Okay, so I'm making this destructive replay tutorial/walkthrough, if I miss anything out feel free to tell me.
Basically replays may consist of several parts, which I (or someone else) may go through in detail.
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Parts of a replay
Basics:
Opener
Style and flow
Dismemberments
Pose
Advanced (For better looking replays):
Manipulation (Manip)
Boomhits
Skeet
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Firstly, let's look at the opener.
The Opener
The opener is basically what you do in the first couple of frames. This is normally used to get into a position in which you can quickly build up speed and momentum.
Most openers can be classified under five different methods:
-The Leap
-The Swing
-The Launch
-The Flip
-The Run
(Do ensure that your Tori has sufficient space to move for the following, it always helps to have at least 200-400 engage distance (ED).
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This involves the Tori bending forward and then launching himself forward by extending his hips and raising his arms. This is generally effective for building up forward speed, and it can be modified by rotating the chest to build up spin too.
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A simple leap in -9.82 (Default) gravity can be pulled off with the following steps:
Hold all, ccntract abs, relax both shoulders and elbows
Space x6
Hold elbows, relax both knees and hips
Space x7
Relax both ankles, extend both hips
Space
Hold both ankles, relax pecs and elbows
Space
Raise both shoulders
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One of the most realistic and used openers, there are many variations of this opener. It generally consists of the Tori rotating his chest and pecs to create momentum with one of his legs pushing from behind, then jumping towards Uke while spinning to get a powerful hit.
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[Opener Tutorial Under Construction]
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A common variation of the Swing opener. The back leg is contracted, and when the Tori rotates his chest to build up speed, the knee extends to send him flying forward while spinning.
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[Opener Tutorial Under Construction]
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The Flip [Example Image Under Construction]
Generally used to get the Tori upside down. This can be then expanded to include a helicopter kick or more flips to gain more momentum.
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[Opener Tutorial Under Construction]
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Generally used in realism replays, this opener is effective mainly if you're trying to reach Uke at a distance. It's usually not used on it's own in destructive replays due to the lack of high speeds.
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A simple run in -30.00 (realistic) gravity can be pulled off with the following steps:
Hold all, contract abs and both hips
Space x2
Relax all, then hold all again (Press "C" twice), extend hips, contract both elbows, relax both shoulders
Space x2
Contract left hip, relax left knee
Space x2
Extend left hip, contract right hip, relax right knee
Space x3
Extend right hip, contract left hip, left rotate chest, contract right ankle
Note that you should develop your own style of running. This is the simplified version and it doesn't look that realistic.
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Important: Do remember that when developing an opener, try to explore new ways of doing things. It's looked down upon to keep using the same opener over and over again. New, creative ways to get into the positions will make you stand out from the crowd of other replay makers.
Style and Flow
This is a very important aspect of the replay that normally makes or breaks it. Here are a few tips to get you on your way:
1) Don't randomly stop in the middle of the replay.
This kills the flow of the replay and makes it really twitchy.
2) Don't be too stiff.
Holding too many joints will make you seem really robot-like, the same goes for having a part contracted or extended for too long. Try to relax any joint you're not using.
3) Relax all your joints every now and then.
This helps to keep you from leaving too many joints extended or held.
4) Don't be too floppy.
While you shouldn't be stiff, you should refrain from having too many parts of your body relaxed. This makes your movements and hits look weak and aimless.
5) Don't stay in one state too long.
Even if you're still moving or rotating on the spot, try to either have some joints relaxed or slowly move into a new position, which will help the flow.
6) Don't repeatedly contract and extend any body part.
It makes you look jerky.
7) Don't grab too long.
Try and change your grabbing hand now and then, maybe let go after you get a dismemberment.
Try and carry your hits through.
Don't go for a really good kick only to pull your leg back the moment the joint dismembers, it looks jerky and weak.
9) Keep your head straight.
Always remember to leave the neck joint in a contracted or extended position, there's nothing more annoying than a flopping head.
Dismemberments
Of course, what good is a destructive replay without destruction?
Dismemberments (or DMs) are when a joint is severed from the body (if you didn't know that already) and they make up the meat of the replay.
When attacking Uke, try to keep your attacks to punches and kicks with your hands and feet. Using your elbows and knees work, but they're weaker and don't normally hit as hard as those parts.
Don't kick or punch with more than one hand/leg at a time. One leg should always be providing the other leg with more speed and momentum. For example, extending one leg and contracting the other is a stronger kick than contracting both.
Grab. While grabbing isn't really the most popular way of doing things, it works really well when trying to get extra speed to break that pesky joint. Grab with one hand and twist your body in the other direction while lowering your arm. This normally causes a huge amount of speed to be built up in just enough time to kick off a part of Uke. At the same time, NEVER grab with both hands, it limits the amount of rotation you can get with your chest.
The formula for good kicks and punches:
When your chest rotates to your left, extend your left pec and right hip and contract your right pec and left hip, and vice versa. This gives a good spin for really strong kicks.
When punching, if you're grabbing a part of Uke, contract both pecs and elbows, which normally helps to slam your free hand into him. Otherwise, just do the same as the kicks but contract and extend your elbow.
Posing
This is the final part of the replay when your Tori has finished utterly destroying Uke, and you want to "sign off" with style. There are many different ways to pose, anything works as long as you manage to keep your balance and look cool doing it.
Of course, it's rather difficult for beginners to get a standing pose. However, there is no wrong way to pose, as long as it looks half-decent and natural, it's fine.
It's very important to make sure none of your limbs are ghosting. This is when a part of your body slides through another, or stays inside.
If the above happens, go back and edit the replay to make your Tori lift his arms to avoid ghosting into his leg.
Ghosting can happen to almost any part of your body. Try not to leave both glutes contracted, as it might force the legs to ghost together.
Try and get into as much as a natural pose as possible, don't look too stiff or awkward.
Here are several examples of poses.
Alright, that's all for now. I'll update this with more info in the future, if you have any questions or tips feel free to comment.