Official Hit Box SSFIV Thread


im such a boon


new idea!
can you tell me some good loops to practise in order to get to know my new controller a little bit?
real fights havend helped so far since ive got general problems with hitbox inputs like no special is ever coming out after succesfull links but hot air.
i feel like doing that SOCD-loop now…


and my main consern so far:

why is it so hard for me to get a hadoken out of crouching block position?

from player 1 perspective:
it is
:b: :d: THEN :d: (releasing back) THEN :d: :f: THEN :f: (releasing down) :p:

i find it hard to not skip the down input


even more depressed cause looks like im too stupid =(

SOCD doesnt work for me like in the video.

it doesnt cancel my focus attack by holding :f: and just tap :b: + FA
but thats how i understand the technique.
but going through fireballs for example for me works only if i do
holding :f: THEN FA + :b: (RELEASING :f: ) THEN :f: again
so i have to let go :f: , cannot just hold it and tap :b:



found out that my dualstrike PCB cant handle SOCD. im not getting neutral when pushing back and forward the same time.
so im less stupid than i thought last night.
but i am still seeking for help and discussion about that hitbox thingy =)


my worst enemy so far is one of the most basic thing of all basics ^^
what i try to reconstruct in training room is the situation when you crouch in front of the other player and do confirming jabs to link into a fireball.
now…with arcadestick i can do that easily out of crouch blocking because the stick just allows an smooth motion with all needed directions (its at least by far the easiest method since its something circle-ish and therefore smooth).

but with hitbox and (now the correct) socd correction ive found out three different methods to do the same thing mentioned before.

i would like to know (and still hoping theres gonna be somebody i can talk with about the hitbox) if you can tell more ways, which you prefer and why.

in case of evil ryu:

  1. just crouch before other player WITHOUT blocking (no :db: ) and do: CRLP , CRLP , CRMP + FORWARD (now :d: + :f: which gives :df: ) and THEN release DOWN the same time you push a PUNCH-button for the projectile.

–> this had been the method i chose in the first place to get to know the hitbox and its rythm. but it came to my mind that i did that on stick always out of crouching block which is much safer if u mess up the chain. so i tried to figure out a solution, a safer method, out of crouch blocking and i found two more ways…

  1. crouchblock before other player (so :db: this time) and do: CRLP , CRLP , few frames before i hit the link CRMP i release the BACK button (so just before the link its just :d: ) and when i actually hit the plinked CRMP i also push FORWARD (now :d: + :f: which gives :df: ) and THEN release DOWN the same time you push a PUNCH-button for the projectile. [copypasted after the plink]

  2. crouchblock before the other player (so :db: this time as well) and do: CRLP , CRLP, few frames before i hit the link CRMP im pushing also forward (now its :b: + :d: + :f: which then gives :df: ) and THEN when i actually hit the plinked CRMP i simultaneously release the BACK button (now its just :d: + :f: again) and THEN i release the DOWN button the same time im pushing a PUNCH-button for the projectile.

I prefer the second version yet, because its easier for me than to go with the third method.

thats bothering me the most since its so basic.

any thoughts about that?

thx for listening

ps: no preview, its too late ^^ hope the text isnt too buggy ^^



May be best way for Ruy’s Ultra is slide?

Same technic as “Slide Cardinal Double Half Circle”?



I guess you have to work with what’s comfortable. You can type it out, you can one-finger slide twice, or you can two-finger (index+ring) slide. I’ve been going for one-finger slide x2 these days.

I find that I have to wear gloves to keep from damaging my fingers- it decreases friction and makes the slide easier, but I lose some tactile sensory information.

The two-finger slide is kind of awkward for me- I find I have to use my pinky instead of my ring finger, since there’s a tendency for me to slide through once, and then while that finger is still on back, put my following finger on forward, which SOCD cancels into nothing, which ends up flubbing the input.

Using index finger for 1P and 2P, sliding twice, seems to be the most consistent for me.


how does the hitbox work for games that offer little or no input shortcuts, like 3rd strike and super turbo?

half circle motions have to be executed at a certain pace - not too fast, but not too slow, when playing on the keyboard. Im wondering if the hitbox is any different




When i first saw SSf4 group of videos, i drooled on the idea that i could have that level of execution that easy :slight_smile:
I’m a pad player, and had a stick for a long time, and tried god knows how many times to stick with arcade stick, and always went back to pad … long story short, i hated the pad, but had to use it.
I have a hitbox for 2 weeks now, and right of the bat, things i could not even imagine doing on a pad, i started doing on a hitbox after literally 5 minutes. Down side is, things i did with ease on a pad give me headache on hitbox, but i’m getting there, and i will rule :slight_smile:
Anyway, i found this by accident with just playing around in practice mode, and i had to share it here, since this was never mentioned in videos ( and i know all of them by heart :slight_smile: ), and it’s definitely worth it.
In Seth’s trial 15 ( cr lk, cr lp, DP … ) i never got to DP, because super always comes out instead. There are no words to describe how mad i was, but then i found it. A new way to do double qcf ultras and supers, from crouching position. All you have to do is just tap forward twice as fast as you can, and let go of down + all 3 punches/kicks. It comes out every time … pure HYPE :slight_smile:
In my opinion, it beats SOCD ultras, simply because there are less buttons to press, and you don’t have to worry about pressing back first instead of down in plink, and especially useful for characters whose ultras are done in opposite directions from opponent.
So, press and hold down, tap forward twice, let go of down + all 3 kicks/punches
Hitbox rule :slight_smile:


I looked into this.

23236 ultra- I guess you could call it the “big brother” of the 323 Shoryuken shortcut.

Assuming 1P side; hold 2 with the middle finger, tap 6 once with the index, then tap and hold 6 again while releasing 2 and press PPP/KKK.

Input display looks like this:

2326 ultra works too… sometimes. I think? It’s not always consistent for me, try it out.

You’re not exactly in defensive crouch, but like the 323 Shoryuken, you do stay crouching until… well, theoretically, the last frame (if you push 6+PPP/KKK simultaneously).

It’s a lot cleaner visually- you don’t bob up and down like a maniac,

so it could be a better way of hiding things.

Of course, you’re talking about just whipping raw ultra out of your pants, but…

Probably known to most people, but you can delay the period between inputting the motion and pressing the attack buttons, so you can walk forward a teensy-tiny bit before executing. Not a whole lot (definitely not like the walking SOCD ultra), but it’s there.

(ed. SF4ComboTrainer says you can hold the last input for about 15 frames. So, just a little-itty bit.)

I think it is easier to do than the double 236236 roll or SOCD ultra… Maybe a little more lenient when done carefully.


Weird … first time i tried it, i was able to hit it 2 times in a row ( and i thought, pffff i got this ), but then, i failed a lot of times in a row :slight_smile:
It’s a good one I’ll tell you that, but 23236 comes out faster for me, so I’ll just stick with it.


The videos posted and shortcuts are indeed very helpful. Are there any additional videos/tutorials on things related to instant air attacks? With the Hitbox, things like Adon/Makoto instant air are very manageable. For other characters’ instant air (Gouken tatsu), it doesn’t seem to work as well (seems a delay is necessary). One area that seems to work very well: Oni’s instant air U1.

After playing with Hitbox for nearly a year, there are definitely some characters/moves that work out much better (for me) and others that simply don’t work as well (charge characters, 720 motions).


Some air specials have height restrictions. Compare Yun’s divekick to Rufus’. (Hold down-forward, then plink or roll up~kick- you can’t do it with Yun, but Rufus will barely go anywhere.)


Came up with this on the can. :stuck_out_tongue:

I was thinking about the crouching ultra (23236) and the crouching shoryuken shortcut (2323 or 323). I find sometimes that I hold down-back for dear life, so letting go of down-back to do things like punish or anti-air can get kind of hairy (like accidentally inputting 12123 instead of 12323 because the finger on “back” is lagging behind…)

I think this could be a better way of using these shortcuts from a defensive position. If anything it’s different… Maybe some people know about it already.

From the 1P starting position (L - left, ring finger; D - down, middle finger; R - right, index finger) enter commands in sequence:

L+D (crouching)
D+R (let go of L)
L+D+R (keep holding D+R)
D+R+button press (let go of L and press the attack button shortly after)

This should result in the input sequence 12323. In the event that you hit D+R too early (skipping the initial L+D+R) you will still input 1323 which is still an acceptable input.

Double QCF super/ultra is the same, but one more step.

L+D (crouching)
D+R (let go of L)
L+D+R (keep holding D+R)
D+R (let go of L)
R+button press (let go of D and press the attack button shortly after)

This should result in 123236.

This feels a little easier to me (though you might have to work it a few times in practice to wrap your mind around it). though, admittedly this is a little complex at first, and you can’t really mash it… But maybe the act of transferring tension from down-back to down-forward takes some of the difficulty away from releasing L?

Let me know what you think.

Hit Box - We so S Tier1!

Something I was thinking about today.

I was reading a topic that eventually started talking about DP shortcuts.

Now… I’ve tried various ways of doing DP (specifically AA DP) with mixed success. I think my failures (along with lack of practice) may be due to the “release” of buttons.

There’s the classic f, d, df - which I try to use as much as I can now- but it can be somewhat slow. Tap f, release, then plink d~f. I like it because I can interrupt my train of thought when moving backwards easily, but I find myself getting interrupted half of the time too.

There’s f, df, f - which is very fast, but can be awkward as your attack button press needs to land when you release your middle finger.
I don’t know how many times I’ve gone for DP and got f, df+attack, f.

There’s df, d, df or d, df, d, df - great for keeping your hitbox low to the ground, but I’ve always found this awkward to use outside of combos. Something about the double tap throws me off- I may press the buttons too fast, or my finger might lock up and not complete the second tap.

So here’s what I propose now:

f, df, uf.

Basically, on 1P side, you press and hold index on right, press and hold middle on down, and then with your right hand, use your thumb and desired finger to press up+attack simultaneously (or plink up~attack).

Clenching, grasping, holding down- is much more natural to the human hand, I think. Grabbing is one of the first things a baby does…

You have to be calm to tap and release precisely, but clamping down I think anyone can do when panicked or stressed.

I haven’t tested this in the field yet, but I think it could be useful. If anything, it’s just another option Hitbox users have.

Let me know what you think.


You can just do F, DF, F, no need to press up. That’s how I usually do it when I’m forced to play on keyboard: Hold F, tap D, then the attack button.


First time poster here, but dude, you SAVED ME with this! Sincerely, THANK YOU!
I can’t remember how many times I tried the 636 shortcut, only to get stuffed for not properly releasing down, but with 637 I am 100% consistent! Due to SOCD, the last 7 cancels down, and also it is an active button press, instead of a button release… just … so good!

[s]Secondly, I’m using a Ghetto-box I made myself (I don’t really know the etiquette of this forum and probably it shouldn’t be posted here but…) which you can see here (pictures and source code available).

Now, on to the real question: I main Ken and I try the EX hadouken FADC Ultra 2 and it is a SOB to pull off! With some mashing and luck, I can get it 20% of the time, thus it is unusable :frowning: . Any tips on how to get better with this, especially inputting the Ultra 2 motion after the FADC? The EX hadouken FADC i’m using is the SOCD version, i.e. 236+mhp -> (holding 6 down)4+focus -> (release 4 + focus). [/s]

Edit: ruh roh…
Just realized this is the official product thread. Striking out the above 2 paragraphs, I’ll be showing myself out, and towards the “Stickless arcade stick” thread. Still…

Any thoughts would be appreciated!


“636 - Walking Dragon Punch - F, DF, F + Attack”

I’m sorry for the noob question but do you know where can i get a glossary of all the numbers and their corresponding directions?
7=Up ?