I've never noticed before how ridiculously animated Hugo's hair is. Not only is it bouncing and swaying with every single movement, but it's exploding off his head and transforming back and forth between curls, spikes, and straight blown back.
How glorious would it be to have the current roster of sf6 in sprite format, maybe just as a bonus mode/filter... I know it's way too much work and resources to be worth it and the current designs and models are incredible, but to me 2d animation is timeless!
Just wanted to highlight how impressive this walk up kara raging demon was at 10:55 WOW. The secret spice is you gotta hold down HP after the uppercut so that X2 LP doesn't come out when you buffer it during the SINGLE cr LK Awesome stuff, and fast hands! Lol 😅 Good shit Khang. Nasty Akuma!
Hey max I JUST NOW finished your rebirth playthrough and was looking for the hardmode vod to wash my tears with LOL. But the vod only let's me go back 12 days. Would love if ya could upload it on RU-vid. I was so sad it was over lmao but then I realized THERES A PART 3 to look forward to baby 👶
Max playing 3rd strike genuinely feels like chilling after a working day. No controversies, no drama about bullshit devs do to sell their games, no arguments about character's clothes, just pure unaltered fun.
24:50 The animator was definitely like "Mmm, yeesssh, tall chocolate woman" when they animated that win pose. Jesus all those frames of animation just for her to do that crouch.
It would be really cool to see a 3D fighter that as artfully/tastefully done as 3rd Strike (SF 6 just ain't it) A perfect example is RYU & KEN's Giis in SF6; they are clearly floating on their bodies rather than "draping" which looks shoddy/fake. I think the reason why SF3rd strike is the most aesthetically beautiful fighting game, even today, is because every 2D animation was hand crafted by the artists. The problem with 3D animations/character models, is that hand-crafting every clothing texture/character movement takes too long, so they model the best they can and hope the physics 3D model engines make things look good. The problem is that they often don't. But with AI, artists can quickly "iterate" and "reiterate" models, motions, hair fibers, until the vision comes to life exactly as the artist imagines it.
It would be really cool to see a 3D fighter that truly looks as artfully/tastefully done as SF 3rd Strike (SF 6 just ain't it), where every detail & clothing movement is "perfect". A perfect example is RYU & KEN's Giis in SF6. They are clearly floating on their bodies rather than "draping" which looks shoddy/fake. I have a theory about AI being used in games. I think the reason why SF3rd strike is the most aesthetically beautiful fighting game, even today, is because every 2D animation was hand crafted by the artists. The problem with 3D animations/character models, is that hand-crafting every clothing texture/character movement takes too long, so they model the best they can and hope the physics 3D model engines make things look good. The problem is that they often don't. But with AI, artists can quickly "iterate" and "reiterate" models, motions, hair fibers, until the vision comes to life exactly as the artist imagines it.
They should make pvp game with Batman vs Superman with survival mechanics, like evolve mixed with DBD, but with 1v1 and Batman gets more equipment overtime the longer he survives and can fight back. Superman is stronger of course but every so often, batman should get some options that involve kryptonite, and both players get damage and control options. Superman gets better control opportunities, but Batman has more damage options. Both players have ways to avoid attacks, but superman has less and doesn't stagger from every attack.
From what I understand it’s a technique in boxing where you twist your arm while throwing out a punch similar to how you might screw in a corkscrew. Idk how effective it is irl
@@cezarjulian0320 when you give rotation to your punch your body will naturally turn with it to better facilitate the rotation. Your body turning into the punch gives it more power because of energy transfer. I will say that the rotation doesn't need to be exaggerated, just a light, controlled turn will do.
5:58 I'm surprised he didn't doa waking ex tatsu. I feel Tatsu and Ex tatsu are often safer on wake than being DP baited, they go to bait and you kick their face. like he did at 9:43 and 9:48 I thought 26:07 was a retsand but it wasn't. that was wild looking to me. Oh wait was it? or was that a cancel? what the heck was that?
The standing 720 Hugo did, I bet it was leverless. Anything 360+ or pretzel motion on leverless is DOGWATER to learn, but once you do, you can shit out a 720 motion in like 15 frames.
I just wanted to comment on the super you tried to parry around the 5min mark. You were in block stun, so it's very hard to parry right when block stun ends. It's a very small window. I wanna say 4 to 6 frames. You would actually have a better chance to red parry first into normal parry.
As soon as the new Akuma trailer had just appeared for Street Fighter 6 Max had this burning desire to take on the master of the Fist the Raging demon himself Akuma in Street Fighter 3 third strike
That victory pose for Elena at 24:51 looks like they recorded someone posing like that dressed as Elena and cropped it and then slapped Elena's head on it and put it in the game.
Street Fighter 6 is in dire need of the 6 Classic characters from SF2/SSF2 that are still missing for some reason.. Please Capcom… it’s time to complete the launch roster of SF6. Haha but seriously I’m serious about those six characters we really need them.
We already got more SF2 era characters than we need in the roster (Honda, dhalsim and guile were wasted slots btw). Time for other characters to get some love.
@@joaovitorpontesdossantos5548 WASTED? That’s so harsh to the legends. Guile is a must and viable. Taking one of Honda or Dhalsim out I understand even as a Dhalsim main , just to get new blood in. However 3 world warriors all being a waste is very harsh. They’re the foundation
I never understood why people cried about Chun being a "turtle character" in this game. You played with patience and just let your opponent hang themselves by throwing out buttons 24/7. That's not really turtle, that's just punishing how people mashed and played mad random/brainless in third strike compared to a "real" Street Fighter game (that's not me, most of the Japanese gods and others have always said that Third Strike isn't a real Street Fighter game, more something else with the same title/characters with how it played). Is that 3 pixels of meter worth throwing out a normal when in range of low forward > super from Chun?