Hitbox Interaction from different angles. Counter Throws

If anyone has seen the Yoga bible ST book, they’ve seen the layout of hitboxes, each different move has a different active hitbox(which is all “priority” and matches up accordingly to other hitbox sizes/active frames)

the part of the hitbox that i’m interested in is the vulnerable frames that extend around the active hitbox. This varies from hitbox to hitbox but i think that throw range combined with vulnerable hitbox extension is the reason that counter throws exist. In mvc2, take magneto for example, he has a huge hitbox on his sj fp which completely nukes things in front of him and at df angles(but the hitbox doesn’t extend up and around his head like a friggin helmet). keep that in mind. Now recall how many times you’ve ever seen mag sj and fp only to have storms air fp vacuum him up for a free grab. i think thats the area around magnetos head being vulnerable to grab because of the hitbox property. This is probably basic shit to the really good players who might read this, but i’m slowly workin this out on my own.

My friend cornelius somehow always manages to counter throw me with sentinel as i sj to guard break him with magnus…

I am probably way off…

but

i’m thinking that the vulnerable boxes are the keys to countering a normal before it has the chance to fully animate and make contact.

anyone have any thoughts?

yeah homie, that is why u see storm and sent are on other sides of the screen and sent does a rocket punch and then storm trows sent.

its hillarious when two characters are basically full screen away and in the blink of an eye one of them is being trown.

i never been able to do it on purpose though so i dont know how one could build a strategy around it. With sent, if he does a rocket punch, if u have perfect timing u could trow him just by touching his fist

Generally if you have the higher ground(you above the oppenent) you have the priority advantage. However there are exceptions

ex. instead of mag in your example, put in guile, and do sj up+lk(the one where he extends his foot over his head.) no way that will get thrown if it is going directly at storm. Storm either has to beat it out or block. However, if guile’s up+lk misses, i believe that guile can be thrown if she grabs on to the leg(not the foot, the foot has the hit box.)

Marvel is really the most Geometric Fighting game out there, too many angles to keep track of.

i remember in this vid by magnetro http://youtube.com/watch?v=s3cv0wKtZo4

theres a section of Storm’s LA getting thrown by another Storm, the Lighting Attacks are being perfectly angled, but Storm’s Throw has so much range that it actually goes beyond the Lighting attacks hit box to grab storm before the hit box of the lighting attack hits.

Now 2 things can happen in these situations of throws beating attacks.

  1. the throw is overlapping(or going over to touch the body) of the opponent meaning the throw has MORE priority than the hit box of the attack.

  2. the Throw which should’ve grabbed something is getting beat out by an attack because what the throw is grabbing empty space even though visually you see part of the body. This is called a disjointed hitbox.

Ex. We know that when sentinel’s does a rp you can hit the gap between the fist, and his body(because the those wires are a part of his body.) A disjointed hit box would be that the gap of the fist, and body(the wires) would not act in that matter. In other words, Sentinel does hp rp on the ground, you crouch under with mag, stand while the fist is over you(but the hit box is gone meaning he’s going to retract the punch) then you do a snapback, or c.hp and both whiff.

a more broken example is Storm’s sj Hp, the lighting ends of the her fist aren’t a part of her body which explains why it has so much priority. Even if something clashes with the Lighting ends of her fist, she will win unless the attack touches her hands(most likely this will result in a trade.) I doubt there is anything short of a projectile that can beat her Sj hp onces the lighting ends are out.

I hope this mash of words made some sense. :lovin:

tron,storm,sent throw properties are broken.

i hate when i get thrown out of my lightning attack =/

mag and storm fierce are too good. Versus sentinel I have fierced his drones into superjump cancel ad d/f whatever haha.

hmmmm… thanks for the idea.

smoke another one dumbass:rofl:

you should learn to

#1 listen

#2 write shit down

we have this grimey msp player up here that attacks all day. I was cable from full screen and I know he would dash in and attack. So I did s.rh xx crackshot and he threw the crackshot startup.

too much marvel stuff:looney:

lot of specials are easy to find ways to throw though. The normals are indeed hard like mixup said cuz of angles.

:rofl:

don’t do drugs kiddies but smoking trees is ok :smokin:

how would we find hitboxes for normals though?

I know storms launcher and sentinels hit sometimes when the character is right behind them.