Heres my finished hit box.
http://shoryuken.com/f177/check-out-my-new-arcade-stick-thread-part-deux-201537/index591.html#post9943147
Cool boxes, guys. If you get the opportunity to make future ones, try out using your right thumb for jumping or the shared jump button. Thatās the ticket, and the 24mms complement the package to perfection. You have to get a feel for where each button is again since theyāre closer together, but itās sooo worth it. Everything is right where you want it, and it letās you use your right thumb for jump for most all occasions without moving your hand.
Iām going to have time this week to go over and update this thread and start working on a more detailed video.
since the hitbox aimes for a good controll i realy would love to see the possibilit to place a BACK button somehow into its buttonlaout so you can Blink anything with it G but for the rest it looks well specialy the ideewith 24mm buttons for walking (i dont agree with the other buttons but i give it a try!)
Ostensibly, there are 4 directions and 6 buttons in street fighter, and most of us have 10 fingers. That said, itās easy to wire back (and, I suppose, select) to one of the 8 buttons, and overlapping the thumbs for jump means people are already splitting fingers on the button side. Itās pretty easy to wire one of the buttons to back on the 8-button layouts.
If you really wanted to, you could add a button to your left hand pinky since that is the only finger you donāt use with the Hit Box, but I donāt know how comfortable that would be or how well it would work.
Yeah. I was thinking about setting up a hitbox like that, but talking and thinking are easier than doing.
Yo Souji, howās that hitbox coming along?
Ok so could someone explain the reasoning behind the layout of the D-buttons? Specifically why thumb is up and middle is down?
ALSO: Iāve wanted to build a stick with a tiny form factor (something that could be carried in a pocket/pockets) for a long time now but the biggest hurdle was how to collapse the stick, and this seems like the perfect opportunity to do it. I take it Sanwa doesnāt offer OSBN 24s? Any suggestions for buttons with low profiles?
I think its based off a comfort level. Like, if you were trying to do a dp, look at your keyboard and try these two methods
d, w, d+w
d, space, d+space
Personally, for me, execution with the d+w comes out quicker. but thats just me.
When I think about it that way, the most significant change would be half-circle inputs. If down is on top, you have halfcircles in a line, but if itās on the bottom itās a bit unintuitive. DPs feel better with down on the bottom for me but I suppose either way the thumb button should be regular size and the other three should be small, right?
I actually got to play on the Hitbox for 2 games at Focus Fire in Wisconsin thanks to Kurasa, and hereās my impressions:
-The stic-Box is really well built and the buttons are responsive.
-Jumping will take time to get used to. Luckily, I play characters that jump all the time in Super 4 (Kidding) so it was fine for me.
-Charge supers/ultras that are DB/DF/DB/UF will take practice to get down. But besides that, charge characters are ridiculously easy on it.
-I won my first game playing on a Hitbox so I like it.
-If you play against someone with Keno Ears, you can mash on the direction buttons to make it sound like an SRK and they will get thrown because you arenāt mashing anything that will come out! Godlike mindgames!
-Start/Select is in weird position, but that is just preference.
If I were to use a hitbox, Iād personally prefer the buttons to be spaced more and not have the jump be like a space bar for both fingers.
Just my 2 cents from having played on one
Iām currently borrowing a Hit Box from one of the Huffer brothers, so Iāve had a much longer time to mess around with it. Firstly, the placement of the up button is HANDS DOWN the most superior layout for these all button controllers. Iāve been playing on keyboard for years, so Iāve been much more accustomed to the typical WASD or arrow keys layout. After one hour with the hit box I was playing tons better with a much better execution. Once you get used to the up button it becomes obvious that it is the most superior layout.
The charge motion you mentioned is literally one of the easiest inputs on the Hit Box. I have a harder time doing double half circles than Guileās U1. Itās very simple, you charge down back, then roll a half circle, then hold back and hit up. Ta-da, youāve done Guileās U1 in less than half a second.
The start/select buttons are out of the way so you donāt accidentally hit then, much like a stick is. The Hit Box you were playing on might have had them on the side as opposed to the front of the box, but they are not really important buttons.
The buttons being so close together is to get a pseudo keyboard feel and allows you to comfortably have a finger over every button. This is VERY important as it allows you to hit any button in a split second. It makes your reaction time even better. And again, the jump button placement when you get used to it is amazing. Nothing like it, and mastering it will allow you to do all sorts of crazy things.
If anyone has any questions about how to do moves or general questions about the Hit Box, I can answer anything besides hardware questions.
when is it usefull to use the right hand for jump instead of the left ? (still thinking for 2 buttons instead of one^^)
Iām actually thinking about making one of these to play the new MK with. ( I currently use a pad. The 360 controller really frustrates me on umk3 though. ) I tried using a stick with SF4 and just couldnāt get a feel for it. ( But I did like having all fingers on the buttons though. ) So the idea of a hitbox really intrigues me. So Iāve been thinking about a layout sort of like this. Any suggestions?
http://img574.imageshack.us/img574/2267/mklayout.png
OR
http://img232.imageshack.us/img232/9985/mklayout2.png
( The question marks are for future input of the LT/LB/RB/RT buttons seeing as I donāt know exactly what they do yet. )
Ahh thanks, didnāt realize what I was doing. I hadnāt had any sleep yet lol. Fixed the layouts.
And I think the Neowave might work pretty well.
Youāll want to change the button youāve marked as UP ^ to the down-direction.
I would also suggest thinking of a Guilty Gear layout with Sega Blast City template
XāX--X
Xāo--X
for your main buttons (attacks & block).
Or this layout (KOF Neowave?)
XāX--X
XāX--o
This is more ergonomic, and also means no problems for playing other fighters.
āJumpā would be Up.
So how much are they being sold for?
SE4NNNN: I would go with a 5- or 6- or 8-button layout on the right side, depending on which games you play (MK specific would be cool), just include a shared āUp/Jumpā button on your design. I really do most Up inputs with my right hand and recommend it. Thatās a great idea putting a block button for your left pinky, but, again, it would be for MK only.
Our first Hit Box was a left-jump only, and I had difficulty coordinating my left thumb in my piano rolls (SPDs and TKs). When we finally switched to right thumb, all of those problems went away within 10 minutes. With right thumb, your timing seems to be quicker and better coordinated. I canāt really defend why this is true except from my experiences and stating that weāve gone through SEVERAL prototypes and addressed this problem.
The shared jump button was our solution to being able to do quick air throws in SFIV and for people who still would like to try both sides. There are instances in combos where it is easier to use left thumb to jump, and itās there for those occasions and preferences.
Our prices vary on which system(s) you choose. Our PS3/PC is $114.00 and our Xbox is $129.00 right now based on PCB prices. Weāll have more options in the future too. Weāre working with each customer through e-mail at hitboxes@gmail.com and have more information available there.
Weāve got a lot of inquiries, so there is a waiting list. Weāre working as fast as we can, and still making sure we put the appropriate quality in each hand-made box.
Again, Iāll update the initial post for this thread soon.
Just do two jump buttons for people that want more space between movement and attack buttons.
Ahh thanks for the input. I think Iāll go with the pinky block. Besides, you canāt move while blocking except for ducking. So it would probably feel really comfortable, and be easy enough to adapt to.
Now that we have the price does anyone in the UK want to get together and do a bulk order to save on shipping? Iām definitely getting one but I was just checking to see if anyone else was.