Hit Box - We so S Tier1!

I think we get it.

Good cuz I stressed/repeated this for a good reason lol.

We’re cycling through all the basics first, toss in a random combo video here and there.

The most important thing is that were not pros and the Hit wont make us a pro too. I guess we will take the request and practice up lol

Don’t need pro-status to be able to show good combos though :smiley:

Reason why I’m mentioning MK9 is b/c:

  1. The simple directional button layout Hit Box offers is perfect for MK9. All of the special moves require Up, Down, Left, and Right inputs while Diagonals are used mainly for buffering and directional jumping.

Liu Kang/Kabal instant air fireball is an example b/c you have to press: up+left,right, FP/ up+left, up+left FP. You need to be fast in order to hit a standing opponent while maintaining low recovery. The Hit Box can simply show how it offers faster and more accurate input speed than the arcade stick.

  1. Obviously MK9 is also a very popular game lol.

[media=youtube]HmcgxDyTeZ0[/media]

Anyways I’m done rambling. I definitely support the Hit Box.

I’m waiting on whenever the PS360 PCB is coming out.

One concern I have is the diagonals. It seems you can apply button technique (plinking and double tap) to up, down, left, right. But this wouldn’t be the case with the diagonals, since it requires two buttons to be pressed. So say I was in Marvel and needed to jump cancel a move up forward to continue a combo, I would have to be restricted to simply pressing two buttons. So if the window for jump canceling forward/backward and continuing a combo that suffered from hit stun deterioration was small, it’d be just as hard as a stick.

Basically what I’m saying is the same as a previous poster. Can you add diagonal macro buttons (left+up, right+up, left+down and right+down)?

Double tapping diagonals seems to be the only thing the hitbox can’t do atm. Though I’m sure you can double tap left/right and up/down with both hands, but then the right would be tied up and unable to simultaneously/immediately hit the attack buttons. There also would be a chance to mistime and not get diagonals at all.

Thanks, sorry if this sound all like a bunch of trash, feel free to disregard. I’m just theorizing like all the other people who haven’t had a hitbox in their hands.

Someone knows if its possible to mod a 360 madcatz fightpad PBC to remove SOCD, and if its too difficult?

You can double-tap the diagonals by tapping both buttons twice. You can still do that faster than a joystick. Y’all doth protest too much, methinks.

I haven’t seen anyone suggest what buttons would be used for these even-smaller diagonals, and how they would cram in so closely with the 24mm Sanwas. Button selection in the size people are suggesting is not very good to begin with, and finding something that feels right with Sanwas would be difficult. The small test buttons that Sanwa offers aren’t sensitive like the 24/30mm buttons.

I still don’t get why people are so intimidated by the diagonals. Maybe it’s because I’m a keyboard player, but I’m really not seeing the issue. It’s arguably easier (with the way human fingers are wired) to hit two buttons at once than just one button.

Seriously, having diagonal buttons will only make it harder. The point of the directions is to be able to have instant access to them. You want your fingers to be stationary and ready. You never really want to double tap direction inputs anyways. The only time it’s useful for is dashing but the input window for that is pretty large that it’s easily done with 1 finger. The time you gain from extra buttons, you’ll end up losing when you have to readjust your hand. I’m not so convinced there is even a practical application to having more buttons just for diagonals much less having a practical/useful layout solution. I know you’re trying to theorize, but you really have to try it yourself to see that diagonals isn’t a problem but still a huge upgrade over joysticks.

The only hard part to adjust is the jumping. Took me a good two hours just for me not to have to think about where the jump/up button is and have it be natural. Once that was settled into my brain, jump cancels, tiger knees, instant divekicks ect was not hard to master.

This is for the PS360 (from the SOCD thread). To make it work on a pad would require breaking traces, but it shou;dn’t be too hard to make it a part of common ground pad hacks.
http://www.pedantic.org/~nate/imgs/NoSOCD.png

I just discovered your original post:

But cant see the image, it gives me a 404 error.

Anyway, every single advice is welcome.

Edit: I found the error, somehow the ā€œimgsā€ was miss from link

I thought the hit box used a firmware solution with the ps360.

Which PCB have you got, and how did you mod it to disable SOCD?

PS360. I had someone use the mod similar to what Rufus posted before.

Dunno. My first generation PS360 will do SOCD on Xbox360.

Theorize all you want my friend, its people like you, who have a question, is why John Grimm and I are around to help you out. This is where the learning curve of the hit box comes into play, diagonals might take some time to re learn but trust me its just as easy once you get your head around it. it would be kinda silly to have to add directional maco buttons just for the corners. The learning curve on that would then increase 10 fold because your dealing with additional buttons on a controller that is already foreign to you and already composed of all buttons lol.

You can double tap diagonals just fine, thats how i low parry in tekken. Heres some actual advice. you can actually press and hold foward and tap down multiple times, thats how you get rapid down fowards. In marvel jump cancel moves can be performed the same way, do the move, press and hold foward or back, then when you cancel press jump, you get an instant diagonal. Furthermore, you wouldnt need both hands to hit a diagonal, i mean you can and it still wouldnt affect your perfomance if you use your right thumb for Down.

This is also where the decisions to use 24 mm sannwa buttons come into play. using larger buttons would then mean a greater spread across the board. I think you envisioning using the hit box as if it was a large piece of equipment like the TE.

If you have other questions or concerns dont be shy, let us know!

[media=youtube]z5G6yUBrYBo[/media]

Heres my vid, shows off the dante bnb on the hit box, check out dustins too on the youtube channel, you can see some decent movement in there too.

Sorry, I wasn’t clear enough. I meant that I thought the HitBox used a firmware solution to disable SOCD to neutral. My PS360 had the same ā€œproblemā€.

That’s sick. I really want to pick one of these up even if just to experiment with.

My 120+ WPM typing skills will finally be put to good use!

Couple more questions while I kill time waiting for mine;
Firstly, I set up my right-hand buttons like this in MvC3:


A  B  C  P2
S  P1 NA NA

I’ve found using my thumb for S to be the most ergonomic and execution friendly solution. I’m concerned this might conflict with my potential to use my right thumb for the jump button though. And comments/suggestions concerning that?

Secondly, (and this isn’t unique to just the Hitbox but) do you have any useful technique for hitting two vertical buttons without moving one’s whole hand over? I main Dan in AE (#1 in Canada :D) so I need to have quick access to MP+MK and HP+HK all the time.

I’d love to see videos of how many times you can cancel Seismo into itself in both Marvel and SF4 by the way.

Your thumb can always move from S to up very easily. You just have to pick which you want to rest your thumb over and move it when you need the other thing. As for the two vertical buttons, one of the techniques I learned in my years of keyboard experience is to lay one finger down vertically on both buttons. Index would cover grab, middle could cover focus, and ring would cover taunt. You can give it a try yourself and see how it works out for you.