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How to Animate a Smash Bros Attack // LINK

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    Hello!
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    And welcome to New Frame Plus,
    a series about video game animation.
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    We’re gonna talk some more Smash Bros today,
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    and because so darned many of you requested him
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    let’s dig into the animation of
    Nintendo’s OTHER flagship hero: Link.
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    As we discussed last time, Smash Bros animation
    has to achieve two goals simultaneously:
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    it must functionally serve Smash’s gameplay needs
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    while aesthetically staying true
    to each character’s origins and personality.
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    So!
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    What do we know about Link?
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    To start, we know he’s not just one person.
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    We’ve been playing a lot of different “Link”s
    over the course of the Zelda series
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    (all of them blonde, by incredible coincidence I guess).
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    And something I didn’t realize
    until researching for this video
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    is that we’ve actually been playing different Links
    in Smash Bros this whole time also!
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    And I’m not talking about these fellas.
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    I mean the Link we’ve been playing
    from Day One to today has been different people.
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    The Link of Smash 64 and Melee is
    the Link of Ocarina of Time,
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    but the Link of Brawl and Smash 4?
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    That guy’s the Link of Twilight Princess!
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    An entirely different person donning the green tunic.
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    And in Smash Ultimate, we’re going to get an entirely
    NEW Link from Breath of the Wild!
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    Granted, you don’t really see that difference
    reflected in their animation, which...
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    that’s kind of a shame.
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    But still!
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    It’s neat.
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    Let’s see, what else do we know...
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    Well, we know that it probably wasn’t too
    hard to condense all that personality
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    into one Smash character because…
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    ...there just ain’t much there.
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    That’s the thing with silent protagonists:
    what you see on the surface is usually what you get.
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    He’s not a completely blank canvas, though!
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    Despite the fact that he’s silent, and despite
    the fact that he’s technically like TEN different people,
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    there are a few constants about
    Link’s personality in every single incarnation.
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    He is, in every single sense... a hero.
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    I know it’s not much, but it IS something.
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    No matter his disposition, whether he’s
    a serious Link or a cute Link,
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    he always evokes courage.
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    It is his one defining trait, he is literally
    BRANDED with a courage symbol.
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    Of course, in practice, this trait
    usually just boils down
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    to Link having an air of “stoic heroism”
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    and eagerly charging into
    any dungeon he finds, BUT...
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    “courage” is a pretty abstract quality
    to have to sell in animation.
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    And probably even more so when you’re trying
    to design a moveset for a fighting game.
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    Fortunate for us, then, that - if there is one thing
    we ARE very familiar with - it's how Link fights.
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    From day one, Link has fought with that iconic
    sword and shield,
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    and supplemented that with a
    wide assortment of gadgets and tools.
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    Link becomes more powerful
    by finding and using new gear.
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    And that is something we’ve seen accurately reflected
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    in his Smash incarnation from the very beginning,
    which I just love.
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    This is VERY on-brand.
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    Now, I COULD spend this whole episode doing
    pretty much the same thing we did last time.
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    I could dig into Link’s history,
    go through all of his moves,
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    talk about how faithfully
    the character has been represented,
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    pointing out all the references to Zelda games past...
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    But honestly, making that same episode over
    and over would get kinda boring.
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    Besides, if you just want to know all the
    references in his design,
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    somebody else already made that video,
    and did a pretty fine job!
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    I’ll link to it in the description.
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    But no, today I want to come at this
    from a different angle.
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    Last episode, I started by posing a question:
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    Today, I want to ask a new question:
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    How are the basic attacks in this game structured?
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    Last episode was the overview.
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    Now, we’re digging in deep.
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    STRAP IN.
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    Back in 2008, Masahiro Sakurai gave a talk
    at GDC
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    about his design process for Smash Bros Brawl.
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    You can listen to the whole thing if you’re
    interested, I’ll link to it down below.
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    And big thanks to Jonathan Cooper
    for bringing it to my attention!
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    But about halfway through, Sakurai starts
    digging into the structure of a Smash Bros attack.
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    And it’s all pretty standard game animation
    stuff, but it’s a useful framework
    so let’s go ahead and use it.
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    According to Sakurai, every basic Smash Bros
    attack consists of four phases:
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    Standby... Windup... Strike... and Follow-Through.
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    And there’s a lot of different terms
    that you could swap in for these...
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    In animator lingo, we would probably call
    “Standby” something like “Idle” or "Starting Position".
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    The Windup would almost certainly
    be called “Anticipation”.
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    and a lot of people would probably refer
    to the “Follow-Through” as a “Recovery"--
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    Look, animators are REALLY bad at standardizing terms.
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    For today, let’s just go with Sakurai’s terms:
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    Standby > Windup > Strike > Follow-Through
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    Now let’s go through these one by one.
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    The Standby is basically the pose from which
    the attack animation will start.
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    This will almost always be
    the character’s standing idle loop,
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    although it might also be their
    crouching pose, or a falling pose
    if they’re airborne.
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    The Windup is the moment before the attack.
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    For animation clarity, you NEED this anticipation phase
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    in order to convey the power of the attack.
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    Without a windup, big actions just feel….
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    ...weird.
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    But this component fills a gameplay need as well:
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    it gives the attacking player visual confirmation
    that their input has been recognized,
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    and it gives the defending player
    a hint that an attack is coming,
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    providing them just a tiny opportunity to react.
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    The Strike is the attack itself.
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    It’s the narrow window of time where the
    attack is meant to connect and do damage.
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    This phase may only last a few frames,
    but if the attack connects
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    Smash games almost always use a chunky Hit Pause
    to emphasize that connection,
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    effectively freeze-framing the characters
    for a fraction of a second.
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    So this particular pose needs to look
    really powerful and clear.
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    And finally, the Follow-Through is the window
    of time AFTER the attack has happened,
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    but BEFORE the character has fully returned
    to their Standby position.
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    In Smash games, this is the longest phase by far,
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    and it fills several VERY important functions.
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    First, it helps to sell the power of the swing
    by emphasizing the over-extension,
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    the exertion that was required to perform the Strike.
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    Second, it provides visual feedback to the attacker,
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    signaling that they don’t have full control
    of the character back yet,
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    that the attack they committed to isn’t yet complete.
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    Third, this phase gives the defender a window
    of time to punish the vulnerable attacker
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    while they’re recovering.
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    And by the end of the Follow-Through, the
    character returns to their Standby position.
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    Every basic attack has this structure.
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    Standby…
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    Windup…
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    Strike…
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    Follow-Through.
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    Standby…
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    Windup…
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    Strike…
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    Follow-Through.
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    Alright now, let’s put on our animator caps
    and really dig into this.
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    Like every character, Link starts in his Standby idle,
    and this is a good Idle animation loop.
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    Nice silhouette (even when factoring in
    the sword and shield),
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    clear posing no matter which direction he’s facing,
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    and enough movement to keep him feeling
    active and visible on screen
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    even when he's not doing anything.
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    NOW.
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    Let’s say the player hits the attack button.
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    On FRAME 1, we already we have a huge change.
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    Link pops right from this pose to THIS pose.
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    Remember, Smash Bros attacks are FAST,
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    so Link is going to have barely any time
    for that windup pose.
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    He needs to get to that pose QUICK if it’s
    going to have a chance to read.
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    FRAME 2 is our Key Pose for the Windup.
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    This is the most important frame for the WindUp phase,
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    it’s the pose that most clearly communicates
    the anticipation before the attack,
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    so it is absolutely critical that this pose be clear.
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    You see how the first three frames of
    Link’s attack REALLY favor this pose?
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    1/20th of a second is just not enough time for
    our brains to fully process what’s happening,
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    so these three frames need to do
    everything possible to sell the feeling
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    of Link winding up for a sword swing.
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    Ok, now FRAME 3...
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    The front foot is stepping forward
    slightly and the back foot is planted.
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    A lot of power is going to come
    from that planted foot.
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    The hand is kinda clipping through the hat a little bit, but
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    who cares, it’s one frame.
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    Nobody's going to see that in motion.
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    And it actually kind of helps to sell
    how far back the arm is rotated.
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    Ok, FRAME 4... now the proper swing is starting.
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    Link is leaning forward, his center of gravity
    is dropping,
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    there’s a twist running from his planted foot
    up through his entire torso
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    as he rotates his hips and then his shoulders.
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    This is where the power of the swing
    is going to come from.
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    FRAME 5: This frame is SO GOOD.
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    I love this.
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    The twisting rotation up the torso
    has finally reached the sword arm
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    and is just starting to whip it forward.
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    And the best part of it is the sharp change
    in Link’s Line of Action.
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    Here’s where he started...
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    and now here’s the line of action at FRAME 5.
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    That change in the Line of Action alone
    sells the power behind this move!
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    The hat reinforces the line, the outer curve
    of the shield somehow manages to reinforce it as well
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    despite obscuring so much of the body...
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    I do wish we could see a bit more of the sword arm
    to get a clearer silhouette, but whatever,
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    we can still easily get a sense of what it’s doing.
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    Seriously, this breakdown pose is so great.
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    Ok, FRAME 6. Now the proper attack is starting.
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    We’re out of the Windup and
    we're entering the Strike itself,
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    that brief window of time where
    the sword can cause damage.
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    FRAME 7: Now, here’s the key pose for the Strike,
    and it’s a strong one.
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    Nice silhouette again: both the sword and
    the shield arm’s position are very clear.
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    Link’s got a nice wide, powerful stance.
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    He’s shifted his weight almost completely
    onto his front foot.
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    the twist up the torso is at its maximum rotation,
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    to the point that his upper body is facing camera now,
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    and the sword has reached
    the middle of its swinging arc.
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    Compare this key pose to the key pose
    for the Windup.
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    Look at how extreme a change
    has just happened in 1/12th of a second!
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    Ok, FRAME 8: Now we’re past the mid point of
    Strike, and what a nice arc on that sword swing!
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    The blade’s path is completely clear
    thanks to that bright smear,
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    and it looks really good to this camera angle.
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    The torso twist is complete, the body’s
    exertion to power the sword swing is done,
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    but now that sword has a lot of momentum,
    and it’s HEAVY.
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    It’s not just going to stop on a dime.
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    Ok, FRAME 9. Now we’ve transitioned from
    the Strike to the Follow-Through,
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    the longest phase of the attack.
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    The sword’s arc is going
    to continue for the next few frames
    until Link can manage to slow it down.
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    And you can already see
    the rotation up his hips and shoulders
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    starting to reverse back to where he started.
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    The sword finally comes to a stop around FRAME 12.
    Link has regained control of it fully by FRAME 15,
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    but notice how he’s still doubled over.
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    Like I said before, there are a lot of reasons
    for him to spend so many frames in this pose
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    right after the sword swing.
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    For one, he needs to be left vulnerable to
    give his opponent an opportunity to counterattack.
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    For two, the Follow-Through is a really important
    component for visibly selling the attack’s power.
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    Seeing how far the blade’s momentum
    carries it past the target really emphasizes
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    how hard Link just swang that dang sword.
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    But there’s yet one other reason,
    and that is: clarity.
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    You see, SO MUCH has just happened in SO FEW
    frames - in that 1/12th of a second - that it’s
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    pretty likely the people watching the screen
    couldn’t fully take it in.
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    The Windup was so short and the Strike so
    quick that, at most, the player being attacked
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    probably only had a chance to process Link
    suddenly moving real fast,
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    and then a big bright smear frame
    of the sword whipping in front of him.
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    But unlike the Windup and the Strike,
    this Follow-Through pose with Link doubled over
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    and the sword coming to a stop
    has PLENTY of time to read.
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    And this pose combined with that
    big, bright smear of the sword slash
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    helps our brain to kinda back-fill in
    the detail of what just happened.
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    And this Follow-Through is LONG.
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    It starts at FRAME 12 and Link doesn’t get
    back to his Standby pose until about FRAME 28 or so.
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    That is more than half the attack time
    dedicated to the recovery phase!
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    Look at every single one of Link’s basic attacks,
    and you’ll see these same phases.
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    Standby…
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    Windup…
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    Strike…
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    Follow-Through.
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    And the same is true of all the other
    Smash characters' attacks too.
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    For that matter, it’s true of the attack animations
    for just about any game you can think of.
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    The timing of each phase may vary from game
    to game based on the needs of their design,
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    but those phases are all still in there.
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    But we’re not done!
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    At any point during the Follow-Through, the
    player might choose to initiate a combo attack.
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    Let’s say Link finishes his first swing
    and the player hits the attack button again
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    around FRAME 12 or 13.
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    If that happens, Link’s Follow-Through animation
    will be interrupted immediately,
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    and he’ll SNAP to the first frame of the second attack.
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    Again, no time for lengthy transitions.
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    Now, this second attack may look different,
    more of a horizontal slash than the first,
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    but it has the same phases:
    Windup... Strike... Follow-Through.
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    And the final attack in the combo is the same.
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    Windup... Strike... LONG Follow-Through.
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    Link has had this three-hit combo
    ever since the first Smash Bros game,
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    but it’s actually gone through
    some iterations over time.
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    Let’s look at the N64 version of this same attack…
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    As you can probably already see,
    several major changes have happened
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    since this original version.
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    There are some subtle adjustments
    to the animation’s spacing for clarity,
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    the arc of the sword is a lot more clear now too
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    but the biggest difference by far is
    how much further they’ve pushed Link's poses.
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    Look at how much more extreme and exaggerated
    this pose is compared to the original version.
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    And this one!
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    It both sells the physicality of the swing better
    and just looks more exciting in motion.
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    It’s really amazing the effect
    a little exaggeration can have.
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    Now I realize that I’ve just spent this whole
    darned video talking about ONE of Link’s moves.
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    Out of the 30+ attacks and the DOZENS
    of other animations this character has,
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    I’ve talked about ONE sword combo.
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    And you want to know the scary thing?
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    I could have talked about that one combo
    EVEN LONGER.
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    Seriously, there is so much thought and craft
    that goes into every one of these animations.
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    Every single frame is carefully sculpted.
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    They HAVE to be when you’re animating attacks
    that happen this quickly.
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    Animators literally spend DAYS
    polishing this stuff.
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    It is a slow, tedious craft we do,
    but when you get it just right?
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    and especially after all the other disciplines
    bring their own skills to the party
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    like FX artists amplifying the move
    with dust and smears and all those light flashes...
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    audio engineers making that
    sword swipe sound exactly right...
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    and designers tuning the numbers and parameters under the hood just so...
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    ...and you see all of that come together?
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    MMM.
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    Feels amazing.
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    Anyway.
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    Which character should we look at next?
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    You’ve got a lot to choose from,
    so I’ll tell you what:
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    down in the description is a link to a poll.
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    Go click on it and pick some characters you’d
    like to see an episode about!
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    OR hey, maybe you've got a question
    about Smash Bros animation
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    that you would like answered in an episode.
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    If so, ask it in the comments!
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    Who knows, it might be the question that one
    of these episodes gets built around.
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    In the meantime, subscribe if you want to
    see more videos about Smash Bros
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    or game animation in general.
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    Thanks for watching,
    and I’ll see you next time!
Title:
How to Animate a Smash Bros Attack // LINK
Description:

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Video Language:
English
Duration:
14:41

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