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?