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Best Fighting Game Walking Animations

I prefer her backwards walk jazz hands. Somebody post a gif!

tumblr_oal3recLaD1usrgjso2_500.gif


Have to say because this is recent, it's the first thing I thought of.
 

Salsa

Member
It's funny but the only issue I ever had with Makoto's animation is that it makes all other characters feel lacklusting in theirs

bit out of place. like a mugen thing
 

Mechazawa

Member

This smooth jazz shit is why I mained Jotaro in the GGPO version when I otherwise don't main the star characters of fighting games.

The strut could not be denied.

It's funny but the only issue I ever had with Makoto's animation is that it makes all other characters feel lacklusting in theirs

bit out of place. like a mugen thing

Man, you wanna talk about jarringly amazing animation that looks completely out of place, nothing in SF3 holds a candle to Elena's idle.

It is...unsettling.
 

Moonlight

Banned
It's not her walk cycle specifically, but I'll never get sick of Kokonoe tossing her hair back when she struts forward in Blazblue.
 

Eolz

Member
Don't have any gifs, but Jack-O and Slayer in Guilty Gear are amazing. Most of the characters in a game with unique artstyles (GGXrd, Skullgirls, SF3S, etc) usually are anyway.
 

Salsa

Member
Man, you wanna talk about jarringly amazing animation that looks completely out of place, nothing in SF3 holds a candle to Elena's idle.

It is...unsettling.

true

I love SF3 and Third Strike is my favorite fighting game ever, but it certainly was jarring to have such new and smooth-moving characters against what were basically remade old sprites
 

SAB CA

Sketchbook Picasso
Ugh, Arksys totally lost something in the smoothness of their animations once they went HD. There's a highlight on Noel's leg that like INSTANTLY pops up during her cycle, and that Platinum movement just has some limbs that look rigid. So they just make bad Gifs?

Compare that to Gordeau from UNIEL, who just looks smooth, and reminds me of how I felt about the Guilty Gears of old. They're higher res sprites, but keep the charm of older lower res ones very well, with a lot of tiny animation details that I swear they don't get enough credit for.

I can't find any gifs for Ash Crimson in XII or XIII either, which is a shame, as his breezy, nonchalant movement is fantastic.

Sylvie's walking animations are great too, much like Ash's. The best way to tell about a character in a fighter is always first through their animations and voices, not through story modes and such. Those, to me, will always just be complimentary.

Ok well, to contribute something visually:

leilei-walkf.gif
leilei-walkb.gif
 

Vans

Member
Who is this.

Gordeau from UNIEL

Ugh, Arksys totally lost something in the smoothness of their animations once they went HD. There's a highlight on Noel's leg that like INSTANTLY pops up during her cycle, and that Platinum movement just has some limbs that look rigid. So they just make bad Gifs?

All the Arcsys gifs in this thread are severely misaligned so they do not reflect what the actual cycles look in-game. The timing is wrong too.

In my experience Blazblue / Persona sometimes make use of "sub" animations and additional frames from "different" portions of the sprite set to compose a single animation. Those games make use of very subtle details that can probably only be seen if you're looking at the animation code directly.
 

ShinMaruku

Member
bbhood_lalala_walk.gif

She goes "Lalalala" Then pulls out an Uzi, gatlike!
tumblr_oal3recLaD1usrgjso1_500.gif

She wants you to cleave to your sonnets.

But man Lady Kstoute got the crown.
tumblr_n9qzhqzeVj1rje51ao1_400.gif
 

SAB CA

Sketchbook Picasso
tumblr_naezkvmuYO1s0fo0zo1_1280.gif


In a world of 3D animations where clothes feel like textures or Physics simulations gone haywire, it's lovely to see 2D animation that really tries to illustrate that material is being world over skin and muscle, rather than just static decals. *Props to the Hilda post above, too.*

In my experience Blazblue / Persona sometimes make use of "sub" animations and additional frames from "different" portions of the sprite set to compose a single animation. Those games make use of very subtle details that can probably only be seen if you're looking at the animation code directly.

Would make sense. Would surprise me that NO ONE is able to rip them properly though, since I'm sure such things have been encountered in all manner of games before.

I just haven't enjoyed their in-between details much in a good long while, even when watching in game.
 
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