[0:00] Jiujutsu Kaisen season 3 episode 4 was [0:02] the episode. It was the episode the [0:04] production team went all out for putting [0:06] in lots and lots of effort and resources [0:08] a lot more so than usual. And the [0:10] results spoke for themselves. This [0:12] episode was absolutely ridiculous, [0:14] especially the second half. It was one [0:16] of the most visually interesting things [0:18] across all of JJK. And I hope you [0:20] understand how monumental a feat like [0:22] that is. It looked incredible. Right [0:24] from the get- go, you could tell that [0:26] this was about to be special. It had [0:28] that big episode feel, if that makes [0:29] sense. And that's saying something [0:31] because in a production like JJK, nearly [0:33] every episode has a big episode feel. [0:35] Like come on, when has JJK ever looked [0:37] normal? I guess the point I'm trying to [0:39] make is high priority Sakuga Festival. [0:42] The big big episode, whatever you want [0:44] to call it, this episode was one for the [0:46] history books. And as such, you guessed [0:48] it, let's break down the visuals. Make [0:50] sure to subscribe. This episode fried my [0:52] brain to the point where I can't come up [0:53] with a clever call to action. So just [0:55] subscribe. the buttons right there. It [0:57] takes a second. Go on, do it. You can [0:59] also become a member of this channel. [1:01] Members get at least two exclusive [1:03] videos per month, custom badges and [1:04] emojis, shoutouts, and more. Just go [1:06] down there and press the join button. As [1:09] always, let's go over the staff list [1:11] first. Starting with the storyboards, [1:13] which were once again handled by series [1:15] director Goshono, making this the fourth [1:17] consecutive episode he has solo [1:19] storyboarded for this season with many [1:20] more on the way if the leaks are to be [1:22] trusted. Goshono's unsurprisingly [1:25] fantastic storyboards were processed by [1:27] three episode directors, Risa Suzuki, [1:29] Yusukeuchi, and Goshono himself. And the [1:32] overall direction was again [1:33] unsurprisingly stellar. I'll talk about [1:36] it in detail in a bit obviously, but [1:38] long story short, it was Koshono [1:39] reiterating just how good he is at [1:41] non-action storyboards, just in case [1:43] some of you suffer from short-term [1:44] memory loss and forgot what last week's [1:46] episode was like, and shutting down all [1:48] talk of him not being good at action [1:50] storyboards. Also, of course, his [1:52] amazing storyboards were processed [1:53] wonderfully by the episode directors. [1:55] Shout out to them as well. Over on the [1:58] animation front, we had four chief [1:59] animation directors. The two character [2:01] designers Yusk Yajima and Hiomi Nea. [2:04] Character artist extraordinaire Sota [2:05] Yamazaki and JJK regular Takushi Mizu. [2:08] Four animation directors and three [2:10] assistant animation directors, which is [2:11] neither good nor bad in a vacuum. But [2:13] considering the sheer amount of movement [2:15] this episode had to offer, aka the sheer [2:17] number of frames that had to be [2:19] corrected and the complexity of the [2:21] shots, it's actually quite decent. More [2:23] about the animation. The key animator [2:25] list for this episode was absolutely [2:27] stacked. Industry-leading talent galore, [2:29] which isn't exactly new for a project [2:31] like JJK, but that doesn't make it any [2:33] less insane. Mega veterans like [2:35] Tadashiramatsu and Shinsaku Koua, [2:37] industryleading names like its [2:39] Kisuchami, Hakugo, and more. exciting [2:41] new talent like Hon and Koh Hiota around [2:44] 40 second key animators on cleanup be [2:46] duty because it is a sichimo line [2:48] production at the end of the day this [2:49] episode had it all now yes I can't [2:52] exactly call this episode perfect by [2:54] nitpicky eyes won't allow that but this [2:56] episode was really really well animated [2:59] that's the headline here not some of the [3:00] jank I'll point out in a bit please [3:02] don't let my nitpicking cloud your [3:04] judgment this episode was amazing with [3:07] all that being said let's finally do the [3:09] thing you guys clicked for let's go [3:11] through this episode scene by scene. [3:13] Unfortunately, I have to gloss over the [3:15] first half of this episode a bit. Not [3:17] only was the main bulk of animation [3:19] muscle packed into the second half, the [3:21] first half wasn't the most consistent [3:23] thing in the world. Let's put it that [3:24] way. It had issues. First things first, [3:27] though, composition sense, Koshono has [3:29] an unfair amount of it. Every shot was [3:31] incredibly interesting to look at. Even [3:33] when there wasn't much happening [3:34] animation wise, I have said all of this [3:37] before, but it bears repeating. His [3:39] framing is always spacious and dynamic. [3:41] There are layers of complexity. There's [3:43] a pronounced sense of space. There are [3:45] exaggerated perspectives. As per usual, [3:47] Koshono is allergic to framing things [3:49] normally. And as per usual, I love that. [3:52] We also had so many cool directorial [3:54] ideas, introducing the piano as a [3:56] diagetic audio cue, including this [3:58] flashback as a part of the present scene [4:00] instead of simply cutting to it and [4:02] making it look distant and blurry to [4:03] show how things aren't the same anymore. [4:05] That man is a genius. Speaking of [4:08] flashbacks, the flashbacks throughout [4:09] this entire episode or this season in [4:11] general had this bloody, choppy look [4:13] that I loved. It made them seem less [4:16] like a different, unrelated scene and [4:18] more like a hazy recollection of [4:19] memories, which is the whole point. [4:21] Really good stuff. Back to the scene at [4:23] hand. Animation wise, there wasn't all [4:25] that much going on. It was above [4:27] average, but for a high-profile [4:28] production like Jiutsu Kaisen, it was [4:30] typical, if that makes sense. This fight [4:33] was cool, though. It was very stopand go [4:35] with quick unorthodox cuts. But unlike [4:37] most of Yuji versus Utah, this actually [4:39] worked in my opinion. The timing felt [4:41] right. It conveyed the chaos of the [4:43] whole thing well. Plus, the strategic [4:45] use of close-ups and slow motion shots [4:47] allowed them to save some of that [4:48] animation power for later. Shortly [4:50] afterwards, we got this eerily lielike [4:52] ragd dolling followed by this meticulous [4:54] and mostly consistent acting sequence [4:57] presumably animated by Aya Suzuki. Very [4:59] subtle stiffness aside, you could feel [5:01] the weight of every small action, the [5:03] movement of the fingers, the hair [5:04] motion, the body mechanics. It was [5:06] incredibly well animated fundamentally [5:08] speaking. Also really well-drawn short [5:11] hair. A really cool stylized sequence [5:13] drawn by Iki then brought us to the beat [5:16] scene animated by Tadashiramatsu which [5:18] is quite funny because he also animated [5:20] a melancholic beat scene for the [5:21] Chainsaw Man movie. The acting here [5:24] wasn't over the top, but as you would [5:25] expect from the penmanship of a veteran, [5:27] the fundamentals were on point. The [5:30] motion was heavy with each action being [5:31] accompanied by the perfect amount of [5:33] weight distribution, plus the three to [5:35] four tone liquid animation, beautiful [5:37] drawings thanks to C Hiro Mini's [5:39] corrections, top-notch backgrounds, and [5:41] that gorgeous compositing shift made [5:42] this scene incredibly cinematic. Oh, and [5:45] also Goshono Storyboard's skirt, [5:47] obviously. Following the beat scene, we [5:49] got some cool action adjacent shots. [5:52] Lovely effects there followed by a solid [5:54] close-up and a large amount of [5:56] background animation. Really fun stuff. [5:59] Now, with all that being said, here [6:01] comes the uncomfortable part. Like I [6:02] hinted at earlier, this section wasn't [6:04] perfect. It had issues. I know some [6:07] people on Twitter get upset at me for [6:08] pointing out things they themselves [6:10] don't have the eyesight to notice, but [6:11] it is an animation breakdown, so deal [6:14] with it, I guess. Was this walk cycle [6:16] fairly inconsistent with distracting [6:18] shifty lines? I'm afraid so. Was this [6:20] other walk cycle fairly stiff, [6:22] especially around the arms, despite the [6:24] cool volutric background work? I'm [6:26] afraid so. Do May and Maki being dragged [6:28] by Yogi melt a fair bit? I'm afraid so. [6:31] Do some of these shots clearly suffer [6:32] from subpar second key animation? I'm [6:35] afraid so. Did they linger on this [6:36] non-animated zoom for a bit too long? [6:38] I'm afraid so. You get the idea. Really [6:41] cool, really creative, but not perfect, [6:43] which is quite on brand to be honest. [6:46] Anyway, let's now move on to part B, aka [6:49] the start of this episode. Before we get [6:51] to the action though, let me get this [6:53] out of the way. I loved the overall [6:54] aesthetic during the Maki Kukuru Squad [6:56] fight. The compositions, the aspect [6:59] ratio usage, the creative color used, [7:01] the general look and feel of the whole [7:02] thing. It was insanely good. I know [7:05] people who expect their anime [7:06] adaptations to be strictly one to one, [7:08] and the entire population of mainland [7:10] Japan apparently hated this fight, but I [7:12] personally loved it. The cool visual [7:14] ideas and composition choices, the [7:16] tremendous drawings, the dissonant [7:18] soundtrack choices, so good. All of it [7:20] gold sticker from me. Anyway, the first [7:23] minute or so of the action was animated [7:25] by Izkisuchami, and it was incredible. [7:28] First off, that's a lot of hand-drawn [7:30] characters. Of course, not all of them [7:31] are animated. Moving that is, but still, [7:33] drawing that many cell components is [7:35] tedious work, and that's doubly true [7:38] when they actually move. This shot, for [7:40] example, this is obviously a throwaway [7:42] character who almost certainly doesn't [7:44] even have a design sheet. But through [7:45] conservative yet meticulous line [7:47] placement, Sujigami made his face and [7:49] movement feel incredibly volutric and [7:51] alive, which is something he excels at. [7:54] More about the action. This fight used a [7:56] ton of quick cuts, but once again, it [7:58] worked. It flowed well. Partially due to [8:00] the incredible animation and partially [8:01] due to Sujigami, presumably modifying [8:04] the storyboards a bit based on his own [8:06] preferences. The shots had so much [8:08] volume both in terms of the composition [8:10] and the drawings themselves. There were [8:12] layers of mob characters, both static [8:14] and animated. Plus, the drawings and [8:16] backgrounds were about as [8:17] three-dimensional as you'd expect from a [8:19] Goshon Sujigami sequence. This windup [8:22] looked amazing. Maki moving was actually [8:24] animated while the characters in the [8:26] back were a static cell layer being [8:28] panned across the screen. And we then [8:29] got a quick overhead shot followed by a [8:31] side profile complete with these really [8:33] cool blood effects with varying degrees [8:35] of opacity and another overhead shot. [8:37] Like I said, quick cuts. Of course, the [8:40] actual movement was on point throughout. [8:42] The lines and contours were masterfully [8:44] placed and the drawings were incredible. [8:46] Even a simple shot of Maki taking a step [8:49] had fantastic forcehortening and volume [8:51] control. Also loved Koshono going full [8:54] Gohans with this underground shot. Now, [8:56] yes, it is practically impossible to [8:58] animate 50 guys moving constantly. It's [9:01] a weekly TV episode, not a Ghibli movie. [9:03] But Koshono and team came up with clever [9:05] ways to get around that. Be it the cell [9:08] parallaxing, be it strategically placed [9:10] still shots, be it going down the [9:11] idiosyncritic shorthand drawings route [9:13] instead of proper character models, [9:15] something shot sequence did a lot of. It [9:18] didn't feel like the background [9:19] characters were unnaturally stiff. I [9:21] remember that being an issue in an [9:23] episode from season 2, but not this time [9:25] around. Also, of course, shorthand [9:27] drawings or not, animating a rotation [9:29] with multiple moving characters is an [9:31] insanely difficult thing to do. And so [9:33] is animating these buttery smooth body [9:35] mechanics and these insanely complicated [9:37] warped compositions. So, props to B. Not [9:40] the biggest fan of the non-animated zoom [9:42] on these mobs. But overall, really well [9:44] animated sequence. Of course, we can't [9:46] go over every single shot given the [9:47] confines of time, but really good work. [9:50] We then got a Hayat Kurosaki sequence [9:52] and the sheer density of the effects was [9:55] insane. Why have one layer of gorgeous [9:57] thick smoke when you can have another [9:59] and another and another and another and [10:02] another? Has some eye-catching liquid [10:04] effects. Has some tone liquid animation [10:06] that's like the most beautiful thing [10:07] ever. Has some handdrawn debris so large [10:09] scale that it almost counts as [10:11] background animation. More liquid and [10:13] smoke. Such an insane sequence all [10:15] around. It'll probably get overshadowed [10:17] by the insanity that followed, which is [10:19] a shame because just look at it. It's so [10:21] cool. From this point on, the episode [10:24] went full Yotaka Nakamura. The rest of [10:27] the fight was one big unapologetic [10:29] homage/lo letter to the cube man, and it [10:32] was perfect. I was genuinely surprised [10:34] by how convincing Goshono's Nakamura [10:36] impression was. The first sequence here [10:39] was animated by Mochm Mo, which is [10:41] obviously a pen name. It's not a real [10:43] person. And I'm pretty sure I know who [10:45] that is, but let's not delve on that [10:46] stuff. The scene started with some [10:48] incredibly cool rawl lookinging smoke [10:50] and satisfying fabric and hair animation [10:53] followed by this section, which again is [10:55] extremely Nakamura. The speedline [10:57] background conveying a never-ending [10:59] sense of space, these almost comical [11:01] poses, the energetic fabric animation, [11:03] these slow animated zoomins with [11:05] exponential forcehortening. Fantastic [11:07] stuff. The background animation here was [11:10] insane. The shapes were almost identical [11:12] to the way modern Nakamura draws [11:14] backgrounds. Plus, the kinetic sparks [11:16] were a nice addition. Loved this [11:18] exchange. Fast motion buffered perfectly [11:20] by the zoom into her hand. It's not all [11:23] one speed. There's variation in the [11:25] tempo. There's rising and falling [11:26] actions. Again, amazing. Really cool [11:29] lifelike acting here followed by some [11:31] large scale background animation and [11:32] this amazing rotation. It's very short, [11:35] but the animator had to drop both [11:36] characters in unorthodox poses at every [11:39] perspective between the starting and [11:41] finishing points. I hope I don't have to [11:43] explain why that's an incredibly [11:44] difficult thing to do. [music] By the [11:46] way, I loved how in the midst of all [11:48] this insane movement, they literally [11:50] zoomed into a still frame. I don't think [11:52] it's meant to be comedic, but it cracked [11:54] me up. Now, yes, some of you might say [11:56] that stuff like this clashes with the [11:58] tone this episode was trying to convey, [12:00] and there is some validity to that [12:02] complaint. However, in my mind, it [12:04] wasn't a sad, hate-filled massacre. [12:06] Rather, it was a triumphant moment where [12:08] Maki broke free of the metaphorical [12:10] shackles around her ankles. And as such, [12:12] from that point of view, I felt like the [12:14] upbeat tone worked perfectly. Anyway, [12:17] back to the action. This guy's ability [12:19] was visualized extremely well. The force [12:21] against Maki was conveyed through [12:23] expanding concentric circles on the [12:25] ground hair. Another Nakamura build [12:27] storyboarding choice followed by [12:28] constant energetic fabric and hair [12:30] animation. And speaking of force, this [12:33] sequence was amazing. The way each [12:35] muscle on her body was animated to show [12:36] the sheer weight she was under. [12:38] Fantastic understanding of weight and [12:40] anatomy. Reminded me of that one shot [12:42] from Ghost in the Shell. Also worth [12:44] mentioning, the head and fabric [12:46] animation throughout the section was [12:47] absolutely stellar. It made every [12:49] action, even the simple ones, feel heavy [12:51] and powerful. Also also worth [12:53] mentioning, this shot was incredible. [12:55] Loved the strong foreshortening effect [12:57] and the organic shading. Yusuke Yajima [12:59] corrections if I'm not mistaken. This [13:02] guy's attack was pure Nakamura goodness [13:04] with tens of individually drawn fists [13:06] complete with actual animated shadows [13:08] literally descending from the sky and [13:10] raining down on Maki conveyed via a [13:12] large amount of effects and debris [13:13] instead of actual physical impact. Did I [13:16] mention this fight was one big Utaka [13:18] Nakamura reference? It was overall a [13:21] very very impressive sequence by a mo [13:24] which is definitely not just someone [13:26] else. Was every drawing perfect? No. [13:28] There were a few rough shots, most [13:30] likely due to second case scattering, [13:32] aka poor cleanup, [music] but all things [13:34] considered, it was ridiculously good. [13:37] Moving on, some incredible Sotamazaki [13:39] corrections and a slightly inconsistent [13:41] bit of acting then brought us to Maki [13:43] versus Na, and it too was one big Utakan [13:46] Nakamura reference. We started with a [13:48] quick exchange of strikes followed by [13:50] this eye close-up. And not only was the [13:52] eye wonderfully drawn and animated, you [13:54] could see a separately animated [13:55] reflection of the action on it. This was [13:58] in turn followed by another strike [14:00] exchange. And neither of these two [14:01] exchanges were looped. Every strike was [14:04] uniquely animated, which is quite cool. [14:06] Also love how the camera actually moves [14:08] there. They had to draw the speedline [14:10] backgrounds in a manner in which they [14:12] had two opposite directions and met in [14:14] the middle, allowing the camera to pan. [14:16] We then got a few slow motion shots [14:18] ensuring the viewer doesn't get [14:20] overwhelmed. And this sequence, which I [14:22] know I'm repeating myself, but come on, [14:24] it doesn't get more Utakan Nakamura [14:26] built than that, does it? The spiky [14:28] effects, the literal Utapon cubes with [14:30] the appropriate timing and everything. [14:32] The dynamic unidirectional background [14:34] animation, the slow body movement with [14:36] extremely fast-paced head and fabric [14:38] animation, even the use of moving after [14:40] images and solid one color backgrounds. [14:42] Hey, I think Nakamura should get [14:43] royalties for this episode. Anyway, this [14:46] scene was animated by Julian Bentley. [14:48] Makes sense given the tremendous volume [14:50] control on Maki and he had to [14:52] effectively animate eight different [14:53] characters here. I counted seven [14:55] different uniquely animated now each [14:57] drawn from a different perspective. We [15:00] then got proto sequence which included [15:02] some gorgeous debris and smoke [15:04] animation. This really cool effect where [15:05] they split the background into several [15:07] layers and moved them up separately and [15:09] another after image based shot. I [15:11] counted four uniquely animated [15:13] characters here. This gorgeous close-up [15:16] then brought us to more action because [15:17] of course we weren't done. We had a ton [15:20] of Nakamura pill effects followed by Hon [15:22] sequence which started off with this [15:24] mind-blowing shot. Maki's body hair kept [15:27] rotating meaning he had to continuously [15:29] animate Maki from all sorts of [15:30] perspectives and this was followed by [15:32] some large scale background animation [15:34] with the camera actually moving along [15:36] with the cell layers and changing angles [15:37] because the shot wasn't complicated [15:39] enough as is. I guess now was basically [15:42] a smear throughout the section. His [15:44] movement was too fast for our eyes. But [15:46] again, like always, we were then [15:48] presented with slower paced shots [15:49] because visual buffers are important. [15:52] Also, quick shout out to the literal [15:53] animation time sheet that shows up for [15:55] the split second. [music] [15:56] Loved the smooth camera movement here. [15:58] The slow partial rotation/an animated [16:00] zoom in was really fun to look at. We [16:03] then got some really cool shapes and [16:05] effects drawn by Kajino and these fun [16:08] shots with shifting lines on the [16:09] background meant to convey speed and [16:11] motion. This shot was amazing as Maki [16:14] closed in towards the camera. The [16:15] implied distance between her head and [16:17] the rest of her body increased thanks to [16:19] the forcehortening giving it this [16:21] three-dimensional look. Also, the actual [16:23] drawings were amazing with those blacked [16:25] out eyes. Two different styles of [16:27] lingering smoke effects then brought us [16:29] to the cinemascope section. And it [16:31] wasn't a cheap gimmick. [music] This [16:32] time around, it was actually used with [16:34] purpose. The entire style of compositing [16:37] changed the second those black bars [16:39] appeared. The vibrance and saturation [16:41] went down. The colors became more muted [16:43] with war for war for warmer tones taking [16:44] over. And the color contrast went up. [16:46] Even the character drawing stood out. [16:48] This entire section felt like a [16:50] different scene if that makes sense. [16:52] Near the start of the sequence, we got [16:54] this stylized na shot almost certainly [16:57] drawn by Soyazaki. Those thick inky [16:59] lines looked amazing and the proportions [17:01] of the face kept stretching and [17:03] squashing giving it a satisfying sense [17:05] of flow. We then got these shots which [17:07] were presumably animated by Nakaya onen [17:10] given the elongated facial structure and [17:12] they looked gorgeous. The placement of [17:14] each line was purposeful and the overall [17:16] aesthetic sense was off the charts. Some [17:19] cool effects followed most likely drawn [17:21] by Shinsaku Kosuma given those geometric [17:23] edges and that trademark timing wherein [17:25] the structure was intact in one frame [17:27] and completely gone in the next. This [17:30] shot was straight out of Naruto versus [17:32] Spain with the Looney Tunes like smeari [17:34] body language. Not exactly a surprise [17:36] since this entire setpiece both in the [17:38] manga and the anime was a reference to [17:40] that fight. The anime version that is [17:42] because Kay is a massive sakuga nerd. [17:45] This shot was cool. Some solid [17:46] pre-animation. Although I'm not the [17:48] biggest fan of the texturing on the [17:50] animation layer. Funny because Naruto [17:52] versus Spain actually didn't have those [17:54] textures but it looked weird too. I [17:56] guess it's just a losing formula. This [17:58] really cool shot with multi-layered [18:00] reverse background parallaxing, some [18:02] solid drawings and cool effects then [18:04] brought us to another direct [18:05] utakanakamura reference. Those high [18:08] energy flickering effects on the wall [18:10] followed by the cubic to pre exploding [18:11] out as straight out of concrete revolio. [18:14] We then got what I think is Daniel Kim's [18:17] sequence with the background effects [18:18] having these alternating vertical lines [18:20] which later transformed into actual [18:22] smoke. this buttery smooth punching [18:24] animation and this part where everything [18:26] besides Maky's mouth froze. We then [18:29] returned to our regular aspect ratio and [18:31] compositing and got these highly [18:33] ambitious partial rotations. Like I said [18:35] earlier, rotations are inherently [18:37] difficult to animate, especially when [18:39] the character has an unorthodox pose. [18:40] And that's doubly true for slow [18:42] rotations like these. Think about it. If [18:45] the rotation is fast, the animator has [18:46] to draw less frames. But if the rotation [18:48] is slow, the number of intermediate [18:50] frames between point A and point B [18:52] skyrockets, making it incredibly [18:54] difficult to maintain volume and line [18:56] consistency. [music] [18:58] With all that in mind, the sequence [19:00] wasn't the most consistent thing in the [19:01] world, but it was an admirable effort. [19:03] Not sure if it was Daniel Kim as well. [19:06] [music] We then got the big punch with a [19:08] brand new buildup, four different [19:10] angles, and a couple of meticulously [19:12] animated slow motion shots, including [19:13] this X-ray view of his skull getting [19:15] crushed. I believe parts of the section [19:17] were animated by its suchami since it [19:20] was his idea to begin with. Such a [19:22] fantastic sequence all around filled [19:24] with insanely highlevel talent. Even [19:27] Hakugo was in there somewhere. I'm not [19:29] entirely sure where. Perhaps some of the [19:30] effects, but I'm not sure. But he was [19:32] there. Insane stuff. And with that, the [19:36] fight came to a close. Daniel Kim's [19:38] presumed penmanship served as the [19:40] immediate aftermath, which was then [19:42] followed by a hefty amount of slightly [19:43] stiff but ultimately solid character [19:45] acting, partially animated by China, and [19:48] finally by the same composition as the [19:50] first shot we saw, making it a full [19:52] cycle moment. Amazing stuff. And that [19:55] was the episode again for the millionth [19:57] time. This was insane, even by JJK's [19:59] standards. A group of incredibly [20:01] talented artists working under a [20:03] tremendously creative director and not [20:05] horrible production conditions usually [20:07] tend to make magic and this was no [20:09] different. Of course, I am looking [20:11] forward to the rest of the core, but I [20:13] wouldn't be surprised if this ends up [20:14] being the visual peak. I heard the last [20:17] episode is supposed to be incredible as [20:18] well, so who knows? Exciting stuff [20:20] either way. And that's it. A special [20:23] thanks to N03, Amir, the Galas 90, and [20:26] Shiki for becoming tier three members. [20:28] And until next time.