Sakura buffs/changes

For not to whiff you have to first connect a c.HP, then the EX Hurricane Kick connects all hits.

It can still whiff even after cr. HP against some characters.

Akuma, Blanka, and Honda do strange, strange things during their hit stun animations…

^ Yeah, definitely needs to fix that. Like the Akuma match-up is not horrible enough already.

I love Sakura

If they don’t do something to make Sakura combo better I definately won’t be using her.

I liek the points made about her f+mk being able to combo and her ex shouoken and ex tatsu need to no whiff after the first hit or two.

Especially on characters like Akuma.

This & an efficient fireball.

If she got those I would stop using the other characters in my sig and main her for all eternity.

Hard punches to do 200 stun not bullshit 120,and while you are at hard punches,give close hard punch more reach.It’s stupid to do jab and be too far away to close fierce,especialy as it would seem to be a good antiair at 3 frames,but instead you get a slow ass far one.

Ex dp to be faster(8 frames?) and to work as an antiair,not do 15 dmg,wiff the rest and leave me wide opened.Sometimes the first part hits while they are on the ground and get to BLOCK the second one.How does that work?

7-8 frame far roundhouse ,crossup j.mk,and give her better presuring specials.I mean ,her normals are very good.Fastest in the game and giving a lot of frame advantage,but some of her specials…Hadouken is -8 on block,so no cr.mk xx hado blockstring for her.You also cant presure with tatsus as they tend to wiff on a lot of crounching opponents,and sure as hell you cant pressure with shouoken.If they change a bit regular tatsus so they would not wiff and be a better presuring tool,I’d be happy.Also give me a reson to ultra after hit confirmed ex tatsu.I mean srly it does like 150dmg scaled,while jumping something does half,but sets me up for mixups.

I dont think she needs ALL this,but at least some of it,as these are some of her bigger issues.Being free on wakeup and being easy to turtle and run agaisnt her.And regarding the last problem,for SSF4’s sake,give all characters at least descent overheads(vega comes to mind).

Tatsu should not whiff. shouken’s should be able to go under projectiles(all strengths) she already crouches for them.

Make actual 3d collision and not 2d hitboxes. Its annoying when I see someone’s leg clearly go through a character. K-dops, bvh would fix any of these problems for more accurate collision detection

You’re asking for procedurally generated bounding boxes in a fighting game? No thanks. Computers don’t know how to balance. So the devs would have to go in and change all the character animations to unfuckup all the now broken normals and specials.

If you’re asking for straight up manually animated bounding boxes, then we still have to deal with the large chance of human error, which may fix the specific problem you’re having right now, but there’d still be a good chance of hitbox problems cropping up across all the movesets. It would be more expensive and time consuming to tweak than XY-Planar hitboxes.

With the current collision engine, they drag a few vectors and POOF, hitboxes are changed. Why aren’t you asking them to just fix the hitbox instead of changing the entire game engine, possibly breaking a lot of characters in the process?

If they coded it robustly they could just insert it without breaking anything. Their is a huge problem with hitboxes. There is a lot of space which will be confirmed as a collision when it isn’t.

If it would break the game if you inserted a new collision option they obviously didn’t program it to be modular.

If they keep the main fighting 2d then switch to 3d projection(they have to do this for the ultra animation. as the camera moves in 3d space) it is expensive. If I could see the hitboxes or turn them on my pc it would be very helpful. but all i can do is speculate. I wish I could see their collision engine and the hit boxes.

There isn’t a huge problem with hitboxes, there’s a few tiny problems which could be fixed if the developers chose to do so with minimal effort.

I meant break in terms of balancing. If the bounding boxes were simply affixed to the characters, you’d run into some serious issues with a lot of the moves. If you wanted to change the hitboxes, you’d have to manually animate them or the character in 3D, which is an expensive, time consuming process, and shackles the animators creatively. Not to mention they’d have to go and rebalance the entire game from top to bottom.

Camera movement doesn’t and would never effect 3D nor 2D hitboxes. The current engine calculates collision with square hitboxes aligned along the plane of the stage. The hitboxes themselves are animated at 60fps and are overlayed over the 3D gameplay.

Thanks, that’s the kind of answer I was looking for!

Aye, gotta agree with the man, took the words straight outta my mouth.

I was talking about the cost from switching to 2D to a 3d projection.

Well, with a couple weeks and some highly paid programmers later, you’d still need to spend a massive amount of time in QA working out the kinks/bugs/etc, then more QA to work on character balance. Then, when they’d need to change anything, they’d have to do it by hand, as minute changes can’t be done procedurally. Depending on the size and scope of the changes, you’re looking at a stupid amount of man hours when they could simply put in a modicum of work in comparison towards fixing a few of the loose/tight hitboxes on moves and animations.

Why would they drop all the balancing they’ve done up until now and render all the community feedback useless just so you can have “Three-Dee Colishunz” for exponentially more work on their part?

If they had time they could get the normal moves correct. Its not as complex as you think. You just check all of the triangles for collision(if its down to 1 triangle). Most of the balancing you say would go out the window wouldn’t. Most of the feedback for like Gouken, with his tatsu not hitting low could be fixed easily by just moving the skeleton in the animation and the bvh or whatever they would use would auto correct. They would move with the polys. All animations are translations/rotations of the triangles.

Trust me not that hard. You don’t have to individually take each part of the animation and make a new collision sphere, cube, or k-dop. it moves with it.

No matter what you do hitboxes will always have gaps. The game is 3d might as well do 3d collision.

It would be cool if her Otoshi recovered a little faster on block, so it could be used as a pressure/mix-up tool in block strings. It’s a jumping attack, so it should inflict the same amount of block stun and frame advantage as any other hard jumping attack.

Its start up is really slow, so it couldn’t abused. But, still it would be interesting to use it in blockstrings every once in a while, and continue her rush down.

Plus, if they gave it overhead properties (like jumping attacks should have) it would force opponents to block high. Then, it would be a cool mix-up where she could barely whiff the Otoshi, land, and recover fast enough to do cr.LK > EX hurricane as the opponent is still blocking high.

I think a change like this wouldn’t be overpowered at all, and it wouldn’t be as brain dead as “give Sakura a 3 frame anti-air DP that juggles to Ultra!”

I like this. I’d also like to see her overhead recover a bit faster, and I like the idea that EX DP would act as a more direct anti-air. I’m not sure what to do with her fireball; I kind of like the charging property but really it’s a pretty shitty projectile as things stand.

Hitboxes in Fighting games are part of how moves are balanced. If you code the game the way you are asking then it completely leaves the mechanical balance of a mechanical game based purely on esthetic choice. That is retarded.

As it is now they can make very easy minor tweaks to hitboxes to balance moves. If they want character A’s low MK to be a good long range poke that ducks under allot of moves it is easy to fix by extending the foot hitbox a few pixels and decrease the vulnerable part of the hitbox so that attacks the character otherwise has issues with go over his head. If the fist you are ducking under seems to pass through his head, big deal. The other option is that the character auto-loses to that punch all the time.

Worrying about whether a move in a fighting game should hit or not based on whether sprites overlap is like expecting Bison to take more damage in his Alternate costume because his armor is broken.

It is clear allot of hitboxes need fixing (especially the hit-stun hitboxes certain characters have that make them invincible to many characters BnB comboes); but basing it on 3D collision will actually make the issues allot worse, make balance and tweaking allot harder, and remove allot of the gameplay and feel that Street Fighter is known for.

For instance, why would 'Gief get lower leg invincibility on a Clothesline? Only way to fix that is if something hits his legs it deflects them backwards…which would mess up the move allot. Either ; A) It knocks them into the clotheline, B) They are knocked down (advantage 'Gief, even if no damage done) C) They are knocked clear and 90% of the threat of the Clothesline is gone…in fact likely the defender would recover first and Ultra Gief…or Gief would recover first and get a free Green Glove. So you can see 3D collision just doesn’t work in Street Fighter.