Edit: Y'know what? I'm going to slap this here and I'll talk about it later since it's the middle of the night. The short take on it is that now I know exactly why I'm so biased towards fast fallers in Smash and that for me, there is an alarming trend going on with video games.
So, the video discusses combat in Kingdom Hearts, an action RPG, and to which I would extend to gameplay in general (for all games). Combat in Kingdom Hearts up to Kingdom Hearts II was snappy and responsive even if it was braindead at times since you could literally mash your way to victory, especially on easier difficulties. In later games, notably games after Birth By Sleep, combat is more rigid and sluggish even though it has the same if not better flair than the previous games. The reason for this, as the video goes over, is that in the pre-Birth By Sleep games, animations were overall faster, you could cancel (more) animations, and you couldn't stay in the air as long and you had moves that got you to the ground faster. The last point is dependent on the game as some games have a focus on aerial combat, but in this context, it is argued as a somewhat negative aspect of post-BBS games. There's also the issue of game balance. Anyway, to boil it down, pre-BBS games had meaningful animations that matched their environment. The key -- no pun intended -- is how they work together that results in meaningful gameplay and tight, responsive controls.
Square Enix has always had a huge focus on visuals by making their games very pretty to look at. They've been at the forefront for tech demos showcasing a look at a new generation's possibilities when it comes to graphics, have fantastic presentation for their games, and they are very thorough when it comes to developing and researching art styles. The issue is that this has leaked into how their games actually play. That is to say, form is being favored over function.
We have gotten to the point where technology allows for so much when it comes to visuals as many games nowadays do resemble CGI animated films. Hardware isn't as limiting. If anything it's enabling. In terms of animations, we are allowed more to make games more alive. The problem, though, is that they're still games and I want to say that in general, animations have to answer their purpose.
As simple of a concept this is, when you move in a game, you expect it to happen. Some animation fluff might be there to make it look more interesting, not robotic, or too sudden, but it should not negatively impact the game. In old games, instant turning wasn't uncommon nor was literally turning in place where you would expect a character to move their feet. In more recent games, you have that movement, but for the most part, it still feels responsive. The animation adds to it visually, but it doesn't hamper how the player can move their character. An example I can think of would be in inFAMOUS, apparently Cole has around twenty animations for his jogging and running to make it look like a human is actually moving as we have to account for changing directions, balance, and so on, but it never feels like you're controlling a human with all our awkwardness.
That's a problem post-BBS Kingdom Hearts games and Final Fantasy XV are running into where you have detailed and fancy animations that either don't add to anything really or they actually take away from the gameplay. For one reason or another, attacks and some moves became slower starting in Birth By Sleep. That's not a problem when you have games like Demon's/Dark Souls where their combat is slow, but in turn, the moves, the player's and the enemies', are deliberate. There is weight and meaning to their moves. Unfortunately, this wasn't addressed in Birth By Sleep, especially with regards to superbosses who are more ridiculous in the post-BBS games. When you have attacks with high startup, basic combos take time to transition from move to move. Add how many enemies you can face at a time and how enemies react to attacks where it takes more hits or stronger hits to stun them and basic combos now take too long to transition from move to move and become risky which basic combos shouldn't be. Ground dodges are fine, but air dodges aren't. Air slide, the air dash of these games, has high recovery or at least Aqua's does since hers resembles Sora's Quick Run where he dashes forward and spins at the end. The issue is that her air slide is slower than his Quick Run in startup, travel speed, and recovery. It's also much slower than Sora's Aerial Dodge in Kingdom Hearts II, his part-air dash and part-double jump since it doesn't move him up as high as other double jumps in Kingdom Hearts, but it lets him move to a direction very quickly in the air. In the video, it's noted that you can cancel the spin with Doubleflight, Aqua's double jump, but it too is slow since she has to take time to summon a magical platform to jump off of. The only other series I know of that has a similar looking double jump is Devil May Cry where Air Hike also involves summoning a magical platform, but they summon and jump off of it faster so it's more of a visual flair than anything. DMC2 and DmC: Devil May Cry didn't use Air Hike, but a more regular double jump found in other games.
Essentially, the player characters are being slowed down by animations as much as the animations have slowed down as well. Meanwhile, the enemies are more or less the same in speed. That lack of an adjustment at least in hit stun takes away from the animations. They lose impact as much as they lose effectiveness. Impact is the issue I feel like Final Fantasy XV suffers the most from as you have all these cool special attacks you can tell Ignis, Gladiolus, or Prompto to do, but they come off as stupidly overdramatic with them being mini-cutscenes which also breaks the flow of combat, and janky. In contrast to Dragon's Dogma where the cinematic camera which you can disable snaps to equally as important and effective, but more simpler, shorter special moves. For example, an ally using the Springboard is just them telling you to get near them so they can launch you into the air for an aerial attack or to grab an flying enemy to weigh them down or a massive AoE spell was cast and that was it. There was no drawn out cutscene, but still a cutscene nevertheless, to show them casting a giant fire, ice, or lightning spell. If you disable the cinematic camera, then you get combat without any breaks and it's amazing in my opinion to see regular and special attacks being thrown out on the fly. The result of that is that you're in constant control and also able to see all the visual flair the game has to offer.
Good animations and good use of animations must be balanced. One complaint about Battle Chasers: Nightwar, a turn-based RPG, is that it has amazing animations, but it makes the combat take too long and I don't think you can skip or speed up attacks during fights. Compare this to Final Fantasy X, also a turn-based RPG, where when you tell Tidus to do a regular attack, he leaps forward and slashes. It looks cool and it's very fast. Auron, Lulu, and I think Yuna have slow attacks, but Lulu and Yuna are probably not going to be using their regular attacks often since they're geared at the start to be mages. Auron on the other hand wields a two-handed sword, so his attacks being relatively slow while having satisfying feedback works. Wakka's in a similar position as Auron where he has some startup before he throws his Blitzball, but once it's thrown, it pops the enemy hard and fast before going back to Wakka.
Canceling animations is a way to make things flow faster or prevent the player from getting caught in some sticky situations. Canceling attacks with dodges is an example of the latter. In some cases, it's because you don't always need to or want to see the full animation. Vergil's sheathing animations in Devil May Cry and Incineroar's crowd appeal animations in Ultimate are examples of these where they're stylish and in Vergil's case, can improve his combat scoring and sometimes do damage. That said, they don't need to be seen or want to be see all the time, so you can cancel them and do something else. If you couldn't, then there would be too much recovery on their moves. In other cases, it's just to make things flow faster or let you do things faster like you don't really need to see the recovery animation of the second hit of a three hit combo. You probably also don't really need to see the entire recovery animation of the third hit either. The video goes over this with one of Sora's aerial attacks where you can choose to let the full thing hit or cancel it partway to do another attack.
These are recent games where I'm starting to feel that there is a trend of games having good animations, but not using them well. It is even more alarming when you have developer who did animated and used animations well like Square Enix. This could towards a similar path as when there was and still is a push for photorealistic graphics. Instead of some games looking great and running poorly, it might become some games looking great, but having clunky controls and not playing well. Well, that's my spiel about this. If you made it this far, then I question your sanity.
The statement on fast fallers is that in most hack 'n' slash games, you usually cannot stay in the air for long unless you're very skilled at manipulating the moves and enemies to allow you to do so. Most of the combat would be on the ground, but air combos can continue onto the ground and I guess that's why I prefer playing fast fallers since I can do something on the ground, put you into the air, and quickly get back to the ground to follow up with more aerials, juggle you, or let you reach the ground and start hitting you more. Falco more or less hits those points with his high fall speed and high jump acting sort of like a rise from a launcher in Bayonetta and Devil May Cry except his jump lets him follow his opponents vertically more than other characters as Smash is knockback-based while rises from launchers are fixed distance.