EDIT: It's out. Hey, just a quick update for any of you still waiting. Yes, the complete edition is coming, I've gotten just about every animation to play with only a couple more left to get. The reason it's been taking so long is, in short, I got sidetracked and started moving to other things for a while. Also I was trying to get Hegemon Husk's close range crit to play and I couldn't and my whole team got wiped and it takes forever to get back up to her and it killed my motivation. It's annoying. In fact that's one of the animations I still need to record. Stay tuned, should be out before the end of the week, but definitely before the end of the month. Apologies for the wait.
It’s good, I actually wanted to make a video like this myself but realized how much time it would take after counting up just how many animations there are in this game. Take your time so when you upload it’s done right. One critique I had for the video is that sometimes you don’t turn the camera so the units will be facing front, if you’ve been correcting that that’s great. I also wondered if this could be uploaded in 1080p or is that not possible? Anyways I’m excited regardless keep it up! That’s a sub and notification on from me
@@kojocreations Unfortunately I cannot get anything in 1080p as I lack a capture card. I've been using the switch captures to do all of this and then just putting that on my computer. If I get a capture card one day I will remake these videos, both with higher quality video as well as getting better camera angles.
I guess not as many people are interested in animations as they are in everything else. Personally I really appreciate the cool animations we have, even if there probably aren't enough. Even so, I've found that I'm missing ranged weapon crit animations (spear, bolt axe, etc.) so I guess I'll have to update it.
@@TheHomieLew Yes, this is true, though in the case of swords, axes, and lances, the animations are the same as those used by magical weapons like Levin Sword. Not sure about bows but I think it's just their 3+ tile attack animation.
Nothing in this game is as satisfying & cool as Dimitri jumping 50 feet with lance in hand in the air to smash the poor bastard 30 feet under! My absolute fav in this game. Loved the animation in 3H & glad this video was made, thank you!
Lmao the somersaulting hero crit lives on to this day. Too bad the shield is gone. Edit: I find it interesting that the Trickster magic animations are based on physical object motions rather than summoning an unseen force- weak magic Trickster mimes shooting a gun complete with recoil, and strong magic Trickster looks like he's pitching a baseball.
Yeah the trickster magic animations seem a bit strange considering guns, arm cannons, and basketballs have yet to be invented in the fire emblem universe but I guess rule of cool supercedes that lol
Well considering that they are TRICKsters. I would like to think they’re tricking their enemies to a false sense of security or confusion. Like this rogue is just like “What the fuck are they doing..” to a “Oh shi- *Magic Blast*”
@@veve1401 Y'know, Claude does a lot of searching, looking for the hidden lore of fodlan, but one thing he will absolutly never find in all his searches is WHERE THE FUCK I ASKED
Huh. I knew about each class having two crit animations, but the whole time I thought the game chose one at random. I didn't realize it was determined by whether you were attacking or countering. Come to think of it, these rules may actually apply to non-crits as well.
To be fair, it can seem random because certain factors may result in playing the animations in different situations. For example, the Paladin (but oddly enough not the Cavalier) usually pushes their opponent back pretty far when it initiates combat so the opponent will usually use their initiation animations rather than their counterattacking ones, as they will need to close more distance. Also, it does apply to other animations as well, I've noticed. As a general rule most class and weapon combinations have, I believe, 4 attacking animations: initiating combat, follow-up hits, counterattacks, and attacking immediately after dodging an attack. It's a bit harder to keep track of ranged weapons though. Especially magic, as its animations are based on the tier of the spell.
Nice work ! I did exactly the same thing on one of my save files because I was curious to see all crit animations, so I noticed all bows had three crit animations : one for 1 range attacks, one for 2 and another one for 3+range. Most of them are missing, and also the counterattack for the armored gauntlets. And when I did this on my savefile, I also tried the javelin, tomahawk and ranged SotC with each different unit type, + all ranged counter attack with the chalice of beginnings (I was bored and curious lol) But great video !
Yes, I am working on an updated video that, in addition to getting the rest of the playable class crit animations, also includes unplayable classes like demonic beats and Nemesis. Although in the case of the armored gauntlet counterattack, I was not able to trigger another crit animation so I believe it may only have one used for both initiating and counterattacking. Looking back now, however, I think it was because Lonato, being a Paladin, pushed Dedue too far back and forced him to use the initiating crit animation instead. I will try again and see if I am able to get another one to play, thank you for your comment.
Thank you for making this; it’s real nice being able to see all the crit animations they made for this game in one video. I do think one animation is missing though? I recall once my Hilda (as a general iirc) activating a gauntlet crit where she put the shield on her back, took out a second gauntlet, and swung both her fists down on the enemy. This was against a beast enemy, so I don’t know if that had anything to do with it. Nonetheless, once again, nice work with this video.
Omg same i noticed that there were specific animations depending on counterattacking during my second playthrough a year ago and i looked it up and couldn't find it anywhere, thanks for making this video
Bow Knights and bows on cavs are literally the most egregious on "anime physics"; for the most part most of the horseback units more or less make sense, but they just looked at bows and cavs and said "what is gravity? What are bones? Anyway"
I never noticed Scythe of Sariel used axe animations; do the other scythes also behave this way? Edit: it turns out they do which is interesting hinting to a possible change from it being a axe to being a lance as it also has a stat spread similar to an axe with it being very heavy with high might
I think that the scythes use axe animations despite being classed as lances because lances often use more stabbing animations which wouldn't suit a scythe that well. The main reason I don't think they were ever originally axes is that, while they both have high might, they also both have pretty good hit as well. Interestingly, the scythe of sariel (haven't tested the crescent sickle) seems to use sword animations when held by infantry. Or at the very least, Jeritza when he dismounts does so. They are also not the only weapons that use different animations than you would expect. All throwing axes use sword animations (which means that there are technically no axe throw animations, but since there are no throwing swords, I guess it doesn't matter) the short spear also uses sword animation though the javelin and spear don't.
All the ones before armor were hot as fuck, but 7:07 .....goodamn 15:20 Byleth going *fist clench* "the audacity of this bitch. YEET!" Is also pretty hot
Man, I'm still banking on them to remake FE VII, or whichever as long as it's from GBA. 3D animations like these are so underwhelming compared to theirs back then. I want the crazy over-the-top swordmasters flash steps, I want the 10 seconds Lyn critical hits, I want spells that engulf the entire screen. I want them to make the battle scene looks like a fighting game, I think that way the animations can be a lot more epic despite the budget that they have.
@Fanjanhong * Cherry picked? You mean my favorites? Those are the best animations there, and the ones that I want to come back. The only promoted class in GBA that don't have crazy crit animations, with the exception of Generals (since imo is still crazy looking with the weight of the armor), are Great Knights, Rogues and the Wyvern Knights. All of which are only in The Sacred Stones. The promoted lords are really only good in FE Blazing Blade. Which is why I want that the most to come back. The mages have relatively ok crit animations, but I never said I want them for their animations. I want the spells back, the massive scale spells that engulf the entire screen. The ranged physical attacks never really gets interesting in any FE, not on GBA nor any other platform. GBA Giggles? I still play and like FE games after GBA, I never said they weren't any good. People get butthurt so easily these days.
Correct. Although, even though I call them part 1 animations, that's actually technically not what they are, it would be more accurate to simply say "Edelgard Axe", "Dimitri Lance", and "Claude Bow". And that's because all 3 lords' part 2 animations are tied to the class, and will all use their "part 1" animations when they are not in their unique classes, and when dismounted in the case of Claude. I mainly just decided to call them part 1 and part 2 for the sake of not confusing anyone.
@@starbonkers0724 They use archer animations when dismounted. Seems they kind of neglected a few of the master classes and for whatever reason decided not to give them anything unique for animations. Perhaps they just didn't consider anyone would use a bow on horseback without being a bow knight?
It's a bit pointless since they don't have any skills that make their bows stronger but yes they can use them. Wouldn't recommend it unless you like the animations. The fortress knight bow combat art animation is actually pretty cool.
If you think pre-timeskip Edelgard splitting the ground is impressive, concider how strong she must be for killing the IO which tanked the nukes that created Ailell.
@@ark7806 Real life armor is light enough to do acrobatic stunts in them. Even the heavy ones. But the armor in Fire Emblem is so heavy that they can barely move in it. Doing back flips in them would be pretty awesome. But we are not Flexgard.
@@Ninjaananas The lords in this game do some crazy moves, like Claude doing a backflip before riding his wyvern again, Dimitri spinning in the air 3 times while wielding a spear or the Edelgard's armored backflip, they all crazy
Aside from the far higher complexity, consider all these animations have to work equally well for Annette and Dedue - and everyone in between. Just have to work a single sprite in GBA.
@@TugaAvenger they could still do what they had, just change timings and adjust the framing to make it look better. Gba feels more impactful due to the hitstop, has more build up due to the classic over the top wind up which then goes into a quick motion into the large hitstop. The framing also made it far clearer and pleasing to watch. The camera angles I feel detract from the motions taking place and could be better to enhance them instead. Like simply pausing on hit for a bit, then letting the enemy flinch/fly before a slightly sped up return animation for the character attacking (or have the attacker return/start returning to their neutral stance before the target reacts.) would be a great improvement.
@@tbc1880 It would still be bad if the camera is static, dude. The animations from those days won't return if they don't increase their budget or they don't go back to 2D. Since increasing their budget seems unlikely looking at how relatively small the market is for this game, I'd say going back to 2D is the most optimal way. Why GBA FE Series can have one frame movements unlike their successors while still making sense is because it was 2D. They can add smearing to make the movements clear without sacrificing speed and acceleration. Look at Under Night In-Birth. That's how they should've done the battle scene. Make it 2D, have it like a fighting game, and have the artists and animators go crazy with the criticals like they did with the EXS in that game.
@@Cassius-it7wf look at guilty gear games now. They got smear and such and its 3d. Just gotta work with it. There's a variety of effects they could use but aren't.
@@tbc1880 like I said, it's either increasing their budget or just go 2D. Guilty Gear isn't a low budget game, you know. And even though it's 3D, that game still make the animations the same way you'd make a 2D animation, except for the in-game cutscenes, like the entrance and ultimate attacks. They did the animations frame-by-frame for all the stuff in that game, just like how you'd make a 2D animation, that's why they can add smearing.
@@GeneralForster I just tried picking it up again, as I do from time to time. I wanted to see the animations- whether or not they might dissuade me from lighting my switch on fire. But when compared to the old school games, this one is just utterly bad. Its not a fire emblem game in any way but name as far as im concerned. Thank you for your question, and if my negativity offends anyone...good. Stop being soft. Cheers.
EDIT: It's out.
Hey, just a quick update for any of you still waiting.
Yes, the complete edition is coming, I've gotten just about every animation to play with only a couple more left to get. The reason it's been taking so long is, in short, I got sidetracked and started moving to other things for a while. Also I was trying to get Hegemon Husk's close range crit to play and I couldn't and my whole team got wiped and it takes forever to get back up to her and it killed my motivation. It's annoying. In fact that's one of the animations I still need to record. Stay tuned, should be out before the end of the week, but definitely before the end of the month. Apologies for the wait.
Take all the Time you need to make the video perfect
so awesome
It’s good, I actually wanted to make a video like this myself but realized how much time it would take after counting up just how many animations there are in this game. Take your time so when you upload it’s done right. One critique I had for the video is that sometimes you don’t turn the camera so the units will be facing front, if you’ve been correcting that that’s great. I also wondered if this could be uploaded in 1080p or is that not possible? Anyways I’m excited regardless keep it up!
That’s a sub and notification on from me
Annnnnnd now I realized you just uploaded it
@@kojocreations Unfortunately I cannot get anything in 1080p as I lack a capture card. I've been using the switch captures to do all of this and then just putting that on my computer.
If I get a capture card one day I will remake these videos, both with higher quality video as well as getting better camera angles.
Welcome to another episode of *how do horses work*
Marie, the horses are one with their master, they too have anime overpoweredness
4:53 flying horse
@@Pootis-hn3ky lmao never seen this before
It genuinely is surprising to me that we for a whole year never had a video like this.
I guess not as many people are interested in animations as they are in everything else. Personally I really appreciate the cool animations we have, even if there probably aren't enough.
Even so, I've found that I'm missing ranged weapon crit animations (spear, bolt axe, etc.) so I guess I'll have to update it.
@@GeneralForster Don't forget counterattacks via the Retribution gambit, you can can crit a bolting from 10 blocks away with any weapon class I think
@@TheHomieLew Yes, this is true, though in the case of swords, axes, and lances, the animations are the same as those used by magical weapons like Levin Sword. Not sure about bows but I think it's just their 3+ tile attack animation.
Can't remember how many times I tried to find them on TH-cam
4:52 that horse is floating. That horse is deadass Princess Peach's
I love your profile picture
They did male dancers so dirty. They get stuck with those weird Roman Senator togas and don't get the cool sword animations
Wait what!? And here I was eager to see Ashe pull off those moves!! :(
I believe bow crit animations also depend on the range from the enemy (like is user 1 or 2 tiles away from enemy)
Nothing in this game is as satisfying & cool as Dimitri jumping 50 feet with lance in hand in the air to smash the poor bastard 30 feet under! My absolute fav in this game.
Loved the animation in 3H & glad this video was made, thank you!
Lmao the somersaulting hero crit lives on to this day. Too bad the shield is gone.
Edit: I find it interesting that the Trickster magic animations are based on physical object motions rather than summoning an unseen force- weak magic Trickster mimes shooting a gun complete with recoil, and strong magic Trickster looks like he's pitching a baseball.
Yeah the trickster magic animations seem a bit strange considering guns, arm cannons, and basketballs have yet to be invented in the fire emblem universe but I guess rule of cool supercedes that lol
Well considering that they are TRICKsters. I would like to think they’re tricking their enemies to a false sense of security or confusion. Like this rogue is just like “What the fuck are they doing..” to a “Oh shi- *Magic Blast*”
@@FilthyCasualty all tricksters are trolls, basically
@@fedechan6325 I love weaponized trolling. Really puts to use all my dissolving skill in “doing a little trolling.”
The Trickster's heavy magic animations come across to me as throwing grenades, which...makes even less sense
You call it "grappler counterattacking"
I call it "Dedue Copter"
that was so funny i forgot to laugh
@@veve1401 bruh
You're gonna love Bartrecopter and Hectorcopter
(GBA warrior and Hector with Armads)
@@veve1401 Y'know, Claude does a lot of searching, looking for the hidden lore of fodlan, but one thing he will absolutly never find in all his searches is WHERE THE FUCK I ASKED
7:04 i love how this animation is a modernized version of the gba wyvern rider crit.
15:35 is a modern version of the gba hero crit
@@yesno7284 god thats so cool
8:16 is also gba mercenary crit without the shoulder tap, I think
Dimitri's part 2 counterattack is the coolest shit. Claude's and Edelgard's are good, but hot damn, Dimitri's is so fucking good.
Huh. I knew about each class having two crit animations, but the whole time I thought the game chose one at random. I didn't realize it was determined by whether you were attacking or countering.
Come to think of it, these rules may actually apply to non-crits as well.
To be fair, it can seem random because certain factors may result in playing the animations in different situations. For example, the Paladin (but oddly enough not the Cavalier) usually pushes their opponent back pretty far when it initiates combat so the opponent will usually use their initiation animations rather than their counterattacking ones, as they will need to close more distance.
Also, it does apply to other animations as well, I've noticed. As a general rule most class and weapon combinations have, I believe, 4 attacking animations: initiating combat, follow-up hits, counterattacks, and attacking immediately after dodging an attack.
It's a bit harder to keep track of ranged weapons though. Especially magic, as its animations are based on the tier of the spell.
wow, I can't believe I never noticed how excessive those movements are
Edelgard throwing the shield and catching it after is so cool
It reminds me so much of the hero crit from the gba games, and i love it
I finally find this video. I have been interested in the battle animations of 3H for a long time and could not find any video about it.
I love the animations in this game, just wish the camera worked better.
The animations are atrocious
@@sirmustardofhousemayonnais9907 You’re being over dramatic but they’re definitely worse then the previous titles
7:39 Cracks me up Dorothea's blade goes right through the enemy and gets no damage! I know it's just the animation overlapping, but it's still funny!
Nice work !
I did exactly the same thing on one of my save files because I was curious to see all crit animations, so I noticed all bows had three crit animations : one for 1 range attacks, one for 2 and another one for 3+range. Most of them are missing, and also the counterattack for the armored gauntlets. And when I did this on my savefile, I also tried the javelin, tomahawk and ranged SotC with each different unit type, + all ranged counter attack with the chalice of beginnings (I was bored and curious lol)
But great video !
Yes, I am working on an updated video that, in addition to getting the rest of the playable class crit animations, also includes unplayable classes like demonic beats and Nemesis.
Although in the case of the armored gauntlet counterattack, I was not able to trigger another crit animation so I believe it may only have one used for both initiating and counterattacking. Looking back now, however, I think it was because Lonato, being a Paladin, pushed Dedue too far back and forced him to use the initiating crit animation instead. I will try again and see if I am able to get another one to play, thank you for your comment.
7:33 Fortress Knight is literally impaled through the chest yet takes 0 damage.
Fódlan's advances in armor never cease to amaze
9:27 Caspar asserting dominance
Thank you for making this; it’s real nice being able to see all the crit animations they made for this game in one video.
I do think one animation is missing though? I recall once my Hilda (as a general iirc) activating a gauntlet crit where she put the shield on her back, took out a second gauntlet, and swung both her fists down on the enemy. This was against a beast enemy, so I don’t know if that had anything to do with it.
Nonetheless, once again, nice work with this video.
Omg same i noticed that there were specific animations depending on counterattacking during my second playthrough a year ago and i looked it up and couldn't find it anywhere, thanks for making this video
Can you do this for stuff like Nemisis crit and those classes
Yes, I will release an updated version with ranged weapons and enemy only classes
4:53 What kind of recoil does this bow have to keep a horse suspended in the air like that?
Bow Knights and bows on cavs are literally the most egregious on "anime physics"; for the most part most of the horseback units more or less make sense, but they just looked at bows and cavs and said "what is gravity? What are bones? Anyway"
damn, this dude straight up played annettes normal animations
I never noticed Scythe of Sariel used axe animations; do the other scythes also behave this way?
Edit: it turns out they do which is interesting hinting to a possible change from it being a axe to being a lance as it also has a stat spread similar to an axe with it being very heavy with high might
I think that the scythes use axe animations despite being classed as lances because lances often use more stabbing animations which wouldn't suit a scythe that well. The main reason I don't think they were ever originally axes is that, while they both have high might, they also both have pretty good hit as well. Interestingly, the scythe of sariel (haven't tested the crescent sickle) seems to use sword animations when held by infantry. Or at the very least, Jeritza when he dismounts does so.
They are also not the only weapons that use different animations than you would expect. All throwing axes use sword animations (which means that there are technically no axe throw animations, but since there are no throwing swords, I guess it doesn't matter) the short spear also uses sword animation though the javelin and spear don't.
Haven't tested it with male units, but female units use sword animations when they're equipped with a mace (which counts as an axe)
All the ones before armor were hot as fuck, but 7:07 .....goodamn
15:20 Byleth going *fist clench* "the audacity of this bitch. YEET!" Is also pretty hot
The War Monk magic animation looks so funny; seeing them wiggle their arms back and forth kills me every time XD
Seriously, who made it ?
It’s based on Kung Fu my friend
You are a blessing
Too kind
Good Video! Keep doing the good work
I FOUND IT! i was sobbing all the characters i kept saying all the students bebeboy and bebegirl
That Constance counterattack crit with the Crest of Noa activating will never get old
You should do the evade animations
Man, I'm still banking on them to remake FE VII, or whichever as long as it's from GBA. 3D animations like these are so underwhelming compared to theirs back then.
I want the crazy over-the-top swordmasters flash steps, I want the 10 seconds Lyn critical hits, I want spells that engulf the entire screen.
I want them to make the battle scene looks like a fighting game, I think that way the animations can be a lot more epic despite the budget that they have.
@Fanjanhong * Cherry picked? You mean my favorites? Those are the best animations there, and the ones that I want to come back.
The only promoted class in GBA that don't have crazy crit animations, with the exception of Generals (since imo is still crazy looking with the weight of the armor), are Great Knights, Rogues and the Wyvern Knights. All of which are only in The Sacred Stones.
The promoted lords are really only good in FE Blazing Blade. Which is why I want that the most to come back.
The mages have relatively ok crit animations, but I never said I want them for their animations. I want the spells back, the massive scale spells that engulf the entire screen.
The ranged physical attacks never really gets interesting in any FE, not on GBA nor any other platform.
GBA Giggles? I still play and like FE games after GBA, I never said they weren't any good. People get butthurt so easily these days.
When he's dismounted, Claude uses his part 1 critical animations
Correct. Although, even though I call them part 1 animations, that's actually technically not what they are, it would be more accurate to simply say "Edelgard Axe", "Dimitri Lance", and "Claude Bow". And that's because all 3 lords' part 2 animations are tied to the class, and will all use their "part 1" animations when they are not in their unique classes, and when dismounted in the case of Claude.
I mainly just decided to call them part 1 and part 2 for the sake of not confusing anyone.
Awesome work. Sadly though, only female dancers use those animations (and everything else, idle, etc.). Male dancers reuse default sword animations.
Yeah pretty annoying they didn't give male dancers any unique sword animations
>:(
smh they should've just used the female ones on the male units. IntSys are cowards
holy hell do they jump high
I think you forgot Bow knight
Bow Knight uses the same animations as Cavalier, sadly.
@@GeneralForster even as dismounted? Do they move the same as snipers then?
@@starbonkers0724 They use archer animations when dismounted. Seems they kind of neglected a few of the master classes and for whatever reason decided not to give them anything unique for animations. Perhaps they just didn't consider anyone would use a bow on horseback without being a bow knight?
Does the war cleric have any special animations that differe from the war monk?
Thinking about it now, I actually haven't used a war cleric yet so I'm not sure, I'll find out
Tricksters are just so weird, weak normal spell is a pistol, weak crit spell is a shotgun, strong normal and crit spells are grenades?
You miss one the armor gauntlet counter attack
Great vid but timestamps?
Have a comment for the algorithm
Does Nemesis crit?
Yes, I am working on a video which will include the remaining animations
Fortress knights can use a bow WAHT
It's a bit pointless since they don't have any skills that make their bows stronger but yes they can use them. Wouldn't recommend it unless you like the animations. The fortress knight bow combat art animation is actually pretty cool.
If you think pre-timeskip Edelgard splitting the ground is impressive, concider how strong she must be for killing the IO which tanked the nukes that created Ailell.
It's stated from one of her goals lines that she has superhuman strength due to her crests
@@ark7806
Do you mean the one where she is talking about how she is not hindered by heavy armor? Yes, I know the back flipping Edelgard in armor.
@@Ninjaananas I wish I could backflip in full armour too
@@ark7806
Real life armor is light enough to do acrobatic stunts in them. Even the heavy ones.
But the armor in Fire Emblem is so heavy that they can barely move in it. Doing back flips in them would be pretty awesome. But we are not Flexgard.
@@Ninjaananas The lords in this game do some crazy moves, like Claude doing a backflip before riding his wyvern again, Dimitri spinning in the air 3 times while wielding a spear or the Edelgard's armored backflip, they all crazy
Gba is better. It could do far better with the framing of the shots, more emphasis on certain parts and hit stop.
Aside from the far higher complexity, consider all these animations have to work equally well for Annette and Dedue - and everyone in between. Just have to work a single sprite in GBA.
@@TugaAvenger they could still do what they had, just change timings and adjust the framing to make it look better. Gba feels more impactful due to the hitstop, has more build up due to the classic over the top wind up which then goes into a quick motion into the large hitstop.
The framing also made it far clearer and pleasing to watch. The camera angles I feel detract from the motions taking place and could be better to enhance them instead. Like simply pausing on hit for a bit, then letting the enemy flinch/fly before a slightly sped up return animation for the character attacking (or have the attacker return/start returning to their neutral stance before the target reacts.) would be a great improvement.
@@tbc1880 It would still be bad if the camera is static, dude. The animations from those days won't return if they don't increase their budget or they don't go back to 2D. Since increasing their budget seems unlikely looking at how relatively small the market is for this game, I'd say going back to 2D is the most optimal way.
Why GBA FE Series can have one frame movements unlike their successors while still making sense is because it was 2D. They can add smearing to make the movements clear without sacrificing speed and acceleration.
Look at Under Night In-Birth. That's how they should've done the battle scene. Make it 2D, have it like a fighting game, and have the artists and animators go crazy with the criticals like they did with the EXS in that game.
@@Cassius-it7wf look at guilty gear games now. They got smear and such and its 3d. Just gotta work with it. There's a variety of effects they could use but aren't.
@@tbc1880 like I said, it's either increasing their budget or just go 2D. Guilty Gear isn't a low budget game, you know. And even though it's 3D, that game still make the animations the same way you'd make a 2D animation, except for the in-game cutscenes, like the entrance and ultimate attacks. They did the animations frame-by-frame for all the stuff in that game, just like how you'd make a 2D animation, that's why they can add smearing.
this game is trash
Not going to disagree with you on that, but why come here?
@@GeneralForster I just tried picking it up again, as I do from time to time. I wanted to see the animations- whether or not they might dissuade me from lighting my switch on fire. But when compared to the old school games, this one is just utterly bad. Its not a fire emblem game in any way but name as far as im concerned. Thank you for your question, and if my negativity offends anyone...good. Stop being soft. Cheers.