If this was 100% correct, the smash game animators would have quite the hospital bill. But seriously, citation needed.
Not everyone has the resources(or space) to motion act. -_-
Also, how would you physically act out aerial attacks without the resources professional motion actors have? >_>
http://www.youtube.com/watch?v=7kTOZxTsOFk&feature=related
This guy is a professional animator for videogames, he acts out his character's moves a lot as he's working on them. It's a standard across the animation industry, I say this because I'm an animation student.
I'm not saying to become a crazy martial artist just to pull off these moves. I'm saying to try a roundhouse, a kick that anyone can do, to get the same idea. I'm saying to improvise.
This is what the disney animators did, this is what the pixar animators did, this is what Richard Williams still does and will keep doing until he's in his grave.
One thesis student at my college animated a chimp banging on some drums while hanging upside down from a tree. To study for this scene he rigged himself up and tried out the motion for himself. Then he seriously hurt himself. Then the animation was spectacular. Of course I'm not saying to go this far, but if you're not at least getting up and trying out motions to get a feel for the timing and the weight then you're doing something wrong.
For one, since when did people start caring what sakurai said? The entire reason we're here is because we think he's disgraced his franchise, right?
He uses action figures to get the pose out clearly and effectively without putzing around with gesture drawings. It's a sensible method, and honestly, I'm stealing it.
I'm not suggesting we invest in a full motion capture studio or something silly like that to get perfectly real motions, because to be honest, those would look crappy. Rotoscoping creates an eerie effect with animated characters, as anyone who saw any movie with heavy motion capture work will tell you, like Beowolf. Real people move with a fidelity that is unsettling with lower fidelity representations, like cartoon characters, like the brawl models.
However, life is still the essence to good animation. If you don't know realism, then you don't know where to differ from realism, or where to abridge it. Saying that we should ignore real life when animating characters is about as silly as saying a painter should ignore the model and just imagine what they look like.
I'm sorry, I'm not trying to be elitist here, but animation is a topic I've been studying for years, and when it comes to animation I always go back to the methods of Disney's 9 Old Men, the greatest animators to ever live. If there's anything I know, it's how stuff moves. Of course, these 9 Old Men did non humanoid characters a lot, and they acted out those too, the best they could. It's not about duplicating the motion in real life, it's about feeling the motion the way the character would.
And if you feel silly doing that, then study the hurricane kick video above, I'm not forcing any one method on you, and I said this already, please read my posts carefully.
Oh, and he says that realistic moves are not always the best fit for a game character, because you need to accommodate the gameplay more than the motion itself. I'm not suggesting changing the physical properties of a balanced move at all, just the way it looks so that it looks better.