Are fight boards (aka Hit Boxes) cheating? (Experiments and Guide)

Alright, so this “Event Mode” patch goes live today, and it is confirmed to at least have balance changes for Sent.

After class (here in about an hour), I’ll test to see if SOCD’s were patched.

EDIT: Nope. :expressionless:

SOCD’s still cause unfair exploits in Xbox Marvel 3.

Amp & co. this thread is reeeeaaaallly good

Here is the beginnings of the PSA I’m writing. Anyone wanting to contribute please PM me your google account, and I will be able to add you as an editor.

BAM, FIRST DRAFT IS DONE!

FUCK, SO MUCH SHIT I HAD TO DEAL WITH AND I FINALLY GOT THE FIRST DRAFT DONE BEFORE ARK.

I don’t know if I’m too late or not, but we may have a deal with the Arkansas Regional Knockouts tournament, he says he’ll be willing to distribute the PSA to players and is allowing fight boards at all tournaments at ARK tomorrow.

Small victories, look forward to the future.

EDIT: See previous post to link to first draft of PSA.

Worded very well IMHO. Damn good PSA.

To me, the best way to objectively ban hitboxes with minimal addition/alteration to the so-called “Evo rules” (our community’s already-existing, commonly-accepted, long-held standard tournament ruleset, or the fair practices and guidelines for creating such a ruleset) is simply to specify that these “fight boards” count as hardware macros, which have always been banned.

The only instance (that I know of) of a hardware macro ever being allowed in a major tournament is Fanatiq’s one-button-dash. He would play Marvel 2 on Dreamcast using I think a Playstation pad with an adapter that mapped both punches to a shoulder button or something. That one has drawn a lotttt of controversy, and I think people only ever let it slide because he apparently proved that he can still body dudes when he plays on stick as well.

It’s interesting that the way in which this stuff resolves appears to be left up to the software. It’s really cool to hear that Skullgirls has specifically implemented a solution that deals with this.

It seems a little strange to me that this kind of thing wouldn’t already be dealt with in some way at the console system/arcade board level. I always thought it was kind of funny how a physical, mechanical limitation of the commonly used controllers (being sticks and pads) have always kept console and arcade games from ever having to worry about this issue. It makes me wonder if you could achieve the same thing on a cheaply-constructed directional pad just by pressing into the center reaaally hard.

The first time I played a console emulator on PC, I remember deliberately holding left and right the same time on my keyboard at just to see what would happen, hahah.

Actually, on the subject of emulators on PC, if you played much GGPO or 2DF/Supercade or Kaillera or whatever, you’ve probably met at least a small handful of guys who play on keyboard and have really good execution. I think PC online players were the only people who weren’t surprised to see players starting to actually get wins using Hit Boxes and the like.

People have been using custom-built “all button controllers” in tournaments since at least a year or two after Evo switched to console. I know I’ve seen pictures from like 2004 of dudes with funny little boxes on their laps; more than one of them cannibalized an actual PC keyboard and used the keys as its buttons. Nobody ever questioned them then, though, because these controllers were such rarities and assumed to be a massive self-imposed handicap.

(I know other people already touched upon this in passing earlier in the thread but I figured I’d clarify/elaborate for people who didn’t already know.) Before HDR was patched, you could walk forward and charge back simultaneously with a normal official first-party PS3 or 360 controller just by using both analog sticks. I was pretty glad that shit got patched out, and it’s pretty lol how their solution for that problem doesn’t also address this one. That is definitely Backboned.

Amp, sorry if I missed it… what exactly does SOCD stand for? Simultaneous opposite corner directions? I’m just kind of guessing here. Thefreedictionary.com suggested “see operational concepts document” to me but I don’t feel like that fits very well. :-/

edit: “Simultaneous Opposing Cardinal Directions” google google google :slight_smile:

I don’t have the cash for it right now but dual modding would solve this, right?

The Hit Box ™ is on a PS360 PCB, so it’s already dual system capable. (No.)

I’m still in my learning stages of constructing arcade sticks & I think this is a very good thread. Unfortunately, I don’t have anything to offer in terms of contribution other than a thought that arose in my head during all this reading: The ABC’s are very interesting. So interesting in fact, that CAPCOM or any other software company would be dumb not to figure out a way for a revolutionary device (with extreme profitable potential) to work without exploits in programming. That is if it’s proven to be (which I think it pretty much has been). What I think is that if the ABC’s become even more popular than they are now (which is finding popularity fast!), I’m pretty sure things will be sorted out if these companies ever wanted to possibly make $ off this. $ is capable of talking last time I checked! I don’t know what Brian and all them have been offered but I would think somebody would want to make this option of playing more available to the public. Think of handicapped gamers like me. I can barely move my hands and sometimes my wrists just can’t keep up on the stick. Buttons might seem more accessible. Having an easy option open to the disabled gaming community would be a huge leap (or peeps with arthritis) that I would think no manufacturer would risk passing or screwing up. They have to find a way to fix things. I would think and still do.

Edit: Sorry, Amp! I didn’t see the link in your post. Fight Board*. I’ll call them this from now on. Good write-up!

Can SOCD be eliminated through hardware means (ie: a redesign of the onboard pcb)?

Then again, probably won’t help tournament organizers that much. Testing & enforcing SOCD ban is going to be a bitch.

It has already been done.
Hitboxes are incapable of SOCD. :frowning:

it’s kinda weird how some pcb’s deal with it and some pcb’s don’t
i’m assuming that in most cases it wasn’t an intentional design feature either

If you were to dual mod with the Cthulu board you would avoid SOCD’s entirely. For the record, the only reason official Hit Boxes don’t use the Cthulu board is because to dual mod them you have to padhack a 360 controller into it to bypass Microsoft’s modded controller check, and that would make the dual modded option more expensive.

thanks. I thought I read that somewhere

Marvel 3 patch today, but my Xbox isn’t hooked up.

Can anyone else test?

on the te fight board, I want to say yes it’s still possible. someone else should test, though

Managed to get unpacked at home town, but never packed my copy of Marvel 3.

Or Super.

I can’t test this weekend, sorry.

(ANYONE WANNA PLAY SOME BLAZBLUE?! I PACKED THAT, OF ALL GAMES.)

Not sure if it matters anymore, but Blazblue does not have a charge character… but Taokaka’s astral has a charge input (hold back, downback, down, up + D).

Also Litchi’s astral (hold back -> forward + ?) but she has to be on her staff (immobile), so moving forwards isn’t a possibility.

For the record: MK behavior resembles SF4 behavior, but the opposite.

When Up+Down is pressed, MK Favors down.
When Left+Right is pressed, MK Favors “away”.

You can “plink” SOCD’s and get special moves (Raiden’s teleport, Smoke’s Invisibility, Stryker’s Roll-Throw and Gun, etc.).

I think the input in this game is bugged outside of SOCD’s though.

My current BnB with Stryker is back+LP, HP, HP, Gun, dash, LP, Roll-Throw. However, the input seems bugged in that from time to time another Gun will come out, instead of Roll-Throw, to the point that it’s REALLY HARD to actually get the Roll-Throw to actually come out.

EDIT: researching further into this behavior, I can actually get the Gun to come out without hitting a button. I think “negative edge” is at play here. If I hit LP, Back, Forward, I get a jab combo’d into gun. so…to get the roll throw I’ll have to HOLD LP, instead of tapping when I go in after the launch.

I can see how a Hitbox might be considered cheating in a game like Marvel vs. Capcom 2, which was designed specifically for the arcades and hence wouldn’t need to put this into consideration in the computer’s ruleset. It’s physically impossible in the game’s intended environment, as the joystick itself can’t be in two places at once.

However fighting games aren’t solely encapsulated in arcades and haven’t been for quite some time now. With modern games that’re designed in whole or in part for P.C. use like Street Fighter IV or Melty Blood, Capcom and Type-Moon respectively should’ve anticipated simultaneous inputs. The developers aren’t such dummies that they wouldn’t realize the standardized input methodology for these platforms is the keyboard, which allows for near identical function to the primary concern of this thread, namely the potential for simultaneous directional inputs. That’s probably the reason why Street Fighter IV can be considered to be the “Golden Child of these Tests” in post #120 of this thread. I’d guess Capcom would’ve known they were making a home release for many different platforms, so they’d anticipated a greater variety of controls to be applicable.

Basically I think it shouldn’t be banned on games anticipated to be PC capable, regardless of the design intent. Capcom doesn’t license keyboards but they don’t license 360 or PS3 pads either but they’re legal and if we were playing the games strictly how Capcom intended, there’d be no canceling or combos…

A considerable issue I have with my criteria is that it brings into question whether or not you should be allowed to use pads with really old games like SF II but that’s another topic entirely. >_>