The green hit boxes don’t even intersect each other, yet it hits. There are parts of Hugo’s foot that sit outside his green hitbox, suggesting there might be hit boxes missing from the limbs that the green boxes don’t represent properly.
Also, by the time Hugo gets hit, Dudley’s own green hitboxes are up by his raised arm as well. Maybe its a special example and/or more of a glitch…
Would it be possible to use your technique to create an input display like in training mode? Then basically you could use a cheat to set the round time and P2 health to infinite and practice your execution. Might even be able to use the same technique in other FG’s.
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I just realized this shouldn’t be too hard to enable for all games even without complex coding techniques… Also found a version of Mame called “Caname” that has a decent input display built in: http://mamespi.sourceforge.jp/caname_e/sshot05.gif
Lenneth - any sweet progress on the physical boxes or anything?
To answer your month-old question, moves (excluding things that act differently on hit, like throws) are always the same # of frames, which is the length they have if whiffed.
However, if they make contact, the characters are frozen for the hit-stop duration, which makes it longer in real-time but is irrelevant in character-time; both characters are stopped, so it effectively does nothing but to make the hit look better.
Note - If it is parried, the parry-stop is different for both characters (generally shorter for the one who parried) so that’s where your ‘advantage’ comes from if you parry something. The # of frames in the move is still the same, it is just that the character is frozen for some amount of time.
“When an attack connects” quote means: If a move has 10f startup / 3f active / 20f recovery, and produces 20f hitstun…then if it connects on the first active frame, there are 2 more active frames left but they won’t hit, meaning it takes 22f to fully recover and will be -2…but if it connects on the last active frame, there won’t be any more left so it takes 20f to recover and will be +0. This is why meaty moves let you do things you can’t normally do.