[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:01.62,0:00:02.18,Default,,0000,0000,0000,,Hello! Dialogue: 0,0:00:02.18,0:00:05.94,Default,,0000,0000,0000,,And welcome to New Frame Plus,\Na series about video game animation. Dialogue: 0,0:00:05.94,0:00:08.38,Default,,0000,0000,0000,,We’re gonna talk some more Smash Bros today, Dialogue: 0,0:00:08.38,0:00:10.52,Default,,0000,0000,0000,,and because so darned many of you requested him Dialogue: 0,0:00:10.52,0:00:15.16,Default,,0000,0000,0000,,let’s dig into the animation of\NNintendo’s OTHER flagship hero: Link. Dialogue: 0,0:00:15.16,0:00:20.56,Default,,0000,0000,0000,,As we discussed last time, Smash Bros animation\Nhas to achieve two goals simultaneously: Dialogue: 0,0:00:20.56,0:00:23.36,Default,,0000,0000,0000,,it must functionally serve Smash’s gameplay needs Dialogue: 0,0:00:23.36,0:00:27.78,Default,,0000,0000,0000,,while aesthetically staying true\Nto each character’s origins and personality. Dialogue: 0,0:00:27.78,0:00:28.44,Default,,0000,0000,0000,,So! Dialogue: 0,0:00:28.44,0:00:30.22,Default,,0000,0000,0000,,What do we know about Link? Dialogue: 0,0:00:30.23,0:00:32.94,Default,,0000,0000,0000,,To start, we know he’s not just one person. Dialogue: 0,0:00:32.94,0:00:36.30,Default,,0000,0000,0000,,We’ve been playing a lot of different “Link”s\Nover the course of the Zelda series Dialogue: 0,0:00:36.30,0:00:39.18,Default,,0000,0000,0000,,(all of them blonde, by incredible coincidence I guess). Dialogue: 0,0:00:39.18,0:00:41.82,Default,,0000,0000,0000,,And something I didn’t realize\Nuntil researching for this video Dialogue: 0,0:00:41.82,0:00:46.10,Default,,0000,0000,0000,,is that we’ve actually been playing different Links\Nin Smash Bros this whole time also! Dialogue: 0,0:00:46.10,0:00:47.72,Default,,0000,0000,0000,,And I’m not talking about these fellas. Dialogue: 0,0:00:47.72,0:00:52.18,Default,,0000,0000,0000,,I mean the Link we’ve been playing\Nfrom Day One to today has been different people. Dialogue: 0,0:00:52.28,0:00:55.98,Default,,0000,0000,0000,,The Link of Smash 64 and Melee is\Nthe Link of Ocarina of Time, Dialogue: 0,0:00:55.98,0:00:58.36,Default,,0000,0000,0000,,but the Link of Brawl and Smash 4? Dialogue: 0,0:00:58.36,0:01:00.44,Default,,0000,0000,0000,,That guy’s the Link of Twilight Princess! Dialogue: 0,0:01:00.44,0:01:03.30,Default,,0000,0000,0000,,An entirely different person donning the green tunic. Dialogue: 0,0:01:03.30,0:01:07.44,Default,,0000,0000,0000,,And in Smash Ultimate, we’re going to get an entirely\NNEW Link from Breath of the Wild! Dialogue: 0,0:01:07.44,0:01:10.91,Default,,0000,0000,0000,,Granted, you don’t really see that difference\Nreflected in their animation, which... Dialogue: 0,0:01:10.91,0:01:11.74,Default,,0000,0000,0000,,that’s kind of a shame. Dialogue: 0,0:01:11.90,0:01:12.68,Default,,0000,0000,0000,,But still! Dialogue: 0,0:01:12.68,0:01:13.40,Default,,0000,0000,0000,,It’s neat. Dialogue: 0,0:01:13.40,0:01:14.90,Default,,0000,0000,0000,,Let’s see, what else do we know... Dialogue: 0,0:01:14.90,0:01:19.04,Default,,0000,0000,0000,,Well, we know that it probably wasn’t too\Nhard to condense all that personality Dialogue: 0,0:01:19.04,0:01:20.70,Default,,0000,0000,0000,,into one Smash character because… Dialogue: 0,0:01:20.70,0:01:22.30,Default,,0000,0000,0000,,...there just ain’t much there. Dialogue: 0,0:01:22.31,0:01:26.95,Default,,0000,0000,0000,,That’s the thing with silent protagonists:\Nwhat you see on the surface is usually what you get. Dialogue: 0,0:01:26.95,0:01:29.58,Default,,0000,0000,0000,,He’s not a completely blank canvas, though! Dialogue: 0,0:01:29.58,0:01:34.48,Default,,0000,0000,0000,,Despite the fact that he’s silent, and despite\Nthe fact that he’s technically like TEN different people, Dialogue: 0,0:01:34.48,0:01:39.34,Default,,0000,0000,0000,,there are a few constants about\NLink’s personality in every single incarnation. Dialogue: 0,0:01:39.48,0:01:42.96,Default,,0000,0000,0000,,He is, in every single sense... a hero. Dialogue: 0,0:01:42.96,0:01:45.40,Default,,0000,0000,0000,,I know it’s not much, but it IS something. Dialogue: 0,0:01:45.40,0:01:49.36,Default,,0000,0000,0000,,No matter his disposition, whether he’s\Na serious Link or a cute Link, Dialogue: 0,0:01:49.36,0:01:51.16,Default,,0000,0000,0000,,he always evokes courage. Dialogue: 0,0:01:51.24,0:01:56.02,Default,,0000,0000,0000,,It is his one defining trait, he is literally\NBRANDED with a courage symbol. Dialogue: 0,0:01:56.02,0:01:59.10,Default,,0000,0000,0000,,Of course, in practice, this trait\Nusually just boils down Dialogue: 0,0:01:59.10,0:02:01.52,Default,,0000,0000,0000,,to Link having an air of “stoic heroism” Dialogue: 0,0:02:01.52,0:02:04.66,Default,,0000,0000,0000,,and eagerly charging into\Nany dungeon he finds, BUT... Dialogue: 0,0:02:04.66,0:02:08.42,Default,,0000,0000,0000,,“courage” is a pretty abstract quality\Nto have to sell in animation. Dialogue: 0,0:02:08.42,0:02:12.50,Default,,0000,0000,0000,,And probably even more so when you’re trying\Nto design a moveset for a fighting game. Dialogue: 0,0:02:12.50,0:02:18.72,Default,,0000,0000,0000,,Fortunate for us, then, that - if there is one thing\Nwe ARE very familiar with - it's how Link fights. Dialogue: 0,0:02:18.72,0:02:22.38,Default,,0000,0000,0000,,From day one, Link has fought with that iconic\Nsword and shield, Dialogue: 0,0:02:22.38,0:02:25.52,Default,,0000,0000,0000,,and supplemented that with a\Nwide assortment of gadgets and tools. Dialogue: 0,0:02:26.94,0:02:30.74,Default,,0000,0000,0000,,Link becomes more powerful\Nby finding and using new gear. Dialogue: 0,0:02:30.74,0:02:32.96,Default,,0000,0000,0000,,And that is something we’ve seen accurately reflected Dialogue: 0,0:02:32.96,0:02:36.58,Default,,0000,0000,0000,,in his Smash incarnation from the very beginning,\Nwhich I just love. Dialogue: 0,0:02:36.64,0:02:38.44,Default,,0000,0000,0000,,This is VERY on-brand. Dialogue: 0,0:02:39.08,0:02:43.46,Default,,0000,0000,0000,,Now, I COULD spend this whole episode doing\Npretty much the same thing we did last time. Dialogue: 0,0:02:43.46,0:02:46.26,Default,,0000,0000,0000,,I could dig into Link’s history,\Ngo through all of his moves, Dialogue: 0,0:02:46.26,0:02:48.80,Default,,0000,0000,0000,,talk about how faithfully\Nthe character has been represented, Dialogue: 0,0:02:48.80,0:02:51.84,Default,,0000,0000,0000,,pointing out all the references to Zelda games past... Dialogue: 0,0:02:51.84,0:02:55.98,Default,,0000,0000,0000,,But honestly, making that same episode over\Nand over would get kinda boring. Dialogue: 0,0:02:55.98,0:02:58.52,Default,,0000,0000,0000,,Besides, if you just want to know all the\Nreferences in his design, Dialogue: 0,0:02:58.52,0:03:01.98,Default,,0000,0000,0000,,somebody else already made that video,\Nand did a pretty fine job! Dialogue: 0,0:03:02.00,0:03:03.62,Default,,0000,0000,0000,,I’ll link to it in the description. Dialogue: 0,0:03:03.62,0:03:07.06,Default,,0000,0000,0000,,But no, today I want to come at this\Nfrom a different angle. Dialogue: 0,0:03:07.06,0:03:10.06,Default,,0000,0000,0000,,Last episode, I started by posing a question: Dialogue: 0,0:03:13.94,0:03:16.38,Default,,0000,0000,0000,,Today, I want to ask a new question: Dialogue: 0,0:03:19.38,0:03:22.42,Default,,0000,0000,0000,,How are the basic attacks in this game structured? Dialogue: 0,0:03:22.42,0:03:23.92,Default,,0000,0000,0000,,Last episode was the overview. Dialogue: 0,0:03:23.92,0:03:25.78,Default,,0000,0000,0000,,Now, we’re digging in deep. Dialogue: 0,0:03:25.78,0:03:27.02,Default,,0000,0000,0000,,STRAP IN. Dialogue: 0,0:03:27.86,0:03:31.46,Default,,0000,0000,0000,,Back in 2008, Masahiro Sakurai gave a talk\Nat GDC Dialogue: 0,0:03:31.46,0:03:34.24,Default,,0000,0000,0000,,about his design process for Smash Bros Brawl. Dialogue: 0,0:03:34.24,0:03:37.30,Default,,0000,0000,0000,,You can listen to the whole thing if you’re\Ninterested, I’ll link to it down below. Dialogue: 0,0:03:37.30,0:03:39.92,Default,,0000,0000,0000,,And big thanks to Jonathan Cooper\Nfor bringing it to my attention! Dialogue: 0,0:03:39.92,0:03:44.84,Default,,0000,0000,0000,,But about halfway through, Sakurai starts\Ndigging into the structure of a Smash Bros attack. Dialogue: 0,0:03:44.90,0:03:49.76,Default,,0000,0000,0000,,And it’s all pretty standard game animation\Nstuff, but it’s a useful framework\Nso let’s go ahead and use it. Dialogue: 0,0:03:49.84,0:03:55.52,Default,,0000,0000,0000,,According to Sakurai, every basic Smash Bros\Nattack consists of four phases: Dialogue: 0,0:03:55.52,0:03:59.94,Default,,0000,0000,0000,,Standby... Windup... Strike... and Follow-Through. Dialogue: 0,0:03:59.94,0:04:02.70,Default,,0000,0000,0000,,And there’s a lot of different terms\Nthat you could swap in for these... Dialogue: 0,0:04:02.70,0:04:07.58,Default,,0000,0000,0000,,In animator lingo, we would probably call\N“Standby” something like “Idle” or "Starting Position". Dialogue: 0,0:04:07.58,0:04:10.14,Default,,0000,0000,0000,,The Windup would almost certainly\Nbe called “Anticipation”. Dialogue: 0,0:04:10.20,0:04:13.54,Default,,0000,0000,0000,,and a lot of people would probably refer\Nto the “Follow-Through” as a “Recovery"-- Dialogue: 0,0:04:13.54,0:04:16.04,Default,,0000,0000,0000,,Look, animators are REALLY bad at standardizing terms. Dialogue: 0,0:04:16.04,0:04:18.70,Default,,0000,0000,0000,,For today, let’s just go with Sakurai’s terms: Dialogue: 0,0:04:18.70,0:04:22.34,Default,,0000,0000,0000,,Standby > Windup > Strike > Follow-Through Dialogue: 0,0:04:22.34,0:04:24.32,Default,,0000,0000,0000,,Now let’s go through these one by one. Dialogue: 0,0:04:24.32,0:04:28.64,Default,,0000,0000,0000,,The Standby is basically the pose from which\Nthe attack animation will start. Dialogue: 0,0:04:28.64,0:04:31.84,Default,,0000,0000,0000,,This will almost always be\Nthe character’s standing idle loop, Dialogue: 0,0:04:31.84,0:04:36.08,Default,,0000,0000,0000,,although it might also be their\Ncrouching pose, or a falling pose\Nif they’re airborne. Dialogue: 0,0:04:36.08,0:04:38.86,Default,,0000,0000,0000,,The Windup is the moment before the attack. Dialogue: 0,0:04:38.86,0:04:41.88,Default,,0000,0000,0000,,For animation clarity, you NEED this anticipation phase Dialogue: 0,0:04:41.88,0:04:44.40,Default,,0000,0000,0000,,in order to convey the power of the attack. Dialogue: 0,0:04:44.40,0:04:47.14,Default,,0000,0000,0000,,Without a windup, big actions just feel…. Dialogue: 0,0:04:48.10,0:04:49.02,Default,,0000,0000,0000,,...weird. Dialogue: 0,0:04:49.02,0:04:51.62,Default,,0000,0000,0000,,But this component fills a gameplay need as well: Dialogue: 0,0:04:51.62,0:04:56.12,Default,,0000,0000,0000,,it gives the attacking player visual confirmation\Nthat their input has been recognized, Dialogue: 0,0:04:56.12,0:04:59.32,Default,,0000,0000,0000,,and it gives the defending player\Na hint that an attack is coming, Dialogue: 0,0:04:59.32,0:05:02.22,Default,,0000,0000,0000,,providing them just a tiny opportunity to react. Dialogue: 0,0:05:02.22,0:05:04.26,Default,,0000,0000,0000,,The Strike is the attack itself. Dialogue: 0,0:05:04.26,0:05:08.72,Default,,0000,0000,0000,,It’s the narrow window of time where the\Nattack is meant to connect and do damage. Dialogue: 0,0:05:08.72,0:05:12.42,Default,,0000,0000,0000,,This phase may only last a few frames,\Nbut if the attack connects Dialogue: 0,0:05:12.42,0:05:17.30,Default,,0000,0000,0000,,Smash games almost always use a chunky Hit Pause\Nto emphasize that connection, Dialogue: 0,0:05:17.30,0:05:20.38,Default,,0000,0000,0000,,effectively freeze-framing the characters\Nfor a fraction of a second. Dialogue: 0,0:05:20.38,0:05:24.50,Default,,0000,0000,0000,,So this particular pose needs to look\Nreally powerful and clear. Dialogue: 0,0:05:24.64,0:05:29.22,Default,,0000,0000,0000,,And finally, the Follow-Through is the window\Nof time AFTER the attack has happened, Dialogue: 0,0:05:29.22,0:05:32.96,Default,,0000,0000,0000,,but BEFORE the character has fully returned\Nto their Standby position. Dialogue: 0,0:05:32.96,0:05:36.30,Default,,0000,0000,0000,,In Smash games, this is the longest phase by far, Dialogue: 0,0:05:36.30,0:05:39.12,Default,,0000,0000,0000,,and it fills several VERY important functions. Dialogue: 0,0:05:39.12,0:05:43.64,Default,,0000,0000,0000,,First, it helps to sell the power of the swing\Nby emphasizing the over-extension, Dialogue: 0,0:05:43.64,0:05:46.58,Default,,0000,0000,0000,,the exertion that was required to perform the Strike. Dialogue: 0,0:05:46.58,0:05:49.24,Default,,0000,0000,0000,,Second, it provides visual feedback to the attacker, Dialogue: 0,0:05:49.24,0:05:52.46,Default,,0000,0000,0000,,signaling that they don’t have full control\Nof the character back yet, Dialogue: 0,0:05:52.46,0:05:55.70,Default,,0000,0000,0000,,that the attack they committed to isn’t yet complete. Dialogue: 0,0:05:55.71,0:06:00.26,Default,,0000,0000,0000,,Third, this phase gives the defender a window\Nof time to punish the vulnerable attacker Dialogue: 0,0:06:00.26,0:06:01.40,Default,,0000,0000,0000,,while they’re recovering. Dialogue: 0,0:06:01.40,0:06:05.90,Default,,0000,0000,0000,,And by the end of the Follow-Through, the\Ncharacter returns to their Standby position. Dialogue: 0,0:06:05.90,0:06:08.74,Default,,0000,0000,0000,,Every basic attack has this structure. Dialogue: 0,0:06:08.74,0:06:09.82,Default,,0000,0000,0000,,Standby… Dialogue: 0,0:06:09.82,0:06:10.82,Default,,0000,0000,0000,,Windup… Dialogue: 0,0:06:10.82,0:06:11.82,Default,,0000,0000,0000,,Strike… Dialogue: 0,0:06:11.84,0:06:12.84,Default,,0000,0000,0000,,Follow-Through. Dialogue: 0,0:06:12.86,0:06:13.86,Default,,0000,0000,0000,,Standby… Dialogue: 0,0:06:13.86,0:06:14.86,Default,,0000,0000,0000,,Windup… Dialogue: 0,0:06:14.86,0:06:15.86,Default,,0000,0000,0000,,Strike… Dialogue: 0,0:06:15.86,0:06:17.02,Default,,0000,0000,0000,,Follow-Through. Dialogue: 0,0:06:17.60,0:06:21.46,Default,,0000,0000,0000,,Alright now, let’s put on our animator caps\Nand really dig into this. Dialogue: 0,0:06:21.46,0:06:26.90,Default,,0000,0000,0000,,Like every character, Link starts in his Standby idle,\Nand this is a good Idle animation loop. Dialogue: 0,0:06:26.90,0:06:29.82,Default,,0000,0000,0000,,Nice silhouette (even when factoring in\Nthe sword and shield), Dialogue: 0,0:06:29.82,0:06:32.32,Default,,0000,0000,0000,,clear posing no matter which direction he’s facing, Dialogue: 0,0:06:32.32,0:06:36.26,Default,,0000,0000,0000,,and enough movement to keep him feeling\Nactive and visible on screen Dialogue: 0,0:06:36.26,0:06:38.00,Default,,0000,0000,0000,,even when he's not doing anything. Dialogue: 0,0:06:38.00,0:06:38.84,Default,,0000,0000,0000,,NOW. Dialogue: 0,0:06:38.84,0:06:41.48,Default,,0000,0000,0000,,Let’s say the player hits the attack button. Dialogue: 0,0:06:41.48,0:06:44.22,Default,,0000,0000,0000,,On FRAME 1, we already we have a huge change. Dialogue: 0,0:06:44.22,0:06:47.56,Default,,0000,0000,0000,,Link pops right from this pose to THIS pose. Dialogue: 0,0:06:47.56,0:06:50.04,Default,,0000,0000,0000,,Remember, Smash Bros attacks are FAST, Dialogue: 0,0:06:50.04,0:06:53.42,Default,,0000,0000,0000,,so Link is going to have barely any time \Nfor that windup pose. Dialogue: 0,0:06:53.54,0:06:57.18,Default,,0000,0000,0000,,He needs to get to that pose QUICK if it’s\Ngoing to have a chance to read. Dialogue: 0,0:06:57.18,0:07:00.02,Default,,0000,0000,0000,,FRAME 2 is our Key Pose for the Windup. Dialogue: 0,0:07:00.02,0:07:03.08,Default,,0000,0000,0000,,This is the most important frame for the WindUp phase, Dialogue: 0,0:07:03.08,0:07:07.16,Default,,0000,0000,0000,,it’s the pose that most clearly communicates\Nthe anticipation before the attack, Dialogue: 0,0:07:07.16,0:07:10.54,Default,,0000,0000,0000,,so it is absolutely critical that this pose be clear. Dialogue: 0,0:07:10.54,0:07:15.14,Default,,0000,0000,0000,,You see how the first three frames of\NLink’s attack REALLY favor this pose? Dialogue: 0,0:07:15.14,0:07:20.14,Default,,0000,0000,0000,,1/20th of a second is just not enough time for\Nour brains to fully process what’s happening, Dialogue: 0,0:07:20.14,0:07:24.14,Default,,0000,0000,0000,,so these three frames need to do\Neverything possible to sell the feeling Dialogue: 0,0:07:24.14,0:07:26.50,Default,,0000,0000,0000,,of Link winding up for a sword swing. Dialogue: 0,0:07:26.50,0:07:27.98,Default,,0000,0000,0000,,Ok, now FRAME 3... Dialogue: 0,0:07:27.98,0:07:31.60,Default,,0000,0000,0000,,The front foot is stepping forward\Nslightly and the back foot is planted. Dialogue: 0,0:07:31.60,0:07:34.36,Default,,0000,0000,0000,,A lot of power is going to come\Nfrom that planted foot. Dialogue: 0,0:07:34.36,0:07:36.78,Default,,0000,0000,0000,,The hand is kinda clipping through the hat a little bit, but Dialogue: 0,0:07:36.78,0:07:38.40,Default,,0000,0000,0000,,who cares, it’s one frame. Dialogue: 0,0:07:38.40,0:07:39.86,Default,,0000,0000,0000,,Nobody's going to see that in motion. Dialogue: 0,0:07:39.86,0:07:44.08,Default,,0000,0000,0000,,And it actually kind of helps to sell\Nhow far back the arm is rotated. Dialogue: 0,0:07:44.08,0:07:47.34,Default,,0000,0000,0000,,Ok, FRAME 4... now the proper swing is starting. Dialogue: 0,0:07:47.34,0:07:50.32,Default,,0000,0000,0000,,Link is leaning forward, his center of gravity\Nis dropping, Dialogue: 0,0:07:50.32,0:07:54.54,Default,,0000,0000,0000,,there’s a twist running from his planted foot\Nup through his entire torso Dialogue: 0,0:07:54.54,0:07:56.90,Default,,0000,0000,0000,,as he rotates his hips and then his shoulders. Dialogue: 0,0:07:56.90,0:07:59.70,Default,,0000,0000,0000,,This is where the power of the swing\Nis going to come from. Dialogue: 0,0:07:59.70,0:08:02.22,Default,,0000,0000,0000,,FRAME 5: This frame is SO GOOD. Dialogue: 0,0:08:02.22,0:08:03.48,Default,,0000,0000,0000,,I love this. Dialogue: 0,0:08:03.48,0:08:07.06,Default,,0000,0000,0000,,The twisting rotation up the torso\Nhas finally reached the sword arm Dialogue: 0,0:08:07.06,0:08:09.12,Default,,0000,0000,0000,,and is just starting to whip it forward. Dialogue: 0,0:08:09.12,0:08:12.62,Default,,0000,0000,0000,,And the best part of it is the sharp change \Nin Link’s Line of Action. Dialogue: 0,0:08:12.62,0:08:13.92,Default,,0000,0000,0000,,Here’s where he started... Dialogue: 0,0:08:13.92,0:08:16.76,Default,,0000,0000,0000,,and now here’s the line of action at FRAME 5. Dialogue: 0,0:08:16.76,0:08:21.12,Default,,0000,0000,0000,,That change in the Line of Action alone\Nsells the power behind this move! Dialogue: 0,0:08:21.12,0:08:26.04,Default,,0000,0000,0000,,The hat reinforces the line, the outer curve\Nof the shield somehow manages to reinforce it as well Dialogue: 0,0:08:26.04,0:08:28.28,Default,,0000,0000,0000,,despite obscuring so much of the body... Dialogue: 0,0:08:28.28,0:08:32.52,Default,,0000,0000,0000,,I do wish we could see a bit more of the sword arm\Nto get a clearer silhouette, but whatever, Dialogue: 0,0:08:32.52,0:08:34.86,Default,,0000,0000,0000,,we can still easily get a sense of what it’s doing. Dialogue: 0,0:08:34.86,0:08:37.34,Default,,0000,0000,0000,,Seriously, this breakdown pose is so great. Dialogue: 0,0:08:37.68,0:08:40.82,Default,,0000,0000,0000,,Ok, FRAME 6. Now the proper attack is starting. Dialogue: 0,0:08:40.82,0:08:43.68,Default,,0000,0000,0000,,We’re out of the Windup and\Nwe're entering the Strike itself, Dialogue: 0,0:08:43.68,0:08:46.86,Default,,0000,0000,0000,,that brief window of time where\Nthe sword can cause damage. Dialogue: 0,0:08:46.86,0:08:50.70,Default,,0000,0000,0000,,FRAME 7: Now, here’s the key pose for the Strike,\Nand it’s a strong one. Dialogue: 0,0:08:50.70,0:08:55.00,Default,,0000,0000,0000,,Nice silhouette again: both the sword and\Nthe shield arm’s position are very clear. Dialogue: 0,0:08:55.01,0:08:57.78,Default,,0000,0000,0000,,Link’s got a nice wide, powerful stance. Dialogue: 0,0:08:57.78,0:09:00.64,Default,,0000,0000,0000,,He’s shifted his weight almost completely\Nonto his front foot. Dialogue: 0,0:09:00.64,0:09:03.58,Default,,0000,0000,0000,,the twist up the torso is at its maximum rotation, Dialogue: 0,0:09:03.58,0:09:06.12,Default,,0000,0000,0000,,to the point that his upper body is facing camera now, Dialogue: 0,0:09:06.12,0:09:09.00,Default,,0000,0000,0000,,and the sword has reached\Nthe middle of its swinging arc. Dialogue: 0,0:09:09.00,0:09:12.46,Default,,0000,0000,0000,,Compare this key pose to the key pose\Nfor the Windup. Dialogue: 0,0:09:12.46,0:09:16.56,Default,,0000,0000,0000,,Look at how extreme a change\Nhas just happened in 1/12th of a second! Dialogue: 0,0:09:16.56,0:09:21.64,Default,,0000,0000,0000,,Ok, FRAME 8: Now we’re past the mid point of\NStrike, and what a nice arc on that sword swing! Dialogue: 0,0:09:21.70,0:09:25.22,Default,,0000,0000,0000,,The blade’s path is completely clear\Nthanks to that bright smear, Dialogue: 0,0:09:25.22,0:09:27.18,Default,,0000,0000,0000,,and it looks really good to this camera angle. Dialogue: 0,0:09:27.34,0:09:32.10,Default,,0000,0000,0000,,The torso twist is complete, the body’s\Nexertion to power the sword swing is done, Dialogue: 0,0:09:32.10,0:09:34.98,Default,,0000,0000,0000,,but now that sword has a lot of momentum,\Nand it’s HEAVY. Dialogue: 0,0:09:34.98,0:09:37.18,Default,,0000,0000,0000,,It’s not just going to stop on a dime. Dialogue: 0,0:09:37.18,0:09:40.92,Default,,0000,0000,0000,,Ok, FRAME 9. Now we’ve transitioned from\Nthe Strike to the Follow-Through, Dialogue: 0,0:09:40.92,0:09:42.90,Default,,0000,0000,0000,,the longest phase of the attack. Dialogue: 0,0:09:42.90,0:09:47.58,Default,,0000,0000,0000,,The sword’s arc is going\Nto continue for the next few frames\Nuntil Link can manage to slow it down. Dialogue: 0,0:09:47.72,0:09:50.60,Default,,0000,0000,0000,,And you can already see\Nthe rotation up his hips and shoulders Dialogue: 0,0:09:50.60,0:09:53.12,Default,,0000,0000,0000,,starting to reverse back to where he started. Dialogue: 0,0:09:53.12,0:09:59.46,Default,,0000,0000,0000,,The sword finally comes to a stop around FRAME 12.\NLink has regained control of it fully by FRAME 15, Dialogue: 0,0:09:59.46,0:10:02.10,Default,,0000,0000,0000,,but notice how he’s still doubled over. Dialogue: 0,0:10:02.10,0:10:06.60,Default,,0000,0000,0000,,Like I said before, there are a lot of reasons\Nfor him to spend so many frames in this pose Dialogue: 0,0:10:06.60,0:10:08.34,Default,,0000,0000,0000,,right after the sword swing. Dialogue: 0,0:10:08.34,0:10:13.04,Default,,0000,0000,0000,,For one, he needs to be left vulnerable to\Ngive his opponent an opportunity to counterattack. Dialogue: 0,0:10:13.04,0:10:18.28,Default,,0000,0000,0000,,For two, the Follow-Through is a really important\Ncomponent for visibly selling the attack’s power. Dialogue: 0,0:10:18.28,0:10:22.84,Default,,0000,0000,0000,,Seeing how far the blade’s momentum \Ncarries it past the target really emphasizes Dialogue: 0,0:10:22.84,0:10:25.38,Default,,0000,0000,0000,,how hard Link just swang that dang sword. Dialogue: 0,0:10:25.38,0:10:28.86,Default,,0000,0000,0000,,But there’s yet one other reason,\Nand that is: clarity. Dialogue: 0,0:10:28.86,0:10:34.68,Default,,0000,0000,0000,,You see, SO MUCH has just happened in SO FEW\Nframes - in that 1/12th of a second - that it’s Dialogue: 0,0:10:34.68,0:10:38.22,Default,,0000,0000,0000,,pretty likely the people watching the screen\Ncouldn’t fully take it in. Dialogue: 0,0:10:38.22,0:10:43.06,Default,,0000,0000,0000,,The Windup was so short and the Strike so\Nquick that, at most, the player being attacked Dialogue: 0,0:10:43.06,0:10:46.94,Default,,0000,0000,0000,,probably only had a chance to process Link\Nsuddenly moving real fast, Dialogue: 0,0:10:46.94,0:10:50.18,Default,,0000,0000,0000,,and then a big bright smear frame\Nof the sword whipping in front of him. Dialogue: 0,0:10:50.18,0:10:54.82,Default,,0000,0000,0000,,But unlike the Windup and the Strike,\Nthis Follow-Through pose with Link doubled over Dialogue: 0,0:10:54.82,0:10:58.24,Default,,0000,0000,0000,,and the sword coming to a stop\Nhas PLENTY of time to read. Dialogue: 0,0:10:58.24,0:11:01.96,Default,,0000,0000,0000,,And this pose combined with that\Nbig, bright smear of the sword slash Dialogue: 0,0:11:01.96,0:11:05.74,Default,,0000,0000,0000,,helps our brain to kinda back-fill in\Nthe detail of what just happened. Dialogue: 0,0:11:05.74,0:11:08.06,Default,,0000,0000,0000,,And this Follow-Through is LONG. Dialogue: 0,0:11:08.06,0:11:14.08,Default,,0000,0000,0000,,It starts at FRAME 12 and Link doesn’t get\Nback to his Standby pose until about FRAME 28 or so. Dialogue: 0,0:11:14.08,0:11:18.24,Default,,0000,0000,0000,,That is more than half the attack time\Ndedicated to the recovery phase! Dialogue: 0,0:11:18.24,0:11:22.96,Default,,0000,0000,0000,,Look at every single one of Link’s basic attacks,\Nand you’ll see these same phases. Dialogue: 0,0:11:22.96,0:11:24.04,Default,,0000,0000,0000,,Standby… Dialogue: 0,0:11:24.04,0:11:25.02,Default,,0000,0000,0000,,Windup… Dialogue: 0,0:11:25.02,0:11:25.96,Default,,0000,0000,0000,,Strike… Dialogue: 0,0:11:25.96,0:11:27.02,Default,,0000,0000,0000,,Follow-Through. Dialogue: 0,0:11:27.30,0:11:30.44,Default,,0000,0000,0000,,And the same is true of all the other\NSmash characters' attacks too. Dialogue: 0,0:11:30.48,0:11:34.56,Default,,0000,0000,0000,,For that matter, it’s true of the attack animations\Nfor just about any game you can think of. Dialogue: 0,0:11:34.62,0:11:39.00,Default,,0000,0000,0000,,The timing of each phase may vary from game\Nto game based on the needs of their design, Dialogue: 0,0:11:39.00,0:11:41.58,Default,,0000,0000,0000,,but those phases are all still in there. Dialogue: 0,0:11:41.58,0:11:42.82,Default,,0000,0000,0000,,But we’re not done! Dialogue: 0,0:11:42.82,0:11:47.62,Default,,0000,0000,0000,,At any point during the Follow-Through, the\Nplayer might choose to initiate a combo attack. Dialogue: 0,0:11:47.63,0:11:51.94,Default,,0000,0000,0000,,Let’s say Link finishes his first swing\Nand the player hits the attack button again Dialogue: 0,0:11:51.94,0:11:54.31,Default,,0000,0000,0000,,around FRAME 12 or 13. Dialogue: 0,0:11:54.31,0:11:58.26,Default,,0000,0000,0000,,If that happens, Link’s Follow-Through animation\Nwill be interrupted immediately, Dialogue: 0,0:11:58.26,0:12:00.90,Default,,0000,0000,0000,,and he’ll SNAP to the first frame of the second attack. Dialogue: 0,0:12:00.90,0:12:03.14,Default,,0000,0000,0000,,Again, no time for lengthy transitions. Dialogue: 0,0:12:03.14,0:12:07.64,Default,,0000,0000,0000,,Now, this second attack may look different,\Nmore of a horizontal slash than the first, Dialogue: 0,0:12:07.64,0:12:11.86,Default,,0000,0000,0000,,but it has the same phases:\NWindup... Strike... Follow-Through. Dialogue: 0,0:12:11.86,0:12:13.96,Default,,0000,0000,0000,,And the final attack in the combo is the same. Dialogue: 0,0:12:13.96,0:12:17.50,Default,,0000,0000,0000,,Windup... Strike... LONG Follow-Through. Dialogue: 0,0:12:17.50,0:12:22.56,Default,,0000,0000,0000,,Link has had this three-hit combo\Never since the first Smash Bros game, Dialogue: 0,0:12:22.57,0:12:24.57,Default,,0000,0000,0000,,but it’s actually gone through\Nsome iterations over time. Dialogue: 0,0:12:24.57,0:12:27.72,Default,,0000,0000,0000,,Let’s look at the N64 version of this same attack… Dialogue: 0,0:12:29.36,0:12:32.42,Default,,0000,0000,0000,,As you can probably already see,\Nseveral major changes have happened Dialogue: 0,0:12:32.42,0:12:34.06,Default,,0000,0000,0000,,since this original version. Dialogue: 0,0:12:34.06,0:12:37.66,Default,,0000,0000,0000,,There are some subtle adjustments\Nto the animation’s spacing for clarity, Dialogue: 0,0:12:37.66,0:12:39.86,Default,,0000,0000,0000,,the arc of the sword is a lot more clear now too Dialogue: 0,0:12:39.86,0:12:44.68,Default,,0000,0000,0000,,but the biggest difference by far is\Nhow much further they’ve pushed Link's poses. Dialogue: 0,0:12:44.72,0:12:50.22,Default,,0000,0000,0000,,Look at how much more extreme and exaggerated\Nthis pose is compared to the original version. Dialogue: 0,0:12:50.22,0:12:51.46,Default,,0000,0000,0000,,And this one! Dialogue: 0,0:12:51.46,0:12:56.44,Default,,0000,0000,0000,,It both sells the physicality of the swing better\Nand just looks more exciting in motion. Dialogue: 0,0:12:56.44,0:12:59.88,Default,,0000,0000,0000,,It’s really amazing the effect\Na little exaggeration can have. Dialogue: 0,0:13:00.58,0:13:05.88,Default,,0000,0000,0000,,Now I realize that I’ve just spent this whole\Ndarned video talking about ONE of Link’s moves. Dialogue: 0,0:13:05.98,0:13:10.38,Default,,0000,0000,0000,,Out of the 30+ attacks and the DOZENS\Nof other animations this character has, Dialogue: 0,0:13:10.38,0:13:13.10,Default,,0000,0000,0000,,I’ve talked about ONE sword combo. Dialogue: 0,0:13:13.10,0:13:14.80,Default,,0000,0000,0000,,And you want to know the scary thing? Dialogue: 0,0:13:14.80,0:13:18.21,Default,,0000,0000,0000,,I could have talked about that one combo\NEVEN LONGER. Dialogue: 0,0:13:18.21,0:13:23.58,Default,,0000,0000,0000,,Seriously, there is so much thought and craft\Nthat goes into every one of these animations. Dialogue: 0,0:13:23.58,0:13:26.22,Default,,0000,0000,0000,,Every single frame is carefully sculpted. Dialogue: 0,0:13:26.22,0:13:29.62,Default,,0000,0000,0000,,They HAVE to be when you’re animating attacks\Nthat happen this quickly. Dialogue: 0,0:13:29.62,0:13:33.04,Default,,0000,0000,0000,,Animators literally spend DAYS\Npolishing this stuff. Dialogue: 0,0:13:33.04,0:13:37.02,Default,,0000,0000,0000,,It is a slow, tedious craft we do,\Nbut when you get it just right? Dialogue: 0,0:13:37.02,0:13:40.68,Default,,0000,0000,0000,,and especially after all the other disciplines\Nbring their own skills to the party Dialogue: 0,0:13:40.68,0:13:45.66,Default,,0000,0000,0000,,like FX artists amplifying the move\Nwith dust and smears and all those light flashes... Dialogue: 0,0:13:45.66,0:13:48.78,Default,,0000,0000,0000,,audio engineers making that\Nsword swipe sound exactly right... Dialogue: 0,0:13:48.78,0:13:53.24,Default,,0000,0000,0000,,and designers tuning the numbers and parameters under the hood just so... Dialogue: 0,0:13:53.24,0:13:55.38,Default,,0000,0000,0000,,...and you see all of that come together? Dialogue: 0,0:13:57.58,0:13:58.18,Default,,0000,0000,0000,,MMM. Dialogue: 0,0:13:58.18,0:13:59.30,Default,,0000,0000,0000,,Feels amazing. Dialogue: 0,0:13:59.96,0:14:00.62,Default,,0000,0000,0000,,Anyway. Dialogue: 0,0:14:00.62,0:14:01.98,Default,,0000,0000,0000,,Which character should we look at next? Dialogue: 0,0:14:01.98,0:14:04.44,Default,,0000,0000,0000,,You’ve got a lot to choose from,\Nso I’ll tell you what: Dialogue: 0,0:14:04.44,0:14:06.68,Default,,0000,0000,0000,,down in the description is a link to a poll. Dialogue: 0,0:14:06.68,0:14:09.94,Default,,0000,0000,0000,,Go click on it and pick some characters you’d\Nlike to see an episode about! Dialogue: 0,0:14:09.94,0:14:12.78,Default,,0000,0000,0000,,OR hey, maybe you've got a question\Nabout Smash Bros animation Dialogue: 0,0:14:12.78,0:14:14.84,Default,,0000,0000,0000,,that you would like answered in an episode. Dialogue: 0,0:14:14.84,0:14:16.44,Default,,0000,0000,0000,,If so, ask it in the comments! Dialogue: 0,0:14:16.44,0:14:20.12,Default,,0000,0000,0000,,Who knows, it might be the question that one\Nof these episodes gets built around. Dialogue: 0,0:14:20.12,0:14:23.76,Default,,0000,0000,0000,,In the meantime, subscribe if you want to\Nsee more videos about Smash Bros Dialogue: 0,0:14:23.76,0:14:25.58,Default,,0000,0000,0000,,or game animation in general. Dialogue: 0,0:14:25.58,0:14:27.82,Default,,0000,0000,0000,,Thanks for watching,\Nand I’ll see you next time!