01 Animation Philosophy
Principles
| Principle | Meaning |
| --- | --- |
| Gameplay First | The player must know what can hurt, be canceled, blocked, avoided, or punished. |
| Readability First | Every key pose reads as a silhouette. |
| Weight over Smoothness | Strong timing beats excessive in-betweens. |
| Snappy Controls | Input response must be immediate enough for beat-'em-up combat. |
| Arcade Feel | Impact holds, stylized arcs, and dramatic spacing are part of the style. |
bad: smooth but unclear
O O O O O O
good: readable key poses
A -> S -> I -> H -> R
A = anticipation, S = smear, I = impact, H = hold, R = recovery.