Feel like your character has no reach? Hit/Hurtboxes

kill yourself

3S sucked. You old guys just need to get over it. Go look at SSBM for tips. Good games stick around for years bad games don’t.

play accent core for 10 minutes then go back to melee.

This has nothing to do with “old days” or “old timer” shit.

SF2’s hitboxes were decent, but far from perfect at times. That’s why with Street Fighter 3 it was a big deal when they announced pixel perfect hitboxes. Now it’s regressed and gone so backwards that we have laughably off hitboxes. I don’t care what fighting game series we’re talking about. Tekken, Virtua Fighter, KOF, SF, Guilty Gear. Shit hitboxes are shit hitboxes. It’s not hard if you touch your opponents body with your attack it should land. Period end of. If it doesn’t that’s shit. Sure you can adjust to the shit factor, but why would you make excuses like that or just throw it under the rug.

“Oh hey yeah I remember when Street Fighter was good ehhh well I’m old now in my early or even mid 30’s, oh my God, ready to hit the retirement home and just give up on life, so I just adjust to crappy games and say you know what, shit tastes good if you hold your nose”.

Yeah man I’m an old 29 year old. Old AF.

I brought up 3S or ST hitboxes as an example. I never made the declaration that they were better games than 5. In fact, if this input delay was reduced to the fighting game standard set by MKX, Smash, VF, GG, etc. and the hitboxes fixed then I think it could be the best Street Fighter game ever made.

Oh wow one selective example in a game I already said didn’t have perfect hitboxes, but are still a hell of a lot better than 5’s, including that example.

Also the hitbox encompasses his body. His hand is not in active frames it’s either in startup or recovery. With Ken in V half his body is immune depending on the animation and it doesn’t move with the polygonal model. SFEX has better hitboxes than V for Christ sake.

Which is it?

Additionally: what if we wanna stay playing fighting games?

He’s a complete idiot. I didn’t dignify him with a response. 3S is still played today as is ST and pretty much all Capcom fighters. Nobody plays Brawl and Smash Bros in general is not a fighting game. I love Smash, I love watching Smash, but it like Power Stone and Ehrgeiz is it’s own thing.

People will play 3rd Strike forever. It’s a masterpiece and my favorite videogame of all time. I hope a new Street Fighter game can come out to replace it, a better game that’s more balanced, but sadly with disgusting input delay and laughable hit/hurtboxes I don’t see that happening with 5. Hopefully I’m wrong.

Also I predict SFIV will suffer the same fate as Smash Bros. Brawl.

I have a lot of vids that i have been compiling about this issue since day one.
Too much hitboxes that don’t make any kind of sense.
To me this is something done on purpose, since it is ridiculous to think that there will be an oversight of this kind across all characters.
They are simply trying to force an specific type of gameplay.

You lost me here, nice way to live up to the srk stereotype.

Which is bullcrap, since other companies have been doing 2d hitboxes on 3d games without problem.

Clsassic smash culeron that polutes this site those days.

I agree with you absolutely 100%. I like Dead or Alive and KOF. I have always in my mind considered it second rate to Virtua Fighter and Street Fighter. I think Dead or Alive 2 was a high water mark and really a good fighting game in its own right, doesn’t deserve to be in VF or any games shadow.

I assure you I am anything but a stereotype of the people who post here… Christ that’s the worst insult you could ever level on me.

They’re just opinions. It came off snobby and dickish, but they’re still my opinions. Second rare is a compliment compared to MK or Tekken which I just refer to as total shit. Opinions! If the new KOF has good hit boxes and no input lag I’ll declare it top shelf and decry SF to the shit pile. How about that!

Hecatom: you’re on point and I like you. I like ya a lot.

“Second rate” is a dis. SNK was amazing, still is… No more snobby off the cuff jabs. It’s respectable and the last game was terrific, better than SFIV. It’s the Capcom fanboy in me that’s where this shit comes from. Can’t help it sometimes. But fanboyitis is a disease so I’m glad you called me out on it.

The hurtbox is off in space. And yeah, that’s a glitch. But this is more indicative of what’s wrong with thinking that ST hitboxes are somehow perfect:

Massive disjointed hitboxes everywhere, every move is plus on block, 1f throws.

Love the hell out of that game, but looking at it as some kind of model is beyond stupid.

Matching hitboxes to characters doesn’t make a good game, either. It also limits the ability to balance it properly.

Some of that is why 3rd strike is garbo. I don’t understand why people defend the game where capcom decided to give half the cast only 3 cancelable moves, make tons of shit punishable on hit, and storing parries became the “metagame”.

Those “accurate hitboxes” gave us Chun’s low forward, after all…

that could be because the fanbase are nintendo fags and children that dont know any better though.

What you’ve shown here is a move with a really good hitbox on its active frames. The SF5 equivalent would have the hurtbox extending way past the hitbox, so the only way to get a clean hit is to be sitting at point blank and abusing the SF5 ‘priority system’. Which is probably why 90% of the games consist of people blocking right at throw range, or getting thrown 5 times in a row. If you want to land this crouching strong cleanly, you play footsies and get into the right range for it - this concept doesn’t exist in SF5 because both players are guaranteed to be in the ideal range for all their buttons 5 seconds after the round starts.

You can still punish this move in its startup/recovery without needing mechanics like priority and crush counter. Or at least react to it (since the input lag isn’t embarassingly high).

In fact, if you go here and search for ‘Crouching Strong’, you can see that this hitbox is on the move’s 1 active frame. One.
The other 11 frames of the move are non-threatening startup or recovery (4 and 7 respectively).

Without hitboxes like this, you can’t properly represent characters like Vega. Maybe that’s why his buttons all have short range and they gave him a gimmicky command grab? Even in SF4, Gen outranges him on lots of key buttons (like crouching strong). Good thing they made the vtrigger hitbox the size of the Sun so you never miss out on your cinematics. Seriously, it’s like 4 times as wide as the space the rose takes up as it flies.

Well, obviously you have to make the animations match the boxes too. If you get either one wrong like they have in SF5, it’s not going to make for a good experience.

Honestly i rather normals not go through feet since all it does is frustrate people. Considering a lot of things are eyeballed in this game, having incongrous hurtboxes.

Trying to aim at an invisible box with another invisible box is a lot harder when your guide for it doesnt give a good estimate of where things are.

[quote=“hngghnnghghhgfhh, post:34, topic:179905”]

You read the frame data incorrectly. Rog’s crouch strong has 4 active frames. The only time his hurtbox even extends (like 10% of the move) is during the active frames, not the recovery.

I dunno if you play ST or not? This move isn’t just “good hitbox” it’s downright gross and almost busted. Several matches can be won simply by me mashing strong and anti-airing when appropriate. Because the hurtbox isn’t extended during his recovery, you’d have to have a move that both outranges this and is just as quick… which is like Vega low strong. But if Vega’s low strong ever comes into contact with Boxer’s low strong while active, he gets stuffed all day.

This hitbox is so dumb you can basically “safejump” with this move.

And it’s cancelable! Whoo!

BTW: Even Vega’s claw doesn’t have this kind of disjointed hitbox in ST.

But I will agree to the general sentiment, feet clipping through each other and invincible knees don’t do anyone any good.

I will say the hitbox detection is lazy and it really hurts characters who cant play footsies like Bison and characters who need to play footsies like Laura. And yet the justification is “each move serves a specific purpose” which is bullshit when you have Karin’s st.HP doubling as an antiair when Bisons cr.HP SPECIFICALLY MADE TO BE AN ANTIAIR has a shitty hitbox, is hard punishable and too slow to be used consistently.

So somethings not adding up here.

Karin’s S.HP is made to be anti-air. It has a hitbox completely on top of her head.

It was also her main AA in Alpha 3.

Are you supposed to be disagreeing with something I said?

st.HP is also a good standing normal and hit confirm into v-trigger. Hence it serving multiple purposes killing this idea that each move has one specific purpose and justifying the bad hitboxes.

I really wish people would read, because the entire time I’ve said ST’s hit boxes were far from perfect. Read.

Also that Boxer hitbox looks pretty good. Look at Kens or Birdies, the box is a tiny rectangle inside the character their entire quarter of their bodies are safe spaces. It’s ridiculous.

Nobody plays Brawl and I love how I watch tournaments every week of 3rd Strike that don’t exist according to him.

My opponents on Xbox Live also don’t exist either apparently.

Anyways I’ll bust out Photobucket later and take care of this. I love how the worst examples you can find of ST are nowhere near as bad as V lol.