Unfortunately you can’t skip the complex technique behind it, your best bet is to look at it as a “black box” with the thinking of copying rather than understanding it.
There are lots of videos here related to Blender and generally NPR techniques.
Most importantly these videos are focused only on the very famous “Guilty Gear” shader technique.
https://www.youtube.com/results?search_query=blender+guilty+gear
The reason is most importantly is that render engines of any kind, historically and architecturally were never meant to be used like this. As of the legendary raytracers at the time of the 80s or even the first raytraced movies in the early 90s. The NPR aspect is entirely alien to this kind of software design, as for example having a mathematic shading model (pseudo real > Phong, close to real > Global Illumination) and then try to do anything the opposite way to break all rules (fake normals, fake lighting, fake surface shading). However with lots of hack and trickery is super impressive to note that results have become acceptable and very pleasing.