anyone?
Same range, Fulaani. T.Akiba is right.
Aight, I’m asking because Papasis website only lists the data for the kneebash.
small suggestion btw, the title of the website still says SSFIIT Old character hitbox diagrams. Should be updated.
title updated
I only show the table once because they are the same XDDDD
osbr, can you confirm that all frame data in ybh are correct?
Aside from incorrect start-up on grounded normals (1 frame longer), they are mostly right, but not 100%. Thus, not confirmed. I gotta leave really soon so I could only check Ryu’s data, and they did notice a number of moves have that extra recovery frame. However, they did not notice cr.strong also does have that extra recovery, so it should be listed as 3-4-7. Close short is way different that what I had obtained (even if you do not factor that I hadn’t checked the hitboxes). And that’s it for this character: the other moves are all fine.
Fulaani, Valle gave me a similar piece of advice to “blocking animations making your character’s hitbox wider, so it’s better to be neutral if you’re going to be thrown” kind of thing, except he said “Stand up when you think you’re going to be thrown, because crouch blocking makes your hitbox wider.” Is it possible you misinterpreted? Crouching hitboxes are indeed wider I think.
Suggestions
I noticed a possible error. On your listing for honda’s fierce headbutt, he actually has vulnerable feet hitboxes for at least a frame which you seemed to omit.
This has already probably been mentioned, but blue hitboxes on a character with blue color can be hard to see. Dictator is an offender. It’s not that big of a deal though.
I suggest you could possibly put frame adv/disadv for ground normals. I think the hit or blockstun for ground normals is 11/16/20 for light/medium/hard respectively. For moves with multiple attack frames, you could probably just ignore the latter parts and just list adv/disadv for the first part. I think that on the first hit of a combo, moves have a frame extra advantage.
Not all hitbox animations are captured in the pictures. There would be a lot more images for intermediary animations otherwise. Yeah, it would be better if every unique orientation was captured (no need for simple hitbox displacement) but that would also take a lot more time.
Yah I realize that. But that’s actually an important property of the move and not an inconsequential in-between frame.
One other suggestion is showing the hitbox of a character while just empty jumping. This can be pretty useful to show how certain moves may shrink your hitboxes in the air.
Or makes your hitbox grow… Took me a day of using chun’s nj roundhouse to realize it makes her hitbox wider… ( badly spaced fireballs would normally whiff me if I neutral jump, but if I mistime a nj. roundhouse to punish (if they’re standing too close) i’ll get hit when it looks/feels like I shouldn’t…
and I still don’t know if chun’s headstomp only cuts off the leg (can safely block a low tiger if you headstomp right before landing) or if it also makes it thinner horizontally as well…
not sure what’s wrong but i go back and check my video captured using fraps at 60fps and n honda’s fierce headbutt transition directly from
http://www.golden-songs.com/ssf2st/st/ehonda/special-4/1_cr.jpg
to
http://www.golden-songs.com/ssf2st/st/ehonda/special-4/2_cr.jpg
but t-akiba’s frame data does have that ‘5’ ‘1’ ‘1’ for fierce headbutt. dont know what’s the deal.
maybe you can just capture that frame and post it here.
for short and strong headbutt, they do have that frame
short
http://www.golden-songs.com/ssf2st/st/ehonda/special-2/3_cr.jpg
strong
http://www.golden-songs.com/ssf2st/st/ehonda/special-3/2_cr.jpg
for jumping it’s very hard as the hitboxes change a lot. if you want that free feel to help out but that would be extremely tedious to capture all the frames (empty jump, pre/post frames between jump attacks, etc)
It’s a single frame, so fraps might not have caught it.
http://www.pedantic.org/~nate/HDR/honda/torpedofierce.html
thanks to fudd for reminding me that i missed claw’s hitbox without the claw.
vega
all his ground punch normals have less reach without it.
note that cr. fierce has a different hitbox to cover his head though
http://www.golden-songs.com/ssf2st/st/vega/crouch-hp/3_cr.jpg
http://www.golden-songs.com/ssf2st/st/vega/crouch-hp/6_cr.jpg
his jumping attacks and Sky High Claw are not affected
claw roll is significantly nerfed
http://www.golden-songs.com/ssf2st/st/vega/special-3/6_cr.jpg
http://www.golden-songs.com/ssf2st/st/vega/special-3/8_cr.jpg
wall dive has less reach on one side
http://www.golden-songs.com/ssf2st/st/vega/special-7/2_cr.jpg
http://www.golden-songs.com/ssf2st/st/vega/special-7/5_cr.jpg
Oh wow, some of those hitboxes changed in unexpected ways. Good to know, thanks for putting the work in.
I don’t know if it’s been mentioned yet, but I believe OHonda’s hands come out in 4 inputs instead of 5 like NHonda.
And btw, this shit is awesome. Much respect for the time and effort put into this.
N. Honda’s hands come out in 4 inputs.
Ryu’s fierce shoryuken is diferent to his jab version, fierce srk has more start up for sure, n is more vulnerable. time to update his shoryukens data
No way. I am positive on this one. All is as presented in the Wiki.
What? I though nryu’s hp srk was his least vulnerable srk?
-trolls suck-
can u test it? i think 0 frame skip frame by frame could show the differences of HP vs LP shoryuken.
his HP shoryuken cannot pass throught hadoukens, only the LP version can do it, no idea what the exact diference is but its there, can u do a frame by frame comparisson?