"Needs more Dudley!" The Boxer Video Thread

Well I haven’t played SF4 yet since I live in Chicago but, playing other street fighters doesn’t any hadoken usually have a hitbox that sort of trails on the back of it? HD remix is a completely different game obviously but I’ve had that same situation happen a lot where I jump in, hit the person, but the hadoken hits my bottom hitbox and I get knocked down.

And from watching it over and over I paused it at 3:56 and the front part of the hadoken has not past through yet and it’s definately hitting his legs. So it seems either like his legs have a shrinked hitbox property as you said there or something else. That’s quite a lot of shrinkage though, one cold ass pool.

that cross up after a knockdown using a whiff jump is mean…

corner tricks ftw!!

lol! I would say it is something to do with hit the boxes probably all fucked up because of the 3D models.

what is the punch that links to cr.lk xx exRU?

after the jump-in before the cr.lk

link or cancel?

i lack the flashiness. would like to perfect this final series

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here’s another one I saw yesterday that is just plain sick, Balrog vs. Dhalsim

Main highlight - 1:35

2d hit boxes with 3d models… actually thinking about it this explains a lot of weird crap in this game

Standing close HK link

much thanks. the timing should be like OHpunch>cr.lk

+7 vs +10

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a little preview of me in AI 1.4 ranbats, i ended up with 3rd and gootecks at 2ed:mad:

sweet. your vid allows the timing needed to connect the rush punches

once i get this in the bag my rog is rock solid. props ron.

but that dic is rather wack. theres a dic player in my neighbourhood that invented half his combos and his zone game is insane. once you’re airborne your completely FUCT. he zones so often its actually tough to get the charges in in time.

definitely no d-ridin here, but he made ino’s bison look like childs play. i’m bringing a camera next time. really need that shit recorded.

lol
that was awesome mang.

thanks for sharing!

thats sanchez bison btw, he is pretty solid. I kept the ambgious crossup under the radar until the tournament so everyone I played pretty much look helpless lol…

i found doing the upper loop eaiest on sagat and bison but hard to do on balrog or shotos, i kno techniqually about the frames involve but i wonder if its a bit character specific to? you guys kno anything about it?

maybe it’s something to do with the overlapping of the sprites / 3d models of the characters, combined with the hit boxes.

sagat and dict are 2 of the more “beefier” characters in the game so maybe that’s why it’s easier to do the loop? (the same would prolly go for geif and maybe rufus?)

it would be interesting to know if the frames/timing for getting up after a knock down is character specific or not!

I got it!

it has to be character specific push back from hits and something to do with their hit boxes… i was wondering what else can be effected in this manner and came up with the example with his links

on wake up:
most characters you can do C.Jabx2 + C. Short xx HB

then some you can do C.jab x3 + C. Short (shotos + dictator) xx HB

then some you can only do C.jab + C. Short (boxer) xx HB

the reason why, im guessing is because when they get hit with the jabs they get push specifically to how their character gets push back.

so im sure the same applies when getting hit with the upper loop, the easier characters to do the loop on you got a 4 frame leeway between ex upper and the next jab (exactly what the frame data says), and on the harder characters like another boxer, they get push or recover faster after the hit then others, so then it probably becomes a 3 frame leeway to do a 3 frame jab? this is all theory and im probably wrong but… im sure other fighting games have this type of problem? off the top of my head i don’t remember anything like, different pushbacks, in 3rd strike (i remember different falling rates and other things tho…).

in the end right or wrong… you can at least take from it that everything is not cut and dry explained in the frame data

Couldn’t it also be why it has been in other games as opposed to varying pushback their get hit frames have them either farther back or forwards?

Ron:
lol nice av mang. so you guys over at AI got the unlock code for dudley eh?? :rofl:

ya the game unlock him after so many people switch to boxer in so cal, terrible…:sad:

at least you guys got him.

i’ve been bugging the owner of the arcade here in toronto to put the dudley code in but he won’t do it - he’s worried that he might be too broken, too cheap, etc.

The same thing happened when he put the unlock code to get Cammy… people whined and complained.

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New trick I didn’t know boxer could do. Apparently EX torpedo juggles your opponent in corner high enough to Ultra on reaction. It’s a match between Aojiru Guile and Ikuo using rufus. Great play on both sides…