Hit Box - We so S Tier1!

I actually don’t have one yet. I’m thinking about purchasing the multi-console one for UMvC3 and Skullgirls. Or I might go the DIY route based on what you’ve told me. In any case, thanks for the response.

Not without reflashing the PCB with a Non-SOCD version of the firmware. Even then you can’t just toggle the SOCD on and off, you have to reflash the board every time.
Keep in mind the 2 biggest enemies to the Hit box was people reacting to its unorthodox design and the whole issue of SOCD.

I wouldn’t want to recommend or even hinting a means how to toggle on and off SOCD functions. As the Hit box already have way too many critics, news of disabling the SOCD would hurt other Hit box users.

^ spoken like a true prodigy!

I’ve heard people criticize button boxes for not being SOCD-controlled, but others complain that the SOCD software modifies your inputs. It seems you just can’t make everyone happy.

Dont the major PCBs have built in SOCD filtering like the PS360+ and Toodles Cthuhlu?..

No.

By default the toodles Cthulhu does not have SOCD filtering, the version Hitbox uses is a custom firmware version made just for them.
In a Dual mod, the Cthulhu having SOCD would not help the Xbox 360 PCB from having SOCD issues.

Also the Hori, Mad Catz, and Qanba PCBs have no SOCD filtering as they expect a Joystick for the directional input not four buttons like you would in a Hit Box.

Hence why Toodles sells a separate PCB for SOCD cleaning.

I take that as just plain loser talk. People who are all salty because they lost will find any excuse why they lost and wouldn’t look at the fact that simply the other player just happen to be better for that particular match.

IIRC, the ChImp SMD and Multi Console Cthulhu have firmware that contain SOCD filtering.

I was not aware Toodles made SOCD filtering standard on all his boards, as the Xbox 360 PCB involved in the dual mod would not get the SOCD filtering benefits.

Then again I never attempted to force a SOCD issue on a toodles board either. Most of the boards I have are older boards before SOCD became an issue.

IIRC in the firmware update notes for the MCC it says that SOCD was seen to. I’m assuming this is the same for the ChImp SMD.

I do not know if this holds for the PS3 Cthulhu though as it is not possible to update its firmware without changing the chip.

It does not. Though the Hitbox itself uses a special PS3-only Cthulhu with SOCD filtering.

Is that the Cthulhu+ by any chance?

Uh, I’m gonna say yes.

I have LEDs in my custom made hitbox. All my bottons are 24mm. I used Arch eye 3s.

Ok, I know I’m kind of late to the party, but I finally got my hitbox yesterday and put a couple of hours into training mode with it. Some first impressions…

I’m not sure about how must people do it, but oddly (?) enough I prefer jumping with my right thumb which pretty much goes against what I’ve been doing for 10+ years on keyboards (WASD + jump with space bar). As for jumping around in general I have no problems with it but when it comes to ending combos with an Up-direction I feel kind of disoriented (which I know will go away with practice, of course).

For 360s, I had some trouble getting them out correctly, with inputs like L, DL, DR, R (thus skipping the DOWN only input), then I slowed down the motion and it became a whole lot better. I also realized that you could go F,B,D,U, which works great because down+up = up. However I kind of like to “drum” the motion out so I’m probably going to invest some time into doing the “proper” motion. Unfortunately I find it harder to drum roll starting with index and ending with ring finger, which probably stems from the fact that the ring finger is less dexterous (which also makes “simple” motions such as quarter circles more difficult/slower).

I’ve played mostly on pad until now so having to practice the same motions from both player sides is a new challenge.

Ergonomically though it’s awesome… Unlike some other posts that I read, I feel no strain or stress in my wrists or fingers AT ALL. I could probably play for hours without feeling fatigue (well, at least not in my hands;)). I really like the quality and size of the box itself and it’s very comfortable to keep it on my lap while playing. Thumbs of for this product.

^ I do the same thing and use my right thumb to press the jump button. :slight_smile:

There are definitely advantages to having your right thumb available for jumping. If I just pump out tiger knees with the left hand I do it too fast. Right hand’s inclusion slows it down enough to come out. But I stuck to inserting a mental note into the combo when tiger knees are coming up to pause enough for it to come out. No longer any problems. Also after some extended play in Persona 4 I feel so comfortable with this thing. I haven’t found any dragon punches and 236236 are too easy. The strict timing on some combos combined with easy movements really takes a load off compared to umvc3.

Can’t believe it hasn’t been posted here yet, but apparently Sora has been doing big things. I never knew Zero was this ridiculous as anchor. Here’s a link to the new video that’s in the style of the original tutorial video. This is too good. Zero May Cry tutorial ftw.

X-Factor lvl 3 Zero does whatever the F he wants.

Anyone knows if the PS3 hitbox will be usable on the PS4? Will we all need to purchase a new controller when we switch to the new console, and if so, is one in the works?

As its covered in dozen of other threads NO.

The Official Hitbox uses either a Toodles Cthulhu PCB or a Akishop PS360+.
Neither PCB has PS4 or Xbox One Support at this time, this is assuming that Toodles, Akishop or anyone else can even engineer a PS4 or Xbox One compatible PCB.

So far the only Arcade controller that supports a next gen Console is Mad Catz’s TE 2 for the XBox One.

I wouldn’t hold your breath either its been years before a Xbox 360 compatible PCB came out as Microsoft had a Encryption chip in there controllers.

So just got my hitbox yesterday and have some troubles with jumping. Very awkward at first. Now, just for the sake of learning and adjusting, I’m picking a character to play go become comfortable sooner than later. The two I’m trying to play are yang and viper. Primarily hang, but getting viper for some of the technical things like tk burn kicks.

I’m trying to get jf instant burn kicks. Does anyone have some input on how do to these? I can’t even get going backwards burn kicks to come out.

The motion is d df f uf k. I’m not having trouble with the awkwardness of the input, just more of guidance on how I should be trying to put it in, if this is even possible. If so, how are you guys doing super jump instant burn kicks?