lot of different terms that you could swap in for these... 76 00:04:02,700 --> 00:04:07,580 In animator lingo, we would probably call “Standby” something like “Idle” or "Starting Position". 77 00:04:07,580 --> 00:04:10,140 The Windup would almost certainly be called “Anticipation”. 78 00:04:10,200 --> 00:04:13,540 and a lot of people would probably refer to the “Follow-Through” as a “Recovery"-- 79 00:04:13,540 --> 00:04:16,040 Look, animators are REALLY bad at standardizing terms. 80 00:04:16,040 --> 00:04:18,700 For today, let’s just go with Sakurai’s terms: 81 00:04:18,700 --> 00:04:22,340 Standby > Windup > Strike > Follow-Through 82 00:04:22,340 --> 00:04:24,320 Now let’s go through these one by one. 83 00:04:24,320 --> 00:04:28,640 The Standby is basically the pose from which the attack animation will start. 84 00:04:28,640 --> 00:04:31,840 This will almost always be the character’s standing idle loop, 85 00:04:31,840 --> 00:04:36,080 although it might also be their crouching pose, or a falling pose if they’re airborne. 86 00:04:36,080 --> 00:04:38,860 The Windup is the moment before the attack. 87 00:04:38,860 --> 00:04:41,880 For animation clarity, you NEED this anticipation phase 88 00:04:41,880 --> 00:04:44,400 in order to convey the power of the attack. 89 00:04:44,400 --> 00:04:47,140 Without a windup, big actions just feel…. 90 00:04:48,100 --> 00:04:49,020 ...weird. 91 00:04:49,020 --> 00:04:51,620 But this component fills a gameplay need as well: 92 00:04:51,620 --> 00:04:56,120 it gives the attacking player visual confirmation that their input has been recognized, 93 00:04:56,120 --> 00:04:59,320 and it gives the defending player a hint that an attack is coming, 94 00:04:59,320 --> 00:05:02,220 providing them just a tiny opportunity to react. 95 00:05:02,220 --> 00:05:04,260 The Strike is the attack itself. 96 00:05:04,260 --> 00:05:08,720 It’s the narrow window of time where the attack is meant to connect and do damage. 97 00:05:08,720 --> 00:05:12,420 This phase may only last a few frames, but if the attack connects 98 00:05:12,420 --> 00:05:17,300 Smash games almost always use a chunky Hit Pause to emphasize that connection, 99 00:05:17,300 --> 00:05:20,380 effectively freeze-framing the characters for a fraction of a second. 100 00:05:20,380 --> 00:05:24,500 So this particular pose needs to look really powerful and clear. 101 00:05:24,640 --> 00:05:29,220 And finally, the Follow-Through is the window of time AFTER the attack has happened, 102 00:05:29,220 --> 00:05:32,960 but BEFORE the character has fully returned to their Standby position. 103 00:05:32,960 --> 00:05:36,300 In Smash games, this is the longest phase by far, 104 00:05:36,300 --> 00:05:39,120 and it fills several VERY important functions. 105 00:05:39,120 --> 00:05:43,640 First, it helps to sell the power of the swing by emphasizing the over-extension, 106 00:05:43,640 --> 00:05:46,580 the exertion that was required to perform the Strike. 107 00:05:46,580 --> 00:05:49,240 Second, it provides visual feedback to the attacker, 108 00:05:49,240 --> 00:05:52,460 signaling that they don’t have full control of the character back yet, 109 00:05:52,460 --> 00:05:55,700 that the attack they committed to isn’t yet complete. 110 00:05:55,710 --> 00:06:00,260 Third, this phase gives the defender a window of time to punish the vulnerable attacker 111 00:06:00,260 --> 00:06:01,400 while they’re recovering. 112 00:06:01,400 --> 00:06:05,900 And by the end of the Follow-Through, the character returns to their Standby position. 113 00:06:05,900 --> 00:06:08,740 Every basic attack has this structure. 114 00:06:08,740 --> 00:06:09,820 Standby… 115 00:06:09,820 --> 00:06:10,820 Windup… 116 00:06:10,820 --> 00:06:11,820 Strike… 117 00:06:11,840 --> 00:06:12,840 Follow-Through. 118 00:06:12,860 --> 00:06:13,860 Standby… 119 00:06:13,860 --> 00:06:14,860 Windup… 120 00:06:14,860 --> 00:06:15,860 Strike… 121 00:06:15,860 --> 00:06:17,020 Follow-Through. 122 00:06:17,600 --> 00:06:21,460 Alright now, let’s put on our animator caps and really dig into this. 123 00:06:21,460 --> 00:06:26,900 Like every character, Link starts in his Standby idle, and this is a good Idle animation loop. 124 00:06:26,900 --> 00:06:29,820 Nice silhouette (even when factoring in the sword and shield), 125 00:06:29,820 --> 00:06:32,320 clear posing no matter which direction he’s facing, 126 00:06:32,320 --> 00:06:36,260 and enough movement to keep him feeling active and visible on screen 127 00:06:36,260 --> 00:06:38,000 even when he's not doing anything. 128 00:06:38,000 --> 00:06:38,840 NOW. 129 00:06:38,840 --> 00:06:41,480 Let’s say the player hits the attack button. 130 00:06:41,480 --> 00:06:44,220 On FRAME 1, we already we have a huge change. 131 00:06:44,220 --> 00:06:47,560 Link pops right from this pose to THIS pose. 132 00:06:47,560 --> 00:06:50,040 Remember, Smash Bros attacks are FAST, 133 00:06:50,040 --> 00:06:53,420 so Link is going to have barely any time for that windup pose. 134 00:06:53,540 --> 00:06:57,180 He needs to get to that pose QUICK if it’s going to have a chance to read. 135 00:06:57,180 --> 00:07:00,020 FRAME 2 is our Key Pose for the Windup. 136 00:07:00,020 --> 00:07:03,080 This is the most important frame for the WindUp phase, 137 00:07:03,080 --> 00:07:07,160 it’s the pose that most clearly communicates the anticipation before the attack, 138 00:07:07,160 --> 00:07:10,540 so it is absolutely critical that this pose be clear. 139 00:07:10,540 --> 00:07:15,140 You see how the first three frames of Link’s attack REALLY favor this pose? 140 00:07:15,140 --> 00:07:20,140 1/20th of a second is just not enough time for our brains to fully process what’s happening, 141 00:07:20,140 --> 00:07:24,140 so these three frames need to do everything possible to sell the feeling 142 00:07:24,140 --> 00:07:26,500 of Link winding up for a sword swing. 143 00:07:26,500 --> 00:07:27,980 Ok, now FRAME 3... 144 00:07:27,980 --> 00:07:31,600 The front foot is stepping forward slightly and the back foot is planted. 145 00:07:31,600 --> 00:07:34,360 A lot of power is going to come from that planted foot. 146 00:07:34,360 --> 00:07:36,780 The hand is kinda clipping through the hat a little bit, but 147 00:07:36,780 --> 00:07:38,400 who cares, it’s one frame. 148 00:07:38,400 --> 00:07:39,860 Nobody's going to see that in motion. 149 00:07:39,860 --> 00:07:44,080 And it actually kind of helps to sell how far back the arm is rotated. 150 00:07:44,080 --> 00:07:47,340 Ok, FRAME 4... now the proper swing is starting. 151 00:07:47,340 --> 00:07:50,320 Link is leaning forward, his center of gravity is dropping, 152 00:07:50,320 --> 00:07:54,540 there’s a twist running from his planted foot up through his entire torso 153 00:07:54,540 --> 00:07:56,900 as he rotates his hips and then his shoulders. 154 00:07:56,900 --> 00:07:59,700 This is where the power of the swing is going to come from. 155 00:07:59,700 --> 00:08:02,220 FRAME 5: This frame is SO GOOD. 156 00:08:02,220 --> 00:08:03,480 I love this. 157 00:08:03,480 --> 00:08:07,060 The twisting rotation up the torso has finally reached the sword arm 158 00:08:07,060 --> 00:08:09,120 and is just starting to whip it forward. 159 00:08:09,120 --> 00:08:12,620 And the best part of it is the sharp change in Link’s Line of Action. 160 00:08:12,620 --> 00:08:13,920 Here’s where he started... 161 00:08:13,920 --> 00:08:16,760 and now here’s the line of action at FRAME 5. 162 00:08:16,760 --> 00:08:21,120 That change in the Line of Action alone sells the power behind this move! 163 00:08:21,120 --> 00:08:26,040 The hat reinforces the line, the outer curve of the shield somehow manages to reinforce it as well 164 00:08:26,040 --> 00:08:28,280 despite obscuring so much of the body... 165 00:08:28,280 --> 00:08:32,520 I do wish we could see a bit more of the sword arm to get a clearer silhouette, but whatever, 166 00:08:32,520 --> 00:08:34,860 we can still easily get a sense of what it’s doing. 167 00:08:34,860 --> 00:08:37,340 Seriously, this breakdown pose is so great. 168 00:08:37,680 --> 00:08:40,820 Ok, FRAME 6. Now the proper attack is starting. 169 00:08:40,820 --> 00:08:43,680 We’re out of the Windup and we're entering the Strike itself, 170 00:08:43,680 --> 00:08:46,860 that brief window of time where the sword can cause damage. 171 00:08:46,860 --> 00:08:50,700 FRAME 7: Now, here’s the key pose for the Strike, and it’s a strong one. 172 00:08:50,700 --> 00:08:55,000 Nice silhouette again: both the sword and the shield arm’s position are very clear. 173 00:08:55,009 --> 00:08:57,780 Link’s got a nice wide, powerful stance. 174 00:08:57,780 --> 00:09:00,640 He’s shifted his weight almost completely onto his front foot. 175 00:09:00,640 --> 00:09:03,580 the twist up the torso is at its maximum rotation, 176 00:09:03,580 --> 00:09:06,120 to the point that his upper body is facing camera now, 177 00:09:06,120 --> 00:09:09,000 and the sword has reached the middle of its swinging arc. 178 00:09:09,000 --> 00:09:12,460 Compare this key pose to the key pose for the Windup. 179 00:09:12,460 --> 00:09:16,560 Look at how extreme a change has just happened in 1/12th of a second! 180 00:09:16,560 --> 00:09:21,640 Ok, FRAME 8: Now we’re past the mid point of Strike, and what a nice arc on that sword swing! 181 00:09:21,700 --> 00:09:25,220 The blade’s path is completely clear thanks to that bright smear, 182 00:09:25,220 --> 00:09:27,180 and it looks really good to this camera angle. 183 00:09:27,340 --> 00:09:32,100 The torso twist is complete, the body’s exertion to power the sword swing is done, 184 00:09:32,100 --> 00:09:34,980 but now that sword has a lot of momentum, and it’s HEAVY. 185 00:09:34,980 --> 00:09:37,180 It’s not just going to stop on a dime. 186 00:09:37,180 --> 00:09:40,920 Ok, FRAME 9. Now we’ve transitioned from the Strike to the Follow-Through, 187 00:09:40,920 --> 00:09:42,900 the longest phase of the attack. 188 00:09:42,900 --> 00:09:47,580 The sword’s arc is going to continue for the next few frames until Link can manage to slow it down. 189 00:09:47,720 --> 00:09:50,600 And you can already see the rotation up his hips and shoulders 190 00:09:50,600 --> 00:09:53,120 starting to reverse back to where he started. 191 00:09:53,120 --> 00:09:59,460 The sword finally comes to a stop around FRAME 12. Link has regained control of it fully by FRAME 15, 192 00:09:59,460 --> 00:10:02,100 but notice how he’s still doubled over. 193 00:10:02,100 --> 00:10:06,600 Like I said before, there are a lot of reasons for him to spend so many frames in this pose 194 00:10:06,600 --> 00:10:08,340 right after the sword swing. 195 00:10:08,340 --> 00:10:13,040 For one, he needs to be left vulnerable to give his opponent an opportunity to counterattack. 196 00:10:13,040 --> 00:10:18,280 For two, the Follow-Through is a really important component for visibly selling the attack’s power. 197 00:10:18,280 --> 00:10:22,840 Seeing how far the blade’s momentum carries it past the target really emphasizes 198 00:10:22,840 --> 00:10:25,380 how hard Link just swang that dang sword. 199 00:10:25,380 --> 00:10:28,860 But there’s yet one other reason, and that is: clarity. 200 00:10:28,860 --> 00:10:34,680 You see, SO MUCH has just happened in SO FEW frames - in that 1/12th of a second - that it’s 201 00:10:34,680 --> 00:10:38,220 pretty likely the people watching the screen couldn’t fully take it in. 202 00:10:38,220 --> 00:10:43,060 The Windup was so short and the Strike so quick that, at most, the player being attacked 203 00:10:43,060 --> 00:10:46,940 probably only had a chance to process Link suddenly moving real fast, 204 00:10:46,940 --> 00:10:50,180 and then a big bright smear frame of the sword whipping in front of him. 205 00:10:50,180 --> 00:10:54,820 But unlike the Windup and the Strike, this Follow-Through pose with Link doubled over 206 00:10:54,820 --> 00:10:58,240 and the sword coming to a stop has PLENTY of time to read. 207 00:10:58,240 --> 00:11:01,960 And this pose combined with that big, bright smear of the sword slash 208 00:11:01,960 --> 00:11:05,740 helps our brain to kinda back-fill in the detail of what just happened. 209 00:11:05,740 --> 00:11:08,060 And this Follow-Through is LONG. 210 00:11:08,060 --> 00:11:14,080 It starts at FRAME 12 and Link doesn’t get back to his Standby pose until about FRAME 28 or so. 211 00:11:14,080 --> 00:11:18,240 That is more than half the attack time dedicated to the recovery phase! 212 00:11:18,240 --> 00:11:22,960 Look at every single one of Link’s basic attacks, and you’ll see these same phases. 213 00:11:22,960 --> 00:11:24,040 Standby… 214 00:11:24,040 --> 00:11:25,020 Windup… 215 00:11:25,020 --> 00:11:25,960 Strike… 216 00:11:25,960 --> 00:11:27,020 Follow-Through. 217 00:11:27,300 --> 00:11:30,440 And the same is true of all the other Smash characters' attacks too. 218 00:11:30,480 --> 00:11:34,560 For that matter, it’s true of the attack animations for just about any game you can think of. 219 00:11:34,620 --> 00:11:39,000 The timing of each phase may vary from game to game based on the needs of their design, 220 00:11:39,000 --> 00:11:41,580 but those phases are all still in there. 221 00:11:41,580 --> 00:11:42,820 But we’re not done! 222 00:11:42,820 --> 00:11:47,620 At any point during the Follow-Through, the player might choose to initiate a combo attack. 223 00:11:47,629 --> 00:11:51,939 Let’s say Link finishes his first swing and the player hits the attack button again 224 00:11:51,939 --> 00:11:54,310 around FRAME 12 or 13. 225 00:11:54,310 --> 00:11:58,260 If that happens, Link’s Follow-Through animation will be interrupted immediately, 226 00:11:58,260 --> 00:12:00,900 and he’ll SNAP to the first frame of the second attack. 227 00:12:00,900 --> 00:12:03,140 Again, no time for lengthy transitions. 228 00:12:03,140 --> 00:12:07,640 Now, this second attack may look different, more of a horizontal slash than the first, 229 00:12:07,640 --> 00:12:11,860 but it has the same phases: Windup... Strike... Follow-Through. 230 00:12:11,860 --> 00:12:13,960 And the final attack in the combo is the same. 231 00:12:13,960 --> 00:12:17,500 Windup... Strike... LONG Follow-Through. 232 00:12:17,500 --> 00:12:22,560 Link has had this three-hit combo ever since the first Smash Bros game, 233 00:12:22,569 --> 00:12:24,569 but it’s actually gone through some iterations over time. 234 00:12:24,569 --> 00:12:27,720 Let’s look at the N64 version of this same attack… 235 00:12:29,360 --> 00:12:32,420 As you can probably already see, several major changes have happened 236 00:12:32,420 --> 00:12:34,060 since this original version. 237 00:12:34,060 --> 00:12:37,660 There are some subtle adjustments to the animation’s spacing for clarity, 238 00:12:37,660 --> 00:12:39,860 the arc of the sword is a lot more clear now too 239 00:12:39,860 --> 00:12:44,680 but the biggest difference by far is how much further they’ve pushed Link's poses. 240 00:12:44,720 --> 00:12:50,220 Look at how much more extreme and exaggerated this pose is compared to the original version. 241 00:12:50,220 --> 00:12:51,460 And this one! 242 00:12:51,460 --> 00:12:56,440 It both sells the physicality of the swing better and just looks more exciting in motion. 243 00:12:56,440 --> 00:12:59,880 It’s really amazing the effect a little exaggeration can have. 244 00:13:00,580 --> 00:13:05,880 Now I realize that I’ve just spent this whole darned video talking about ONE of Link’s moves. 245 00:13:05,980 --> 00:13:10,380 Out of the 30+ attacks and the DOZENS of other animations this character has, 246 00:13:10,380 --> 00:13:13,100 I’ve talked about ONE sword combo. 247 00:13:13,100 --> 00:13:14,800 And you want to know the scary thing? 248 00:13:14,800 --> 00:13:18,209 I could have talked about that one combo EVEN LONGER. 249 00:13:18,209 --> 00:13:23,580 Seriously, there is so much thought and craft that goes into every one of these animations. 250 00:13:23,580 --> 00:13:26,220 Every single frame is carefully sculpted. 251 00:13:26,220 --> 00:13:29,620 They HAVE to be when you’re animating attacks that happen this quickly. 252 00:13:29,620 --> 00:13:33,040 Animators literally spend DAYS polishing this stuff. 253 00:13:33,040 --> 00:13:37,020 It is a slow, tedious craft we do, but when you get it just right? 254 00:13:37,020 --> 00:13:40,680 and especially after all the other disciplines bring their own skills to the party 255 00:13:40,680 --> 00:13:45,660 like FX artists amplifying the move with dust and smears and all those light flashes... 256 00:13:45,660 --> 00:13:48,780 audio engineers making that sword swipe sound exactly right... 257 00:13:48,780 --> 00:13:53,240 and designers tuning the numbers and parameters under the hood just so... 258 00:13:53,240 --> 00:13:55,380 ...and you see all of that come together? 259 00:13:57,580 --> 00:13:58,180 MMM. 260 00:13:58,180 --> 00:13:59,300 Feels amazing. 261 00:13:59,960 --> 00:14:00,620 Anyway. 262 00:14:00,620 --> 00:14:01,980 Which character should we look at next? 263 00:14:01,980 --> 00:14:04,440 You’ve got a lot to choose from, so I’ll tell you what: 264 00:14:04,440 --> 00:14:06,680 down in the description is a link to a poll. 265 00:14:06,680 --> 00:14:09,940 Go click on it and pick some characters you’d like to see an episode about! 266 00:14:09,940 --> 00:14:12,780 OR hey, maybe you've got a question about Smash Bros animation 267 00:14:12,780 --> 00:14:14,840 that you would like answered in an episode. 268 00:14:14,840 --> 00:14:16,440 If so, ask it in the comments! 269 00:14:16,440 --> 00:14:20,120 Who knows, it might be the question that one of these episodes gets built around. 270 00:14:20,120 --> 00:14:23,760 In the meantime, subscribe if you want to see more videos about Smash Bros 271 00:14:23,760 --> 00:14:25,580 or game animation in general. 272 00:14:25,580 --> 00:14:27,820 Thanks for watching, and I’ll see you next time!