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Character Animations That Need Polish

Select a character in the current build that needs some cleanup on new animations.


  • Total voters
    44

ItalianStallion

Smash Journeyman
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Jan 2, 2011
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That's a thing that comes back... and you can't throw it with nothing happening AFTER it disappears.
Razor Leaf is just ugly like that. No projectile on screen? Must be able to throw another! ... Nope.
Yeah, I'm not sure you're correct. When the Razor Leaf projectile disappears, you can throw another one. The only time something doesn't happen is when it's still in the realm of existence.
 

Nausicaa

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I know, it doesn't fully disappear, but it disappears at all, where Boomerangs do NOT.
That's all I'm pointing out here. It's a silly way of designing something fundamentally. There's no PURPOSE for it. Why is this complicated to understand? haha
 

Cubelarooso

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I know, it doesn't fully disappear, but it disappears at all, where Boomerangs do NOT.
That's all I'm pointing out here. It's a silly way of designing something fundamentally. There's no PURPOSE for it. Why is this complicated to understand? haha
Grenades do too. And bananananas.

Not an animation, but I think GHZ's model could use polish. Specifically, the sharp edges of the stage make it look unnatural and low-quality. Notice that most of the rest of the "hills" have truncated edges, as do the ingame originals.
 

deadjames

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I know, it doesn't fully disappear, but it disappears at all, where Boomerangs do NOT.
That's all I'm pointing out here. It's a silly way of designing something fundamentally. There's no PURPOSE for it. Why is this complicated to understand? haha
Well for one thing your first sentence makes absolutely no sense, and beyond that I don't understand what you're getting at here, are you saying Ivy should be able to have multiple leaves onscreen at once? If, so I disagree, I think that would be pretty broken, or are you saying that Ivy shouldn't even be able to do the razor leaf animation when there's one onscreen? If that's the case it's something that doesn't really need to be changed and if they do change it they'd also need to remove the animations for the boomerangs, Snake's grenades, Diddy's bananas, and R.O.B.'s gyros. Also Boomerangs do disappear if they get power-shielded, reflected or if Link/Tink jumps over them when they are returning.
 

standardtoaster

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snake's grenades are a perfect example. they can be thrown offscreen and you can't throw another one until they blow up. you have to manage to remember where the grenade is before knowing you can throw another. same sort of thing applies to ivy's razor leaf. yes, it goes offscreen, but you have to remember how long it takes for it to go away before you throw another out
 

Viceversa96

Banned via Warnings
Joined
Jun 18, 2012
Messages
413
Yo thanks for this thread. I'll be keeping a keen eye on it.

About charging animations, note that because of how Brawlbox is and it's lack of controls, animating them is at best a tedious chore. They take far too long for how little they offer unfortunately (I apologise if I sound like I'm making excuses).
Doom you work on the animations?
 

Rick Rockmann

Smash Cadet
Joined
Jan 3, 2013
Messages
40
Not so much mechanical polish, but man, that curled-up "sleeping" Mewtwo taunt looks like it would be amazing if it could be held forever like Diddy Kong's juggling...
 

turtletank

Smash Journeyman
Joined
Jan 12, 2013
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I retract my previous statement. Bowser has an odd dash grab animation when missed.
 

Fortress

Smash Master
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WARIO WARIO WARIO OMG WARIO

The more the PMBR can get rid of his stupid G&Wlike movements the better.(This was something Sakurai did originally, not them)

Seriously look at some of Wario's moves in BrawlBox, some moves literally have 0 frames of fluid animation between them, like his Jab, DA, techs, dtilt, getup attacks, etc.
That F-Tilt wind-up is just beautiful though.

I'd like to bring up Ike's Aether again; did anybody else at all think that the trail off of the blade looks 'blocky', and how Ragnell looks sort of, I don't know, weird just hanging up there before Ike meets it? I can't describe it.
 

Xebenkeck

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As a Ness main I really shouldn't complain about this move in any way.................but Ness' d-air looks really bad IMO.

Ness in a different life must be a contortionist to twist his back, hips, and leg in that manor, all the while leaning backwards.lol

I know its his 64 Dair, so maybe try to change it so the base of his body is facing forward like it is in 64 shown here, and his head is forward-down instead of facing backwards. Also In 64 he uses his left leg, where Brawl/pm he uses his right leg. Just a thought.
 

Fortress

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NO NESS IS A CONTORTIONIST FROM A TRAVELLING CIRCUS GROUP JUST THE WAY HE WAS INTENDED TO BE.

It is kind of gross how he does it though, in Brawl. If the animation doesn't get changed, at least add some bone-crunching noises.
 

OptimistNic

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Another thing I noticed about Roy: I don't think his mouth opens at all. It NEEDS to for his screaming attacks, expressions of pain (baring teeth) and taunting. It would be easy since the lip sync is just open mouth and close mouth models switching really fast for ALL of the Fire Emblem characters.
 

Nevergreen

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Bowser's dash grab looks kinda ****ed in general. It's so disjointed that opponents appear to teleport into his grasp.

I agree that Roy looks kind of stiff in his taunts and entry animation. Also, I'm not too wild about Mewtwo's entry animation being identical to one of his taunts (though that'll probably be sorted out by the time it releases)
 

DrinkingFood

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I think Bowser's dash grab is supposed to be stupid good. His regular grab sucks so if he's gonna have to resort to a slow dash grab it might as well have good reach.
 

Nevergreen

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I get that, and I love the utility it offers Bowser, but the animation could use some polish so the opponent doesn't pop into Bowser's grasp from 3 feet away in a single frame. Maybe a different animation could keep the range it has now while also visually representing the range accurately.
 

G13_Flux

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peaches WD animation is pretty jerky. as peach player in both games, it was much more fluid in melee, and in PM i feel like its almost harder to WD with her just because of how unclean the motion feels
 

DrinkingFood

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I get that, and I love the utility it offers Bowser, but the animation could use some polish so the opponent doesn't pop into Bowser's grasp from 3 feet away in a single frame. Maybe a different animation could keep the range it has now while also visually representing the range accurately.
It's supposed to be a visual mix-up with dash attack- they have the same start-up animation. I think even the jankiness of the animation is entirely intentional.
 

Obskore

Smash Ace
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Jan 17, 2013
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Sonora / México
things i'd like to point out

I liked Fox's standing animation from PM 1.0/vBrawl more, it looks more "i'm-ready-to-kick-ass-very-fast" but at the same time i'd like to see his Alt Costume in that animation, since it's based in his Melee look, and i know how tedious it'd be to put the Wait1 first keyframe back in all of his animations
And always tought in giving him a new Fair (maybe 64 inspired)

Wario's well known victory animation
His entry would be better if he came out of a plane or a portal (like Wario Land)

ROB can have a new taunt (something fun, like his assist trophy grab animation)

Snake's Utilt has to look more like "take this!" or arching at a side-down at the end
And change his near-a-grenade-explosion animation to look like he's covering himself with an arm
His EscapeN animation looks odd, like just tilting his body and throwing his arms to a side (since Brawl)
His Crawl stab can be an upwards thrust, since it has upwards KB

Charizard's and Ivy's taunts are unsatisfying/boring (since Brawl)

Diddy spinning down after his upb has a weird framerate, as well as Metaknight when he turns to the other side in back (and forth) mid-jumps

I can see that Sonic's uptaunt uses part of Falco's down taunt animation (maybe i'm wrong but it still looks cool)

Toon Link's eyes move weird during Nair

Ganon's DownB would look cooler with his Melee ending animation imo
 

Ninjamo

Smash Cadet
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Jun 10, 2013
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I liked when Gdorf's F-tilt was a roundhouse rather than a front snap kick. It was slow and horrible in Brawl, but now it just looks too fast and weird.
 

NisforSmash

Smash Journeyman
Joined
May 28, 2013
Messages
433
Just for aesthetic purposes i think it would be cool if ganon grabs with one hand as opposed to both during his dark dive. The move should more look like a rising version of flame choke.
 

Fortress

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I liked when Gdorf's F-tilt was a roundhouse rather than a front snap kick. It was slow and horrible in Brawl, but now it just looks too fast and weird.
The Ganonboot is perfect, what are you saying? It doesn't forgive. It's hilarious to be KO'd at like 150 by a stray Ganonboot or jab. It's just hilarious, since the moves are, well, so quick and just pop, and look like they take no effort for the guy. You could just be in the middle of this sick combo on Ganondorf and *POP* he just punted you from Final Destination to Yoshi's Island 64 with one swift kick.
 

lastoutlaw113

Smash Apprentice
Joined
Nov 6, 2013
Messages
127
Snake's forward smash is a bit rough, but it's understandable considering it's an original move, not something from Brawl. I imagine Roy and MewTwo will have some visual issues for the same reason.
 

Virum

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things i'd like to point out

I liked Fox's standing animation from PM 1.0/vBrawl more, it looks more "i'm-ready-to-kick-***-very-fast" but at the same time i'd like to see his Alt Costume in that animation, since it's based in his Melee look, and i know how tedious it'd be to put the Wait1 first keyframe back in all of his animations
Indeed the process would be tedious. It was tedious in the first place but we felt the Brawl wait looked a little too much like he had coffee. We had thought of trying to give him some sort of middle ground wait idea a while back, but we decided to stick with this.

And always tought in giving him a new Fair (maybe 64 inspired)
That would require changing the move entirely, which is not really an option.

Wario's well known victory animation
I'm not quite sure what you're getting at here. Do you mean he should have his well known victory animation from Wario Land or that the one that he has should be improved? If the latter, care to elaborate? Note that trying to reference that animation from the gif was a bit of a pain as Wario does all sorts of muscular morphs that he cannot do with his rather primitive Brawl rig.

His entry would be better if he came out of a plane or a portal (like Wario Land)
ROB can have a new taunt (something fun, like his assist trophy grab animation)
These are actually both quite neat ideas. Something to consider for the future.

Snake's Utilt has to look more like "take this!" or arching at a side-down at the end
Again, I'm not quite sure what you're getting at here. Care to elaborate a little further.

And change his near-a-grenade-explosion animation to look like he's covering himself with an arm
Personally I don't even think this is worth changing. It's an animation you barely ever see as it is.

His Crawl stab can be an upwards thrust, since it has upwards KB
This would also in turn change the hitbox positions, so again this isn't really an option.

Charizard's and Ivy's taunts are unsatisfying/boring (since Brawl)
Zard's I agree with, Ivy's I personally never had too much of an issue with. Zard I'd like to make at least one new taunt at some point but it's just trying to think of some cool ideas. Ivy is a pain to animate being the only quadruped in the game and having those vines which are quite difficult to animate.

I can see that Sonic's uptaunt uses part of Falco's down taunt animation (maybe i'm wrong but it still looks cool)
It doesn't.

----

Didn't have a response for every part of the comment. Though cheers for the feedback.

And that goes as a general comment by the way. The animators will keep working to refine as much as we can to retain a consistent standard of professionalism and quality(despite us all being amateur animators XD).
 

hotdogturtle

Smash Master
Joined
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Messages
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These are actually both quite neat ideas. Something to consider for the future.
I have some ideas for Wario's entrance animation.

1. His level entry from Wario Land: Shake It! would be perfect in this context. The only hard part would be what he's entering from; you'd have to, like, find a door or something for him to run out of. There is also a sprite rip of that game, which could possibly help you animate it frame by frame if you needed it (I'm not sure where this is on there though).

2. Also from WL:SI!, when you hit a checkpoint and reset the level, Wario respawns from a portal and falls to the ground. I can't find a video of it, but I can record you one tomorrow if you're seriously interested. If you look right around the middle of that sprite sheet, it's where his head appears out of nowhere and he pulls his whole body through a hole.

3. This one might be hard to do in the ~1 second that the entry animations last, but it would be cool if you can pull it off. Have Wario start off sleeping and then wake up like in the beginning of Wario Land 2 (complete with snot bubble if possible).
 

Cubelarooso

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If this is turning into a "suggest pointless-yet-cool new animations" thread, I made a relevant post recently in the Character Idea thread, which includes an idea for a Zard taunt.
On the topic of entrances, Sonic dropping from the Tornado styled after S&K's title screen and Zamus popping out of gunship would be cool, and could maybe use that Chaos Emerald and her suit parts. Or something reminiscent of Sonic 3's, Sonic Adventure 2's, or AoStH opening.

despite us all being amateur animators
Just curious, does this refer to just not being in the industry, or not planning to go into it?
 

Virum

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Just curious, does this refer to just not being in the industry, or not planning to go into it?

As far as animating in the industry, none of us do. I have full intention to go into the animation industry - whether it be film, tv or gaming - when I'm older though (I'm in my first year at uni doing a computer animation course). Haloedhero is a writer for geekosystem.com (a job he acquired rather recently) but that's about it.
 

smashbro29

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I would love for the blur on Sonic's moves to change with his color.
Yeah this always got to me, why do different colors still have red feet and blue blur animations?

Also about his taunts. Love the finger wag, didn't love that it got rid of the Adventure pose. Ditch the break dancing I say.
 

Little Nemo

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I agree Wario's G&W-like animations need to go. At LEAST get rid of his running turn around animation. It looks so weird when he has a new run.
Zard's taunts are really bad.
Ness's d-air is definitely weird looking.
Lucas's up tilt looks nice but I think needs a new effect. That really solid block of white looks nasty.
Other than that I think all animations are amazing. The PMBR animators are too good.
 

Phoenix502

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I don't exactly remember what it looked like in Melee, but I definitely remember enough to know that Link's rapid stab combo doesn't look right in this. I only noticed this when playing Training Mode as it's prolly too fast for most to see, but while the placement of the of the attack was faithful, the animation, when seen in slow motion, looks a bit off. a minor gripe, granted, but just figured I'd throw that out there.

also, something that a friend of mine brings up regarding changes, what's the deal with Lucas's Dair? previous demos had it changed from a multiple stomp to a simple sweeping kick, and now it's back to the stomps brawl had... make up your minds, guys!
 

Aenglaan

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Ganon's new U-tilt, while I like it, could look better around the legs.

Toon Link's forward Smash looks a bit weird since he's just holding his hands apart.

Lucario also has a few clipping issues on his U-Smash, and his animations could flow more naturally.
 
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