The most accurate test would be the in-game distance, which is shown by fagsky’s HUD. You can advance a point, attempt a throw, and so on, until it works. Some throwboxes have no meaning, such as Zangief’s in World Warrior or Balrog’s in Super Turbo, as they somehow have proximity requirements to be activated. They may look big, but they do not show up unless you are close. Thus, with the exception of the in-game data not being the exact pixel data, T.Akiba’s throw ranges are correct, as far as I know.
I believe you can change the processor frequency in M.A.M.E. I also believe Dammit has, somewhere in his blog, a lua that removes frame skipping and projectile slowdown from HF and Super Turbo.
The throwbox tool is so much fun, I’m like a kid in a candy store.:clapdos: There’s so much stuff I want to explore, but just off the top of my head, I checked a few things out. BTW if anybody has any requests to capture images of some throws, lemme know.
Typhoon vs Oichio and SPD:
ObviouslyTyphoon beats Oichio, but surprisingly, not by much. About the same difference as Blanka vs Dhalsim, thanks in part to Honda’s narrow white box. This is assuming that throws in ST go for the white box and not the axis. I’m pretty sure they go for the white box, as the ranges feel right in practice mode. I made sure that I was close enough for the yellow box to touch the white box, but no where near the axis, and it still throws.
There is a brief period after the invincible startup, when all versions of Torpedo are ground throwable, but not once Honda is visibly airborne.
According to YBH, DR is ground throwable for the first 7 frames. I’ve seen matches where Bison’s DR was thrown by Hawk, and Bison’s feet were almost to Hawk’s chest. But according to the throw boxes, he’s only ground throwable for a short amount of time, barely a few pixels off the ground. I tried all versions of DR, they all seem to be the same:
You you sure? Ken’s Fierce one actually avoids ticks! B2SPD found it out while messing around with Dammit’s hitbox lua cos of the Wiki.
Say you pick Ryu. Any time you press towards or backwards and any button but Jab or Short, he will attempt a throw. You may be at the other side of the screen, but your Ryu will still attempt to throw, albeit in vain. At any distance, he will try it, and when you are finally in range, you will succeed. Balrog’s throw is not like that. When you press Strong or Fierce from full screen away, he does not try to throw. You do not get that big throwbox of his trying to grab his poor enemy, you just get the normal. You keep approaching and it still does not come out. Until, at a certain distance, the box appears if you press Strong, but not Fierce. It looks like you are closer than needed to grab, but if you step a pixel back, no throwboxes will appear, and you will not throw. If you approach the opponent a bit more, both throwboxes come out, and you can hold with either Strong or Fierce.
Those pics are Jab Shoryus. But yeah, I tried to find a white box on Ken’s Fierce Shoryu, nothing. It would be nice to verify the airborne data in YBH, but if it’s true, that’s amazing, it seems to be completely invincible to ground throws until the recovery! Nice find.
Yeah, I can verify that, Balrog’s yellow box, for some weird reason, only appears at close range. I couldn’t get it to appear any farther than this:
this is all so amazing. Really bringing the next level of understanding to the game. If there is a way to step through the throwbox tool frame by frame, that would be amazing to really narrow down full understanding
Got it running perfectly in OSX using the latest version of wineskin.
just throw the whole mamerr folder from the above link into the wineskin wrapper’s “c:” drive and run it. Once you’ve loaded the rom, hit tab and from there go to “Input(general)” > “user interface” > and set a hotkey for the lua interface (it’s set to left ctrl by default but on my mac left ctrl is read as “ctrl”).
hit the hotkey you just set, and choose the script you want.