Kanae Tutorial (HQ version link)
http://www.youtube.com/watch?v=JDHhL_E8Kyc&fmt=18
A character tutorial by Zar and I.
Kanae is the grappler character of the game. Due to this, the tutorial flows a bit differently compared to the two relatively combo heavy characters we covered previously.
There's been a recent resurgence in the PC scene due to the addition of stable netplay via Caster (the same one used for Iamp). If people are interested, they should stop by #akatsuki @ mizuumi.net on IRC or check out the SRK thread: http://forums.shoryuken.com/showthread.php?t=188284
Thanks for watching.
Kanae Tutorial for Akatsuki Blitzkampf PC ver. 1.1.3.1 SP1
Re: Kanae Tutorial for Akatsuki Blitzkampf PC ver. 1.1.3.1 S
Excellent presentation, as always. I love the texty intro mess you created.
My only complaint, and it's actually a general one which keeps coming up, is that sometimes the text doesn't stay onscreen long enough to be readable. For example i definitely didn't have enough time to read the first chapter title card text at 0:11. I understand it's a little tough to gauge because reading time varies from person to person and situation to situation. On top of that, it depends heavily on how much other stuff is going down and the relative priority of said stuff.
Still, i gotta say it's way too hard to figure out where my attention is supposed to be directed sometimes, but i guess that's the perennial conundrum of all tutorial videos. Looks like you chose the fast-paced "pause it if you like but i'm not giving up my groove for you" approach. I can respect that.
Love that edit at 1:51 where you flip through all three kinds of counterable attacks. Love the +/- breakdown of close-range options throughout the third chapter. Love the concept as well as execution of the sixth chapter. I only wish there was more along that category, but i guess you managed to showcase most of the major points. What was that epilogue all about? Felt like being left out of an inside joke.
Does Akatsuki Blitzkampf have any interesting projectile collisions?
My only complaint, and it's actually a general one which keeps coming up, is that sometimes the text doesn't stay onscreen long enough to be readable. For example i definitely didn't have enough time to read the first chapter title card text at 0:11. I understand it's a little tough to gauge because reading time varies from person to person and situation to situation. On top of that, it depends heavily on how much other stuff is going down and the relative priority of said stuff.
Still, i gotta say it's way too hard to figure out where my attention is supposed to be directed sometimes, but i guess that's the perennial conundrum of all tutorial videos. Looks like you chose the fast-paced "pause it if you like but i'm not giving up my groove for you" approach. I can respect that.
Love that edit at 1:51 where you flip through all three kinds of counterable attacks. Love the +/- breakdown of close-range options throughout the third chapter. Love the concept as well as execution of the sixth chapter. I only wish there was more along that category, but i guess you managed to showcase most of the major points. What was that epilogue all about? Felt like being left out of an inside joke.
Does Akatsuki Blitzkampf have any interesting projectile collisions?
Re: Kanae Tutorial for Akatsuki Blitzkampf PC ver. 1.1.3.1 S
Thanks for all the feedback. It's much appreciated.
Yeah, admittedly the text on-screen timing is one of those things that are always difficult to decide on. Like you mentioned, it can be hard to gauge at times. The length and wording is always an issue too because I don't want to be overly vague by trying to be concise but at the same time I also don't want to be too wordy and make it even harder to read while the action is going by.
In the end, I always tend to set my foot on this line of thinking:
If the overall combination of the visuals and the information appears to be interesting enough regardless of the pace, and/or if people care about the subject matter (in this case it could character Kanae or the game itself), then people will have the desire to watch it again. I try to keep a balance for the initial viewing and for the possible subsequent viewings. But yeah, it always depends on the situation.
Yeah, admittedly the text on-screen timing is one of those things that are always difficult to decide on. Like you mentioned, it can be hard to gauge at times. The length and wording is always an issue too because I don't want to be overly vague by trying to be concise but at the same time I also don't want to be too wordy and make it even harder to read while the action is going by.
In the end, I always tend to set my foot on this line of thinking:
If the overall combination of the visuals and the information appears to be interesting enough regardless of the pace, and/or if people care about the subject matter (in this case it could character Kanae or the game itself), then people will have the desire to watch it again. I try to keep a balance for the initial viewing and for the possible subsequent viewings. But yeah, it always depends on the situation.
Hmm, I'm not sure what you exactly mean there. Are you asking about projectile vs projectile collisions or trades off projectiles?Does Akatsuki Blitzkampf have any interesting projectile collisions?
Re: Kanae Tutorial for Akatsuki Blitzkampf PC ver. 1.1.3.1 S
Yeah i have that same problem in editing combo videos (on a much smaller scale) with the mandatory "tool-assisted" and "no cheats" blurbs, along with making sure there's enough time to read soundtrack info and everything else. The hardest thing is coming up with a way of conveying all of that information without breaking flow yet without making the viewer feel like they missed something.
Back in the day when bandwidth/filesize was a primary concern, i used to like rushing through text. But lately i've been finding it more satisfying when i can comfortably read the entire thing, though that'd probably lower the replay value if you've got tutorial-level text to communicate. Anyway, i agree that there's a very solid argument to be made for keeping your fighting content fast-paced enough so that the video is genuinely fun to rewatch like Zenfire's CvS2 King tutorial. Nothing beats multiple viewings for absorbing information.
Back in the day when bandwidth/filesize was a primary concern, i used to like rushing through text. But lately i've been finding it more satisfying when i can comfortably read the entire thing, though that'd probably lower the replay value if you've got tutorial-level text to communicate. Anyway, i agree that there's a very solid argument to be made for keeping your fighting content fast-paced enough so that the video is genuinely fun to rewatch like Zenfire's CvS2 King tutorial. Nothing beats multiple viewings for absorbing information.