Ah, Wasn’t aware of that.
Also wasn’t really aware that people were actually looking at those…
It’s a good reference point.
Way better than trying to look at frames in training mode.
No doubt. I *love *the pics that Rufus has done. Way better than the hitbox videos, simply cuz it’s hard to pause every single frame in the videos. But yeah, I know exactly what Rufus means when he says he wasn’t aware anybody was checking out the pics. Almost nobody has given any feedback as to whether they like the pics or hate them or whatnot. Personally, I’ve checked out all the pics, and I’m not a Claw expert, so I had no idea you had to press punch a second time to get a different hitbox on his Wall Spike. I always thought there were 2 diff versions depending if it whiffs or connects. See what a little feedback can do?:tup:
If anyone wants to check out the pics and pick up anything else that might be amiss, or just to give props to Rufus, you can find them here:
Hitbox Images
Ryu
Ken
Chun Li
Guile
Zangief
Dhalsim
Honda
Blanka
Cammy
Fei Long
Hawk
Dee Jay
Boxer
Claw
Sagat
Dictator
Just to be clear, there are issues that I am aware of:
Honda’s missing close short, forward, and command forward.
Honda’s jab HHS is missing an outline on the first active frame.
Fei Long has missing outlines in crouching forward and command overhead. (Also doesn’t have any pre-move frames anywhere.)
Claw is missing second frames on wall-spike.
There’s no images for Zangief Neutral Jump , Up+Fierce command normal
Dhalsim should have recovery and bottom frames for the drills.
The projectile stuff for Blanka and Guile should have the numbering redone. (Low priority)
A bunch of stuff would like to be redone with ‘tracer style’ boxes. (low priority)
I’ll most likely revisit these once I’ve gotten through the rest of the cast. (Probably early next year.)
Why can’t you capture those attacks? Or are you gonna do them at a later time? Just curious.
They don’t normally come out vs Chun Li, so I missed them on the first pass.
Not bad.
I’m reorganizing my info:
http://www.pedantic.org/~nate/HDR/
Also moving the list of issues into this post:
Honda’s missing close short, forward, and command forward.
Honda’s jab HHS is missing an outline on the first active frame.
Fei Long has missing outlines in crouching forward and command overhead. (Also doesn’t have any pre-move frames anywhere.)
Claw is missing claw extentions on wall-spike.
Claw is missing recovery frame on fierce roll.
There’s no images for Zangief Neutral Jump , Up+Fierce command normal
Dhalsim should have recovery and bottom frames for the drills.
The projectile stuff for Blanka and Guile should have the numbering redone. (Low priority)
A bunch of stuff would like to be redone with ‘tracer style’ boxes. (low priority)
Fix the hitbox on Jab HHS first hitting frame.
Check & fix numebering frames on Strong HHS hitting frames.
Hooligan moves are misnamed with kicks. Strong hooligan first jump frames is missing an outline and post hitting frame.
Recheck the counts & images for claw’s regular moves.
Sagat’s super is missing
Sagat’s standing forward is missing.
Cammy’s cr.Rounhouse has no idle image.
Cammy’s djjab2 has bad box.
Bad image in RH flash kick.
Deejay’s d. Jumping Strong is missing an image.
Forward Dred kick has a relatively insignificant frame between the kicks missing.
Deejay’s Far Roundhouse is missing an image.
MGP stuff is mislabled.
Deejay NJ strong missing second hibox image.
Blanka missing close fierce.
Boxer missing roundhouse low rush.
Very nice. I’m loving the fireball frame data. So it takes Guile’s Jab Sonic Boom 84 frames to hit a standing Chun Li in the corner, but it takes Ken’s Jab Hadoken 89 frames? That means that Ken’s Jab Hadoken crosses the screen slower than Guile’s Jab Boom, and I was under the impression that Guile had the slowest travelling fireball in the game. Although Dhalsim’s Jab Fire taking 94 frames does make sense since Dhalsim can’t follow behind his Fires as easily as Guile can follow behind his Booms due to Dhalsim’s much slower walking speed. But Ken’s Jab Hadoken being slower definitely blows my mind. Good stuff!
Also, when you have the startup animations of Ken’s Hadoken numbered as 1, 3, 10 and 13, I’m assuming that the 13 is the total number of startup frames, and that the 1, 3 and 10 are how long each animation lasts. But then, that doesn’t make sense since 1, 3 and 10 do not add up to 13 but 14 instead.
This is just a suggestion, but it would be better to mark the duration of each different animation and then indicate the total startup frames in the 3rd animation (just before he extends his hands). And then mark the final animation (where he has his hands extended) as the recovery frames (example: instead of 13, mark it as 39/40/41 for the Jab recovery, Strong and Fierce) and then indicate the total overall frames separately (startup plus recovery). Just a thought, but it might make it easier to understand. Same for other characters too.
No no, these are absolute frame numbers, not frame intervals. So the frames are frame #1, frame #3, frame #10, frame #13. You don’t add 1 + 3 + 10 + 13. :bgrin:
Ryu and Cammy’s images are up. Nice Rufus, thanks!:rock: I’ve been waiting for Ryu and Ken forever , considering YBH doesn’t have images for the different strengths of the Special Attack hitboxes.
*That’s *why Ryu’s Strong and Fierce Shoryuken suck when going through fireballs, they’ve got a much bigger vulnerable hitbox than Jab. Nice to finally know.
Edit: I updated the community thread.
Well, you’ll be waiting a little longer. Chun Li is next.
Good shit Rufus. Thanks! :tup: I updated the community thread.
You probably already know this, but you’re missing Sagat’s far standing Forward.:china: Every thing else looks good. I didn’t know Ken’s Fierce Shoryuken was *that *invincible. It’s like he’s invincible until he’s airborne, but the frame data says he’s vulnerable just before being airborne.
Issues with the edit, so I’m reposting…
I’m reorganizing my info:
http://www.pedantic.org/~nate/HDR/
Also moving the list of issues into this post:
Honda’s missing close short, forward, and command forward.
Honda’s jab HHS is missing an outline on the first active frame.
Fei Long has missing outlines in crouching forward and command overhead. (Also doesn’t have any pre-move frames anywhere.)
Claw is missing claw extentions on wall-spike.
Claw is missing recovery frame on fierce roll.
There’s no images for Zangief Neutral Jump , Up+Fierce command normal
Dhalsim should have recovery and bottom frames for the drills.
The projectile stuff for Blanka and Guile should have the numbering redone. (Low priority)
A bunch of stuff would like to be redone with ‘tracer style’ boxes. (low priority)
Fix the hitbox on Jab HHS first hitting frame.
Check & fix numebering frames on Strong HHS hitting frames.
Hooligan moves are misnamed with kicks. Strong hooligan first jump frames is missing an outline and post hitting frame.
Recheck the counts & images for claw’s regular moves.
Sagat’s super is missing
Sagat’s standing forward is missing.
Cammy’s cr.Rounhouse has no idle image.
Cammy’s djjab2 has bad box.
Bad image in RH flash kick.
Deejay’s d. Jumping Strong is missing an image.
Forward Dred kick has a relatively insignificant frame between the kicks missing.
Deejay’s Far Roundhouse is missing an image.
Fierce MGP stuff is mislabled (mash/no mash are swapped)
Deejay NJ strong missing second hibox image.
Missing image in deejay’s super.
upkicks could stand to be redone.
Fei’s crouching fierce missing an image.
Chicken wings need to be redone.
Some characters (fei,sim) missing supers.
M Bison NJ Forward has incorrect hitbox.
I’ll probably get to this once the first pass of frame counts is done.
Chun Li’s in 'da house! You da mang Rufus, thanks. = J
Also, you should add to your list above: Dhalsim’s Super.
thanks for the frame data, this hella will help out my gameplay with sagat