by SIFTER » Sat Nov 21, 2015 5:43 pm
1. Plz Kuro is op :'v
I don't really understand what's Saitama doing with his arms before he's got hit which makes the animation pretty confusing to look at. To prevent this from happening, plan the scenery in your head and memorize the keyposes to make things look clear. At the punch, Kuro's leg was over eased which killed a bit of the power, plus I'd imagine him taking more time to recover balance with how fast is he running. Make him lift his upper body up slower; The higher something goes, depending on weight, the slower it gets. So make sure to ease that part. I kinda like the way you've handled Saitama's fall, so there's that.
2. Test
My favourite part is definitely the flip as it was nearly spot on, the rest is a bit meh, tbh; The poses are weak, punches are a bit too sudden, and when he lands from the flip, you ought to make him bounce a bit to give power to the landing and make regaining balance much easier at the kick that follows it. Spacing is decent enough which is nice.
3. One punch man simple test 2
The jump is off because the horizontal momentum of the run dies immidiately. Other than the fact that you could have used some motion trailing for the cape to make it feel light enough, I don't see anything else THAT grave.
4. One punch man simple test 1
This one is even more confusing than the first one; Is there a constant gravity change or something? Because that is the only way I could explain what I'm looking at. I mean, yeah, the movements are smooth, at least one movement was pretty fluid there, but the overall image is not clear. Also, for a white BG, lower the value of the cape just by a liiiiiittle bit so it shows.
Nice job over all.
Edit:
OH THERE'S SOMETHING NEW
5.Mini-prew , Combo or War
Actually, this one's really nice. Combo is pretty well chained, although it could use some exaggeration in the pose to spice it up a bit, and toning down the texture on the wall would bring more focus to the characters.