This is utterly fantastic! Have you considered compiling these tutorials into book form?
Also, do you have any general tips on how to visually differentiate between a character who's had formal fighting training versus a character who picked it up "on the streets" etc.—say, general differences in stance, or move execution?
You might like to know that the positioning of the elbows helps establish a character's fighting style. If the elbows are low and down than a person will most likely be using defense and counter type strikes. The higher the elbows are the more they're likely to throw offensive blows because there is less need to defend while on offense and it provides for swifter strikes.
I noticed that most of the stances had lowered elbows which is something that is prevalent more in boxers than your average street fighter or martial artist. But most people are somewhere in between.
Indeed, but if you've got a core of steel like some of the guys I've gone against, it doesn't really matter unless you're getting hit by an equally powerful dude. But yes the best defense is a good offense.
Basically fighting is like your average paper beats rock, rock beats scissors, scissors beats paper.
The three categories can be broken down to Offense beats Defense, Defense beats Trapping (or counters), and Trapping beats Offense. So say your arms are up like your open could be to your advantage, which could convince a defensive fighter to see an opening and then you'd strike with a counter-attack. It all depends on how the character should fight. Powerful characters should go offense, well balanced characters stick with defense, and swift lean characters characters normally go with trappings/counter-attacks.
ThornedVenomFeatured By OwnerFeb 20, 2011Professional Digital Artist
It should be noted that most traditional fighting styles force you into an orthodox stance because of the fact that the liver is located on the right-hand side (therefore you protect your right-side with your left side.) Southpaw stances however pop up in situational opportunities.
For moving forward, I have seen in Taekwondo where you actually do cross your legs except that the moving leg is placed behind the other instead of in front. It's typically used for rapid sneak repositioning right before placing a side-kick.
I'm also wondering if the list of moves would be expanded in the near future for stuff like chopping, back-wrist/reverse punch, one-inch punch, leg sweeping, etc... otherwise it's a really awesome comprehensive collection of fighting moves.
For some reference on how skilled kickboxers move/fight, I recommend looking up fighters like Gokhan Saki (crazy skilled combos), Remy Bonjasky (makes flying shit work), Andy Hug (turned karate into a genuinely nasty attack), Peter Aerts (legend of the sport), and Badr Hari (incredible athlete; has a spectacular spinning hook kick knockout). Looking at their stances, the way they move, and the way they attack is useful.
Also, here's why you never back straight up: [link]
I imagine I must have given you eye-cancer then. cause that's pretty much what I feel like looking at my own work. in the past, I kept avoiding drawing fight scenes mostly because I KNEW I wasn't doing it right... no matter how many references I used, it looked wrong... now backstage (off dA) I've been forcing myself to practice and try and get things right for future fight scenes I might need... and collecting anything I see useful to help...
I might not have commented much for most of the tuts you've made concerning guns, fighting, scenery and stuff, but it's all been a major help, and I really do thank you for making them.
heh heh, btw, you know you've made a huge impression on me when I draw something in relation to any of those subjects wrong and my first thoughts are "well, shit, Phi would castrate me if he saw THIS!"
This would make fantastic reference material if I didn't have a set of retards for hands.
I kept getting visually confused with the blue lines. It was sometimes hard to tell how one set was different then the previous set. It would also have been nice if the next and back buttons were consistantly in the same place. Its kind of hard tofigure out the difference is some of the techniques with out repeatedly looking back an forth between them.
I don't really know if it counts as a kick but I feel like the curb stomp is missing from this.