Light attacks are legitimately difficult to translate into 3d 60 frames any way since those type of animations were made more for a sprite era. Hard to convey that without making frames visually impossible to see or purposely hiding them to retain the sprite look like ark sys stuff. Marvel 3 I feel was the first 2.5d fighter that really got animations down and even in that game you can only do lights so well in full motion.
In 3d fighters the frames are slower and the characters are depicted more to achieve realism in motion and such so they never have to worry about making short framed moves work in motion like that.
MK11 still has the same shit I don’t like where Sonya will transition into her triple kick move and it looks like someone hit play on an old film reel. In 60 frames her feet dont animate anything close to something that conveys physics. Hopefully there are no characters that sell the animation problems on their own like IJ2 Darkseid.
There are some SF 2d sprite animations that don’t translate well in 3D, but you can more attribute more to the fact that they are throwing the game in a “3D” world. Only way it would get much better is if they went the ark sys route and did faux 2d visuals.
I looked at some MKX stuff again and just nasty seeing Jackie Briggs flail her arms around like they’re not even attached to her body. Game is jank looking. Jason looks hella outta place also. Extremely stiff transitions and his body just doesn’t move in a convincing way at all.
I mean I still play the game so obviously I’m not really bothered by it. I’m just kind of tired people pretending SFV is some perfect looking game when a lot of it is preference. Their are pros and cons to both styles.
Edit: I love how you guys are repeating “but the AnImAtIoNs” almost to the point of a meme without actually acknowledging the faults in SF that I illustrate in detail. The conversations are about the impacts not the missing frames in Sonyas kicks lol
I expect low tier replies from Twin and Cipher but the rest of you aren’t even trying.
But it’s not just SF. Every current fighting game shits on NRS. I’m not on my knees just slurping Capcom I’m talking about industry standards that NRS seems to not give a shit about. Yeah there’s some unrealistic shit in SFV but I believe it because they know how to convey movement, impact, wind up and follow through.
Edit: Nigga that is what I’m talking about NRS a shit OMG!!!
Knowing their design goals, vision and priority would reveal if they probably intended those stuff. NRS should someday give their thoughts on it in future interviews, since it’s always been a consistent critique on their games. Feedbacks after that can help them possibly.
But I literally just explained in detail why V’s impacts are trash and so far nobody has has actually presented evidence otherwise. It’s just funny “SFV looks good/NRS bad” replies.
Like can someone explain to me how Ryu reeling back like half a second after he’s hit at disproportionate speed compared to the strike is a good visual indication of impact?
SFV has been clear on their priority in animation, in interviews that it was meant to be presented intuitive in user perspective. I like the idea on design.
Its all preferences tho. Like i said before a games visual design either jives with you or it doesn’t. No amount of paragraphs or cherry picked personal gripes is going to flip that around for people.
The thing about hit-stop is that it conveys the impression that the limb contacted something solid, visually distinct from a pure whiff animation. When a whiff is visually identical to an impact, THAT’S where I find things visually incongruous.
I don’t understand…if you don’t hit the opponent their character won’t react. Isn’t knocking the opponent backwards your indication of a landed hit or am i misunderstanding you?