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.
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.
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!
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
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.
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…