Feel like your character has no reach? Hit/Hurtboxes

I do have way more “how did that not connect” when jabs pass through feet and vice versa in this game than in others

It is this kind of stupid shit that you posted why everyone thinks that this section of SRK is a big joke.

That’s only because tourneyfags hated SSBB.

Karin st.HP in SFV has just 1f usable as an antiair, you miss,you fucked. The rest of the active frames hits ground. And the lone AA frame hitbox is very little so get a trade happen very often.

Like someone said the hitboxes /hurtboxes in SFV are made like this on purpose. Capcom says previously, this thing is intentional.

A lot of hoopla was made back in the day, one of the cool or impressive aspects of Street Fighter 3 was it’s “pixel perfect” hitboxes… Whether they truly were pixel perfect, as a player all I can say is they felt “damned good” to use a technical term haha.

Not perfect mind you, in spots they were off and certainly some moves had way shitty hitboxes like Alexes Flash Chop IMO while others like Chun’s B.HP had way too many active frames and a huge hitbox…

SFIV and V feel like an enormous regression from old standards. Sub SSF2T levels…a 22 year old game based on a 25 year old one. The “3D” excuse is and always has been BS.

How do the “pixel perfect” hitboxes contribute to the least balanced “tourney grade” SF title ever?
Despite every character possessing the same OP move ignoring mechanic?

Constant 3S fapping will never cease to annoy me.

This, a gazillion bigillion times.

It contributes to the game playing better.

When my attack touches my opponent and registers a hit that is good. When my arm or foot clips through my opponents model that is bad it’s called bad programming. Not hard to understand.

That’s like saying “oh who cares if the bullets pass right through my enemies model in this online shooter all this Call of Duty fapping get over it adjust to the shitty hitboxes eat shit and like it”

Idiots…

I was using 3S as an example. Guilty Gear is another example of a game with good hitboxes. Or KOFXIV. Smash Bros. Super Mario Bros. Would using those examples make you happy? I don’t want the game to be like 3S with parries nor was this a stealth 3S circle jerk thread. False ASSumptions as usual.

Guilty Gear has the clash system, which is much like SFV’s move priority system and designed to limit the negative effect of bad/OP hitboxes.

KOFIV? You mean XIII? I liked that game a lot, but wouldn’t call the boxes great. Some stuff was heinously bad (Athena’s DP), some stupid good (most characters jump blowbacks)

Smash hitboxes are fucking garbage. Unbalanced jump fest piece of shit game.

Yes, obvious clipping is bad. It should match the animations better and not elicit “WTF” reactions at least.

I’m just saying good/accurate hitboxes don’t result in a good game.

It’s obvious they nerfed low forwards across the board to help “up close” grapple type playstyles.

SMB3 has shitty hitboxes tho. >=[

KOFXIII has infamously shitty hitbox design, actually. KOFXIV, which is currently in development and has been playable at a lot of events, has supposedly tightened that up.

Completely Wrong.
Any move of any level can clash, the only condition is that the hurtboxes are not touched when the hitboxes collide. If both attacks collide and one of the players gets his/her hurtbox touched by the attack of the other there is no clash and it is simply stuffed like in any other game.
The level system on GG only serves to have a reference on how much hitstop and hitstun a move has, not what attack beats other.

The only ASW game that has something “similar” to that dumb shit of the priority system from 3s and sfv is BB that has a special property for certain moves called “head invulnerability” that serves to make the attacks that have them true anti airs against the attacks with the property “head”.

Please, if at least you are going to post something abouth a game, try to not post missinformation.

Actually it helps to, if your animations are non descriptive of what is happening behind scenes then we have a problem. Thinking otherwise is fucking dumb.

[quote=“Naeras, post:51, topic:179905”]

SMB3 has shitty hitboxes tho. >=[

[quote="Renegade;10827095[/quote]

When I jump on a goomba it dies. My feet don’t pass through 50% of its body on either side. So I’m not sure what you mean.

Something I missed when I originally responded.

I’m not talking about balance. MVC2 has the worst balance ever but at least the hitboxes are accurate.

As far as 3S there is nothing OP about a risky counter move that every character possesses. If it were, then Ryu and Q and Hugo would be top tier and any character that has a Shin-Shoryuken style super that does 50%+ on hit. The top tier in 3S all have other shit that is actually OP, like 100% combos (Makoto) ridiculously easy super safe hit confirms, or a super that gives you double speed and full damage that can be filled up in a matter of seconds (Genei Jin).

It’s a tourney grade game because it’s good and I would love to know any tournament game ever that is balanced. As far as I know every fighting game ever made has been dominated by a small top tier of the best characters. Even SFIV which had 8 years of balance patches.

You could take your post, remove 3S and replace it with other revered games like Smash Mellee or MVC2 or ST.

To answer your question though it doesn’t. Good hitboxes have little to do with overall balance, I’m not talking about balance in fact balance, to me comes second to a game that plays well. You could have the most balanced game on earth but if it plays like shit nobody cares.

Want me to prove my point? Hey Guyz I got the most balanced fighting game ever made Karate Champ both players are identical no unfair advantages. SF1 same deal. Can’t wait to run that SF1 tournament and find the truest bestest player in the world with no balance issues.

I didn’t say that GG had the SFV priority system. I said the clash system was designed to do the same function, which was “limiting the negative effect of bad/OP hitboxes”. In GG’s case, how many characters have disjointed hitboxes due to weapons.

Huh? You’re proving my point. Even though every character has access to parry, and thus can conceivably luck or O/S out of most situations, 3S still has an incredibly narrow top tier.

And yes, Parry is OP. There is no reason not to input parries before doing moves. Parry buffer-> throw= now my throw beats your jab. Parry input-> poke, why not? The “technical” downside is that you aren’t blocking, but you weren’t blocking anyway, so no loss. If there ever is no downside to doing something in a fighting game, it is heinously unbalanced.

And yes, Karate Champ is balanced. Thank you, Sirlin.

[quote=“ParryAll, post:53, topic:179905”]

[quote=“Naeras, post:51, topic:179905”]

SMB3 has shitty hitboxes tho. >=[

It feels like it does, compared to Super Mario Bros. 1 and Super Mario World =V

Lol you obviously don’t play 3S.

Just more stupid theory fighter that isn’t real life. If parry was OP then Chun wouldn’t be top tier, neither would Yun. Just parry all that shit right. If parry was OP The top would be Ryu SAII Hugo SAI and Q SAII.

This is getting way off topic. I get it, you don’t like 3S, so go play something else then. You’re sick of people jerking off to 3rd Strike ok well nobody here is doing that, and I’m sick of people looking for whatever opportunity they can to shit on it. Enough. Go tell the world how bad 3S is somewhere else this is a discussion about the hitboxes of Street Fighter V.

[quote=“Naeras, post:56, topic:179905”]

[quote=“ParryAll, post:53, topic:179905”]

Man what version of Mario 3 are you playing.

I can’t speak for the All-Stars or GBA versions but the NES Mario 3 is just fine, better than Mario 1 without question and IMO World too.