I was kidding , I know what an aubergine is . In Portuguese it is beringela . Thanks anyway . <| sep |> Sure I ' ll do that <| sep |> Baahh mr garrison <| sep |> Oh im not complaining i just never knew it was 15 yards . <| sep |> I think the animations look very fluid and I enjoy the secondary motion you ' re working in there . This may be a test for your personal work , but I ' d like to offer some advice , in the case these animation are intended for an in game use . I ' ve had the opportunity once before to animate moves for a sidescrolling fight game . At first I animated all the moves realistically and with timing similar to your work . As soon as I plugged the animations in game , I found that punches and kicks felt really slow after pushing the attack buttons . I couldn ' t get the attacks to feel right because there was too many frames between the start of the clip and the frame when the character was fully extended for the punch or kick . So I ended up retiming the animation to have only a few frames of anticipation leading into a strong punchkick effect . That way when you push the punch button , it feels pretty instant and not lagging . There were days spent getting the timing of the actions to feel like you are controlling the character . Again , this is only advice if these animations are intended for game use . Other than that , they are looking great ! Keep it up .