First part of a series about differences and techniques used for animation in fighting games. First part is a french translation of the famous article by Richmond Lee about the twelve principles of animation, applied to fighting games.
In this second part, we analyze how both Capcom and SNK used the twelve principles of animation. Each company emphasized or reduced some of the twelve principles to create their own style and stay within boundaries of their own hardware.
Finally in the third part, we analyze how 3D fighting games brought a new standard in animation and how it changed the public perception of what a good animated game is. We also analyze some efforts by other companies to keep 2D animation alive and how new technologies could bring to the table.