I find it odd though that someone would get in trouble for releasing this info. I mean, why should any of this be top secret? Who benefits?
Why is street fighter so popular? Because it's balanced so well, and has been constantly tweaked to be as fun and as competitive as possible.
How do they do this? By modifying the hitboxes. Sure, if you just copied SFIV's hitboxes you would have a shitty knockoff, but the point is that the majority of the gameplay in SF is just hitboxes, so it's their internal work that's being shared.
Also there's the fact that this stuff is capcom's private internal data, which regardless of harm it could or couldn't do, is grounds for people to be fired/sued/etc.
At least we won't have to wait 15 years down the line for them to release a SSF4 UHD (Ultra High Definition) Remix so they could finally put the hitbox display in training mode like they should have with this game.
-Darklight is sickening... he's a mutha fuckin' genius
No need for bitchin'... if ya love 'im suck his penis
Dudley's special moves have a unique property known as "dignified hitboxes". The data can't be grasped so easily since only the most gentlemanly of programs are capable of capturing this data...
-Darklight is sickening... he's a mutha fuckin' genius
No need for bitchin'... if ya love 'im suck his penis
Why is street fighter so popular? Because it's balanced so well, and has been constantly tweaked to be as fun and as competitive as possible.
How do they do this? By modifying the hitboxes. Sure, if you just copied SFIV's hitboxes you would have a shitty knockoff, but the point is that the majority of the gameplay in SF is just hitboxes, so it's their internal work that's being shared.
Also there's the fact that this stuff is capcom's private internal data, which regardless of harm it could or couldn't do, is grounds for people to be fired/sued/etc.
All of this is simultaneously wrong and extraordinarily stupid. I can't imagine what inspired you to open your mouth.
if you see a RED attack box, it's a strike.
if you see a GREEN attack box, it's a projectile.
if you see a BLUE attack box, it's a throw.
if you see a character's body without an outlined red or green hitbox, that means they're invulnerable.
basically if an attack has a big RED hitbox that extends a long way past the character's vulnerable hitbox, it is probably pretty good (frame data notwithstanding).
e.g. this (http://otersi.com/00_interesting_frames/cody_clp.png) is a good poke. it's attack box extends a long way and you can't hit his arm.
this (http://otersi.com/00_interesting_frames/sagat_cmk.png) is a terrible poke. it's vulnerable box extends well past it's actual attack box.
- - - - -
ok so apparently we are allowed to post images of the hitboxes now.
if anyone can find out what the reach numbers mean I would be happy. I analyzed them for Juri, taking the second numbers as maximum reach (and thus a good indicator for pokes) but it doesnt work for jumping moves.
reach1: x-axis start coordinate of offensive hitbox counted from character middle
reach2: x-axis end coordinate of offensive hitbox counted from character middle
this works pretty solid for ground moves and neutral jump but seems way off on the forward/backjump moves. I suspect that the numbers dont fit in a backjump scenario, that the reference point is not the middle of the char (the tiny yellow box at the feet) there.
also I'm unsure if the 0,0 coordinate is the tiny yellow box or the tiny purple box when it's there (it shows up when a char repositions during the move)
About the reach numbers: the first one is where the red hitbox starts, the second one where it ends on an X-axis, with 0,0 origin being the starting point of the move (the tiny yellow box or the tiny purple one if the characters moves during the move).
This works well for grounded moves but doesnt work for jumping moves as the starting point of the move appears to be the origin of the tiny box where the move was initiated, but you are volatile so it quickly changes (you can see the value add up or subtract during its active frames). Especially annoying to compare reach numbers of moves in a backjump against moves in a forward jump, as both are used in the vid as 'jump' actions.
Finally seeing the hitbox of the jab SPD and Sagat's s.rh should make us realize why no one released the hitbox data before now. What the fuck.
I still don't get how some chars seem to have really sloppy, overly good stuff while others seem to have had great care taken in making their hitboxes suck. It's like anyone they actually focused their attention on ended up with the short end of the stick.
Finally seeing the hitbox of the jab SPD and Sagat's s.rh should make us realize why no one released the hitbox data before now. What the fuck.
I still don't get how some chars seem to have really sloppy, overly good stuff while others seem to have had great care taken in making their hitboxes suck. It's like anyone they actually focused their attention on ended up with the short end of the stick.
The thing that kinda bugs me is how the character hitboxes (where they can be hit) are overly huge and move around during animations. A character's hitbox should never change size or move if a character is simply standing still doing nothing!
Go back and compare the hitboxes of HDR and then SSF4 and you can definitely see the difference in how they were done. SSF4's are just too big, imo.
So wait, if I'm reading this correctly, poking Fei Long at max range with a low enough attack if he uses U2 will actually hit him out of it?
No no no, that's not how it works. I can see where you're going, the outlined green box is projectile and strike vulnerable by rule, but I just checked out the video. the large brownish box around him is his "counter range," so to speak. I guess you're talking about his legs, but I just tried this: Ultra 2 with Ryu jumping over and poking him from behind where he supposedly has a larger hitbox on his Ultra 2. Fei Long still countered it.
{repost from my city's regional thread}
basically if an attack has a big RED hitbox that extends a long way past the character's vulnerable hitbox, it is probably pretty good (frame data notwithstanding).
e.g. this (http://otersi.com/00_interesting_frames/cody_clp.png) is a good poke. it's attack box extends a long way and you can't hit his arm.
this (http://otersi.com/00_interesting_frames/sagat_cmk.png) is a terrible poke. it's vulnerable box extends well past it's actual attack box.
Sagat's c.mk SUCKS! But sometimes things look worst than it is on paper. Like Bison's s.mk and s.hk, both of which have a vulnerability box surrounding the red hit box, matter of fact alot of bison's hit boxes are trash on paper.
Sagat's c.mk SUCKS! But sometimes things look worst than it is on paper. Like Bison's s.mk and s.hk, both of which have a vulnerability box surrounding the red hit box, matter of fact alot of bison's hit boxes are trash on paper.
It's because you can't go off of just hitbox data, add startup and recovery to get the full picture.
...or play the game. Either works.
"So Ryu is looking like poop more and more?"
~Rockman85
"No you'll just have to actually learn how to use Ryu."
~Deviljin 01
i'm pretty sure the files have oiled / unoiled versions of all his normals and specials.
anyways here is a jab comparison i whipped up real quick (ken, ryu, balrog, cody, e honda). http://otersi.com/00_interesting_frames/jabcomparison.jpg
note that i use the little yellow box (center of character?) as reference. honda's goes really far because he lunges forward before doing it, shifting his vulnerable box accordingly.
Is there any way to download this without signing up at NowDownloadAll.com? I really don't feel like buying a 3 year membership for $30 just to download this one file. Can someone tell me how I could get this without joining that site or how to join on a trial basis? Thanks.
Edit: I'm an idiot...I figured out how to dl for free lol
Counter-picking is for cowards. Don't be a coward and stick with your fighter!
I got in on this at page two and I started downloading the Akuma torrents but I quit when I realized someone posted the youtubes. Requesting more Akuma photos like lp's mp's mk's hk's, please.
If no one does it by tomorrow afternoon I might take up the task, it being Caturday.
It's interesting how most moves have fairly traditional hitboxes, but then some others like Akuma's dive kick look automatically generated according to the 3D model. Wonder why they felt some things needed classic boxes but not others.
thecapsaicinkiddrops combo, pretends it's a resetJoined: Posts: 991✭
Sonichurricane did an article about certain throws actually being unblockable hits like Vega's EX Izuna hitting the opponent while in hitstun. I expected to see different properties on the hitboxes but there isn't any, just regular throw (ground and air boxes). Maybe it's a special throwable type of hitstun and not a special type of throw?
Fighting game player, coder, chilli lover, ruffian.
you need both to have an educated understanding of what's going on behind the curtain.
No actually they don't = the game. Not sure if you play some alternate game where you only see boxes and your brain/hands are able to comprehend things in increments of 1/60th a second but everyone else is playing SSFIV without these abilities.
And yet somehow we figure out what is safe, what links, what combos and cancels, etc. without needing frame data. Weird!
The game isn't hitboxes and frame data. For the AI it is but not for us humans (not including you of course).
I kid I kid but honestly if you believe that statement you're a bit nutty. Somehow before we knew these things people still knew the same information without putting a number on it. So if you can see something and do the input in 1/60th of a second or less then ok I see the value. If you can't (i'm guessing this is the case) then frame data and hitboxes don't tell you anything you didn't know already. They just give you something to whine/gloat about to people who play other characters and look intelligent and informed.
I mean we knew Makoto's karakusa was slow but now knowing lk has 7 frames of startup just changes my world entirely.
No actually they don't = the game. Not sure if you play some alternate game where you only see boxes and your brain/hands are able to comprehend things in increments of 1/60th a second but everyone else is playing SSFIV without these abilities.
And yet somehow we figure out what is safe, what links, what combos and cancels, etc. without needing frame data. Weird!
The game isn't hitboxes and frame data. For the AI it is but not for us humans (not including you of course).
I kid I kid but honestly if you believe that statement you're a bit nutty. Somehow before we knew these things people still knew the same information without putting a number on it. So if you can see something and do the input in 1/60th of a second or less then ok I see the value. If you can't (i'm guessing this is the case) then frame data and hitboxes don't tell you anything you didn't know already. They just give you something to whine/gloat about to people who play other characters and look intelligent and informed.
I mean we knew Makoto's karakusa was slow but now knowing lk has 7 frames of startup just changes my world entirely.
hitboxes + frame data = street fighter. they form the entire mechanical structure of the game. just because you learn about them a different way doesn't make that statement invalid.
you can play the game and get punished for throwing out shoto sweeps and say hey, this move is unsafe. you learn intuitively that it leaves you in minus frames on block. the frame data corroborates this intuitive guess. you don't need to be counting frames for the frame data to matter.
you can also play the game and have your extra-shitty sagat c.mk stuffed constantly. you intuitively guess that it has a terrible hitbox, and again the hitbox data corroborates this guess. you don't need to see the actual hitboxes to learn through experience that it's not a very good move; but that doesn't mean that the hitbox data isn't the governing factor for it's priority.
hitboxes + frame data = street fighter. they form the entire mechanical structure of the game. just because you learn about them a different way doesn't make that statement invalid.
I'm pretty sure that he's saying there's a lot more to the game from a human point of view than the basic coding of the game. You seem to be using "the game" to refer to the game as a piece of code, whereas he seems to be using "the game" to refer to the experience of playing the game and what goes into being successful at the game. Some autistic guy could probably remember all the frame data and hitboxes for every single character but still lack execution, timing, the correct mentality, the ability to thrive under pressure, etc and would suck at SSFIV. Hence his comment about "that's the game for the computer, not for humans" because the CPU doesn't have to worry about execution, timing and all the other things, so it literally is just all hitboxes and framedata.
Anyway, I was only originally going to post to ask if someone would do me a favour and say which videos are for which characters. I'll just download the ones I'm interested in at the time rather than have 9gb taken up with a load of videos I'm not going to watch for a while.
Edit
OK now that I just opened the torrent file with uTorrent, I can see that it's organised into folders for each character anyway...
I'm pretty sure that he's saying there's a lot more to the game from a human point of view than the basic coding of the game. You seem to be using "the game" to refer to the game as a piece of code, whereas he seems to be using "the game" to refer to the experience of playing the game and what goes into being successful at the game. Some autistic guy could probably remember all the frame data and hitboxes for every single character but still lack execution, timing, the correct mentality, the ability to thrive under pressure, etc and would suck at SSFIV. Hence his comment about "that's the game for the computer, not for humans" because the CPU doesn't have to worry about execution, timing and all the other things, so it literally is just all hitboxes and framedata.
Anyway, I was only originally going to post to ask if someone would do me a favour and say which videos are for which characters. I'll just download the ones I'm interested in at the time rather than have 9gb taken up with a load of videos I'm not going to watch for a while.
Edit
OK now that I just opened the torrent file with uTorrent, I can see that it's organised into folders for each character anyway...
This is what I'm saying. The game isn't determined by frame data and hit boxes and it also isn't why we play it. It also isn't the entire game mechanically EITHER. All frame data and hitboxes give us is in some situations why 'a' move beats 'b' move.
This is a great find though and will be a point of discussion until the game dies.
as you see Im on the planning stages for a 2d fighting game (done commercial 2d games but no fighting genre)
and all that hitbox explanation is soo good!
Those guys at Capcom sure know their stuff when it comes to fighting games.
Over some stream some days ago Valle said that hitboxes had improved dramatically compared to games prior to the IV engine, at that time I was guessing some sort of pixel mask collision or actual geometry collision but no, it looks like it is just rotated rectangles that are getting the job done, which shows how much power (CPU) these new consoles have compared to CPS1-2-3 systems
Comments
Why is street fighter so popular? Because it's balanced so well, and has been constantly tweaked to be as fun and as competitive as possible.
How do they do this? By modifying the hitboxes. Sure, if you just copied SFIV's hitboxes you would have a shitty knockoff, but the point is that the majority of the gameplay in SF is just hitboxes, so it's their internal work that's being shared.
Also there's the fact that this stuff is capcom's private internal data, which regardless of harm it could or couldn't do, is grounds for people to be fired/sued/etc.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeNo need for bitchin'... if ya love 'im suck his penis
twitch.tv/darklightjg1
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeNo need for bitchin'... if ya love 'im suck his penis
twitch.tv/darklightjg1
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeAll of this is simultaneously wrong and extraordinarily stupid. I can't imagine what inspired you to open your mouth.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like“... keep an open mind, but not so open your brains fall out.”
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- - - - -
here's an explanation of how they work: http://otersi.com/00_interesting_frames/Hitbox_Explanation.jpg
if you see a RED attack box, it's a strike.
if you see a GREEN attack box, it's a projectile.
if you see a BLUE attack box, it's a throw.
if you see a character's body without an outlined red or green hitbox, that means they're invulnerable.
basically if an attack has a big RED hitbox that extends a long way past the character's vulnerable hitbox, it is probably pretty good (frame data notwithstanding).
e.g. this (http://otersi.com/00_interesting_frames/cody_clp.png) is a good poke. it's attack box extends a long way and you can't hit his arm.
this (http://otersi.com/00_interesting_frames/sagat_cmk.png) is a terrible poke. it's vulnerable box extends well past it's actual attack box.
- - - - -
ok so apparently we are allowed to post images of the hitboxes now.
all the interesting shots i took are up here: http://otersi.com/00_interesting_frames/
specifics:
akuma's magic divekick that stuffs shoryus: http://otersi.com/00_interesting_frames/akuma_demonflip_divekick.png
balrog's crouching jab that everyone hates: http://otersi.com/00_interesting_frames/balrog_clp.png
balrog's enormous standing jab: http://otersi.com/00_interesting_frames/balrog_slp.png
balrog's scary jumpins: http://otersi.com/00_interesting_frames/balrog_jhp.png http://otersi.com/00_interesting_frames/balrog_jhk.png
blanka slp: http://otersi.com/00_interesting_frames/blanka_slp.png
the reason everyone can jab blanka out of his blankaballs: http://otersi.com/00_interesting_frames/blanka_blankaball.png
what blanka electricity actually looks like: http://otersi.com/00_interesting_frames/blanka_lp_electricity.png
blanka slide: http://otersi.com/00_interesting_frames/blanka_slide.png
blanka u1: http://otersi.com/00_interesting_frames/blanka_u1_01.png http://otersi.com/00_interesting_frames/blanka_u1_02.png
chun's huge jhk: http://otersi.com/00_interesting_frames/chun_jhk.png
cody's back+mp, which is by far the best AA in the game: http://otersi.com/00_interesting_frames/cody_back_mp.png
cody's jab, which extends past his fist: http://otersi.com/00_interesting_frames/cody_clp.png
cody's hk ruffian kick: http://otersi.com/00_interesting_frames/cody_hk_ruffiankick.png
cody's bingo: http://otersi.com/00_interesting_frames/cody_bingo_01.png http://otersi.com/00_interesting_frames/cody_bingo_02.png
cody's chk (this is really huge for a sweep): http://otersi.com/00_interesting_frames/cody_chk.png
cody neutral jump hp: http://otersi.com/00_interesting_frames/cody_neutral_jhp.png
cody shp: http://otersi.com/00_interesting_frames/cody_shp.png
dan's hp koryouken (startup, in the air): http://otersi.com/00_interesting_frames/dan_hp_srk.png http://otersi.com/00_interesting_frames/dan_hp_srk_02.png
dan's lk air danku: http://otersi.com/00_interesting_frames/dan_lk_airdanku.png
deejay's slide, which isn't really that great of an AA: http://otersi.com/00_interesting_frames/deejay_chk.png
deejay's shp is not a very good AA either: http://otersi.com/00_interesting_frames/deejay_shp_01.png http://otersi.com/00_interesting_frames/deejay_shp_02.png
dudley's u2 hits lower than it looks: http://otersi.com/00_interesting_frames/dudley_u2.png
fuerte's fairly big c.jab: http://otersi.com/00_interesting_frames/fuerte_crouch_lp.png
fuerte's u2: http://otersi.com/00_interesting_frames/fuerte_u2.png
guile's beastly chp: http://otersi.com/00_interesting_frames/guile_chp_01.png http://otersi.com/00_interesting_frames/guile_chp_02.png http://otersi.com/00_interesting_frames/guile_chp_03.png
just how enormous the horizontal reach is on flashkick: http://otersi.com/00_interesting_frames/guile_flashkick_01.png http://otersi.com/00_interesting_frames/guile_flashkick_02.png
honda's enormous cjab: http://otersi.com/00_interesting_frames/honda_cjab.png
proof of how easy it is to hit honda out of headbutt from the air: http://otersi.com/00_interesting_frames/honda_hp_headbutt.png
honda's neutral jump fierce: http://otersi.com/00_interesting_frames/honda_neutral_jhp.png
honda's shitty u1 that everyone can jab him out of: http://otersi.com/00_interesting_frames/honda_pieceofshit_ultra1.png
ibuki's ex raida: http://otersi.com/00_interesting_frames/ibuki_exraida.png
ibuki's forward-hk, pretty beefy tbh: http://otersi.com/00_interesting_frames/ibuki_fwd_hk.png
ibuki's ageman (b+mp): http://otersi.com/00_interesting_frames/ibuki_ageman.png
makoto's ex karakusa
(contrast to zangi's lp spd: http://otersi.com/00_interesting_frames/zangi_lp_spd.png )
rose's c.hp (compare to guile's and cody's b+mp above): http://otersi.com/00_interesting_frames/rose_chp_01.png http://otersi.com/00_interesting_frames/rose_chp_02.png
rose's c.mp swipe: http://otersi.com/00_interesting_frames/rose_cmp.png
rose's ex soul throw (right before it loses invulnerability): http://otersi.com/00_interesting_frames/rose_exsoulthrow.png
rose's jhk, which doesn't extend as far as it looks like it should: http://otersi.com/00_interesting_frames/rose_jhk.png
rose's neutral jhp, which doesn't look anything like it's hit box: http://otersi.com/00_interesting_frames/rose_neutral_jhp.png
rose's fat throw range: http://otersi.com/00_interesting_frames/rose_throw_range.png
rose's u2 (not that interesting): http://otersi.com/00_interesting_frames/rose_u2.png
first hitting frame of rufus's ex messiah: http://otersi.com/00_interesting_frames/rufus_exmessiah.png
first hitting frame (?) of rufus's ex snake strike: http://otersi.com/00_interesting_frames/rufus_exsnakestrike.png
rufus' fucking annoying dive kick: http://otersi.com/00_interesting_frames/rufus_falconkick.png
galactic tornado: http://otersi.com/00_interesting_frames/rufus_gtornado.png
rufus' lk followup to messiah (huge as an AA): http://otersi.com/00_interesting_frames/rufus_messiah_lkfollowup.png
rufus u2 (comically large): http://otersi.com/00_interesting_frames/rufus_u2_01.png http://otersi.com/00_interesting_frames/rufus_u2_02.png
ryu crouch jab: http://otersi.com/00_interesting_frames/ryu_clp.png
ryu cmk: http://otersi.com/00_interesting_frames/ryu_cmk.png
ryu cmp: http://otersi.com/00_interesting_frames/ryu_cmp.png
ryu's enormous shoto feet (jhk): http://otersi.com/00_interesting_frames/ryu_jhk.png
lp shoryu (grounded / airborne): http://otersi.com/00_interesting_frames/ryu_lp_shoryu_01.png http://otersi.com/00_interesting_frames/ryu_lp_shoryu_02.png
ryu standing jab: http://otersi.com/00_interesting_frames/ryu_slp.png
ryu standing mp: http://otersi.com/00_interesting_frames/ryu_smp.png
ryu U2: http://otersi.com/00_interesting_frames/ryu_u2.png
(compare to makoto's U1, which is basically the same ultra: http://otersi.com/00_interesting_frames/makoto_u1.png)
sagat's cmk, which is a piece of shit: http://otersi.com/00_interesting_frames/sagat_cmk.png
sagat's hp tiger uppercut: http://otersi.com/00_interesting_frames/sagat_hp_tigeruppercut_extended.png
sagat's jumping mp: http://otersi.com/00_interesting_frames/sagat_jmp.png
sagat's lv3 focus (look how far it extends past his knee): http://otersi.com/00_interesting_frames/sagat_lv3_focus.png
sagat shk: http://otersi.com/00_interesting_frames/sagat_shk.png
tigerknee: http://otersi.com/00_interesting_frames/sagat_tigerknee.png
seth's jhp: http://otersi.com/00_interesting_frames/seth_jhp.png
seth's hp super: http://otersi.com/00_interesting_frames/seth_hp_super.png
seth's u1 (just a big physical hit that travels on the ground): http://otersi.com/00_interesting_frames/seth_u1_02.png
viper jumping burnkick: http://otersi.com/00_interesting_frames/viper_jump_burnkick.png
viper's (totally different) grounded burnkick: http://otersi.com/00_interesting_frames/viper_lk_burnkick.png
viper ex seismo: http://otersi.com/00_interesting_frames/viper_exseismo.png
zangi ppp lariat: http://otersi.com/00_interesting_frames/zangi_ppp_lariat.png
zangi kkk lariat: http://otersi.com/00_interesting_frames/zangi_kkk_lariat.png
zangi banishing flat: http://otersi.com/00_interesting_frames/zangi_lp_banishingflat.png
zangi bodysplash (pretty shitty as an air attack that's not meaty): http://otersi.com/00_interesting_frames/zangi_bodysplash.png
blanka's coward crouch: http://otersi.com/00_interesting_frames/blanka_cowardcrouch.png
contrast that to hakan's coward crouch: http://otersi.com/00_interesting_frames/hakan_cowardcrouch.png
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeI didn't realize just how good of an AA that slide was until I saw the hitbox.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeIt's not that great tho, good anti-airs have their defensive hitbox below the offensive one: http://otersi.com/00_interesting_frames/balrog_chp.png
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Likereach1: x-axis start coordinate of offensive hitbox counted from character middle
reach2: x-axis end coordinate of offensive hitbox counted from character middle
this works pretty solid for ground moves and neutral jump but seems way off on the forward/backjump moves. I suspect that the numbers dont fit in a backjump scenario, that the reference point is not the middle of the char (the tiny yellow box at the feet) there.
also I'm unsure if the 0,0 coordinate is the tiny yellow box or the tiny purple box when it's there (it shows up when a char repositions during the move)
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Likehttp://otersi.com/00_interesting_frames/abel_u1.png
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeAbout the reach numbers: the first one is where the red hitbox starts, the second one where it ends on an X-axis, with 0,0 origin being the starting point of the move (the tiny yellow box or the tiny purple one if the characters moves during the move).
This works well for grounded moves but doesnt work for jumping moves as the starting point of the move appears to be the origin of the tiny box where the move was initiated, but you are volatile so it quickly changes (you can see the value add up or subtract during its active frames). Especially annoying to compare reach numbers of moves in a backjump against moves in a forward jump, as both are used in the vid as 'jump' actions.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeI still don't get how some chars seem to have really sloppy, overly good stuff while others seem to have had great care taken in making their hitboxes suck. It's like anyone they actually focused their attention on ended up with the short end of the stick.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeThe thing that kinda bugs me is how the character hitboxes (where they can be hit) are overly huge and move around during animations. A character's hitbox should never change size or move if a character is simply standing still doing nothing!
Go back and compare the hitboxes of HDR and then SSF4 and you can definitely see the difference in how they were done. SSF4's are just too big, imo.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Likewww.youtube.com/user/fourerfive
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeZanguief Piledriver range: http://img94.imageshack.us/img94/4240/znaguiefcommandgrab.jpg
Guy Izuna Otoshi: http://img140.imageshack.us/img140/5493/guycogidaaerea.jpg
He can grab you even from his back. lol at that.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeAnd I'm surprised it hasn't exploded with posts, this is a pretty big deal... waiting for Fei Long goodness :D
Ghetto biology, rofl. http://forums.shoryuken.com/showpost.php?p=6507221&postcount=32
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeSo wait, if I'm reading this correctly, poking Fei Long at max range with a low enough attack if he uses U2 will actually hit him out of it?
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeNo no no, that's not how it works. I can see where you're going, the outlined green box is projectile and strike vulnerable by rule, but I just checked out the video. the large brownish box around him is his "counter range," so to speak. I guess you're talking about his legs, but I just tried this: Ultra 2 with Ryu jumping over and poking him from behind where he supposedly has a larger hitbox on his Ultra 2. Fei Long still countered it.
Ghetto biology, rofl. http://forums.shoryuken.com/showpost.php?p=6507221&postcount=32
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeNice!
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeSagat's c.mk SUCKS! But sometimes things look worst than it is on paper. Like Bison's s.mk and s.hk, both of which have a vulnerability box surrounding the red hit box, matter of fact alot of bison's hit boxes are trash on paper.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeIt's because you can't go off of just hitbox data, add startup and recovery to get the full picture.
...or play the game. Either works.
~Rockman85
"No you'll just have to actually learn how to use Ryu."
~Deviljin 01
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Likeyou need both to have an educated understanding of what's going on behind the curtain.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeAnyone notice if the files have Hakan oiled/unoiled differences?
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Likeanyways here is a jab comparison i whipped up real quick (ken, ryu, balrog, cody, e honda). http://otersi.com/00_interesting_frames/jabcomparison.jpg
note that i use the little yellow box (center of character?) as reference. honda's goes really far because he lunges forward before doing it, shifting his vulnerable box accordingly.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeEdit: I'm an idiot...I figured out how to dl for free lol
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeI got in on this at page two and I started downloading the Akuma torrents but I quit when I realized someone posted the youtubes. Requesting more Akuma photos like lp's mp's mk's hk's, please.
If no one does it by tomorrow afternoon I might take up the task, it being Caturday.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Likehttp://shoryuken.com/showthread.php?t=235778&p=8866845#post8866845
twitch.tv/obey562
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like-Super Street Fighter 4 online community
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Likehttp://img101.imageshack.us/img101/6685/vipercmk.jpg
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeNo actually they don't = the game. Not sure if you play some alternate game where you only see boxes and your brain/hands are able to comprehend things in increments of 1/60th a second but everyone else is playing SSFIV without these abilities.
And yet somehow we figure out what is safe, what links, what combos and cancels, etc. without needing frame data. Weird!
The game isn't hitboxes and frame data. For the AI it is but not for us humans (not including you of course).
I kid I kid but honestly if you believe that statement you're a bit nutty. Somehow before we knew these things people still knew the same information without putting a number on it. So if you can see something and do the input in 1/60th of a second or less then ok I see the value. If you can't (i'm guessing this is the case) then frame data and hitboxes don't tell you anything you didn't know already. They just give you something to whine/gloat about to people who play other characters and look intelligent and informed.
I mean we knew Makoto's karakusa was slow but now knowing lk has 7 frames of startup just changes my world entirely.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Likehttp://otersi.com/00_interesting_frames/guile_flashkick_01.png
http://otersi.com/00_interesting_frames/guile_flashkick_02.png
http://i41.tinypic.com/30ldyc9.png
http://otersi.com/00_interesting_frames/ryu_lp_shoryu_01.png
http://otersi.com/00_interesting_frames/ryu_lp_shoryu_02.png
http://i44.tinypic.com/33us64g.png
http://i41.tinypic.com/11meslw.jpg
http://i41.tinypic.com/2m2w3yd.png
http://otersi.com/00_interesting_frames/deejay_lk_sobatkick_01.png
http://otersi.com/00_interesting_frames/deejay_lk_sobatkick_02.png
http://i44.tinypic.com/15mjspk.png
http://otersi.com/00_interesting_frames/deejay_chk.png
Sad Game
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like"W---that's where his RED hitbox is supposed to be!"
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Likehitboxes + frame data = street fighter. they form the entire mechanical structure of the game. just because you learn about them a different way doesn't make that statement invalid.
you can play the game and get punished for throwing out shoto sweeps and say hey, this move is unsafe. you learn intuitively that it leaves you in minus frames on block. the frame data corroborates this intuitive guess. you don't need to be counting frames for the frame data to matter.
you can also play the game and have your extra-shitty sagat c.mk stuffed constantly. you intuitively guess that it has a terrible hitbox, and again the hitbox data corroborates this guess. you don't need to see the actual hitboxes to learn through experience that it's not a very good move; but that doesn't mean that the hitbox data isn't the governing factor for it's priority.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeAnyway, I was only originally going to post to ask if someone would do me a favour and say which videos are for which characters. I'll just download the ones I'm interested in at the time rather than have 9gb taken up with a load of videos I'm not going to watch for a while.
Edit
OK now that I just opened the torrent file with uTorrent, I can see that it's organised into folders for each character anyway...
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Likealso known in modern art circles as "Guy in Tank."
it is a brilliant reference to man's struggle against man, in a tank.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeThis is what I'm saying. The game isn't determined by frame data and hit boxes and it also isn't why we play it. It also isn't the entire game mechanically EITHER. All frame data and hitboxes give us is in some situations why 'a' move beats 'b' move.
This is a great find though and will be a point of discussion until the game dies.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Likeas you see Im on the planning stages for a 2d fighting game (done commercial 2d games but no fighting genre)
and all that hitbox explanation is soo good!
Those guys at Capcom sure know their stuff when it comes to fighting games.
Over some stream some days ago Valle said that hitboxes had improved dramatically compared to games prior to the IV engine, at that time I was guessing some sort of pixel mask collision or actual geometry collision but no, it looks like it is just rotated rectangles that are getting the job done, which shows how much power (CPU) these new consoles have compared to CPS1-2-3 systems
cool
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeLet's fighting love!
Let's fighting love!
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeTiger Knee.
NO NO ANOTHER DIRECTION PLEASE
-- xS A M U R A Ix
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like