Honestly I think, except for the latter half, I prefer it without the camera work. It gives a larger sense of chipp’s character being, you know, a fly buzzing all over the place.
so cool! i love watching the characters transition from their gameplay models to the high fidelity models, and also noticing which effects are composited on.
All this time I thought Aba’s overdrive was drawn but now knowing that that was genuinely the actual model gives me so much more respect for the animators, really goes to show how well strive toes the line between 2D and 3D that I couldn’t tell the difference on a super I’ve seen hundreds of times.
Faust just stopping and then purposefully ramming you're shins is hilarious
Truly, truly hilarious, and probably a joke in the development team
Its super cartoony too))
Wow that's called misdirection 😂😂😂
*boop*
like how faust pushes the wheelchair on their feet
potemkin is just too excited to do ahpb that his whole body is shaking
That’s so smart to have the effects hand drawn on the screen over the moving models, that’s cool
Aba and Zato having their shading appear due to it being a hand drawn effect is really cool
Chipp's is one of the most visually interesting even without the camera work.
Honestly I think, except for the latter half, I prefer it without the camera work. It gives a larger sense of chipp’s character being, you know, a fly buzzing all over the place.
He doesn't even hit you during the supper no damage should be taken 😂
@@xcreenplay7264 He hits you so fast you can't even see it. If you were a ninja you'd be able to see it. Clearly you need more training.
@@Adu767 😂
Slayer hovering in front his opponent was too good
Its really cool how a lot of the effects are pre rendered or hand drawn
so cool! i love watching the characters transition from their gameplay models to the high fidelity models, and also noticing which effects are composited on.
The hand drawn effects on the screen is a very smart trick
I like how Sin's flag just stretches fullscreen
I love behind the scenes stuff for animation.
Arcsys' understanding of 3D, 2D animation, Sfx, Vfx, and cinematic direction is otherworldly
I like that the majority of these overdrive's, the actual character model, perform the super with no pre-rendered tricks
1:53 Potemkin had too much glue and started sticking to air
Potemkin looks like someone is playing with GMod's gravity gun
Ky's RTL without the cinematic angles feels normal
All this time I thought Aba’s overdrive was drawn but now knowing that that was genuinely the actual model gives me so much more respect for the animators, really goes to show how well strive toes the line between 2D and 3D that I couldn’t tell the difference on a super I’ve seen hundreds of times.
I love how slayer is just kinda floating around in his
Zato's looks cool as fuck, I want that to be in the game.
I bet with a couple touch ups this could be a neat option in-game
Aba move is my fav, so badass and so creative
Stuff like this is so fun and interesting to me it's like a little sweet treat behind the scenes
7:12 ASUKA WHAT HAPPENED TO YOUR NECK (Watch frame by frame if you don't see him)
I SEE IT LOL
Perspective is so funny with 3D models
Zato looks cooler without the camera angle 😮
Ive seen these so many times thats its nice to see them like this.
Where tyrant rave tho
god i love this game
8:09 CREEPY PARACELSUS FACE ON THE BOTTOM LEFT???????
DBFZ with no camera: LOOK WHAT THEY HAVE TO DO TO MIMIC A FRACTION OF OUR POWER
this is so fuckin funny
8:41 😂😂 the person getting bit is fully rendered. Wow
Feels like the good old days. From guilty gear to accent core
0:40, so Kyle DI transformation is pre-rendered, but his RTL is not cool 😂
Why does chipps overdrive remind me of vegas ultra combo from SF4? Bloody high claw
how the hell they model the aba's weapon, it shifted so crazy
When the intros?
Millia look so rough
That's the point of closeups. You can get away with less animation 😂
I like that the majority of these overdrive's, the actual character model, perform the super with no pre-rendered tricks