Do we have an image of the hitbox for the second hit of Hell Attack?
Maj had an interesting look at hitboxes from previous SF games.
Street Fighter II Hitboxes | ComboVid
Related to Bison:
http://combovid.com/images/dammit/sf2-hitboxes/sf2hf-crusher-lariat.png
http://combovid.com/images/dammit/sf2-hitboxes/ssf2t-crusher-lariat.png
“Bison?s HP Psycho Crusher opposite Zangief?s KKK Lariat, in Hyper Fighting and Super Turbo. The CE version of the torpedo is even cheaper, with the hittable area only where the yellow box is.”
http://combovid.com/images/dammit/sfa-hitboxes/sfa3-dramatic.png
“A-ism Bison?s lvl-3 Psycho Crusher on its first vulnerable frame opposite CPU Bison?s Super Duper Psycho Crusher, which is invincible the whole way through. In order for this matchup to happen it had to be in Dramatic Battle mode. CPU Cammy had the misfortune of being the bait.”
lulz at that full screen hit box.
edit:
oh, and here’s the pic of the second hit of j.mp:
Do we have a throw hitbox for Bison?
Also can the active throw hitbox be hit with a normal or can a throw snag the active hitbox of a normal move?
I notice in the ask Kimi thread he mentions that c.hp has an improved hitbox over vanilla and alot of other people say s.hk has been changed as well. Can anyone confirm this. Can’t say I noticed any change off the top of my head?
I put up the 2nd hell attack later when I get home. but basically it looks about the same as the first hit so I didn’t add it the first time for that reason.
Interestingly enough, Bison’s range is slightly shorter than normal on the first frame, but longer than normal on the second frame.
Normal throw range is 0.9
I checked a few chars (Cammy, Ryu, Rose, Dhalsim, Chun) and their throw range stays roughly constant (0.80, 0.90, 1.0, 1.0, 1.0 respectively)
Balrog varies from 0.87-0.93
Ken varies a little from 0.90-0.92
Gief varies from 0.87-0.94
No, the throw hit boxes and strike hit boxes are completely separate.
-A throw hit box has to hit a throw-vulnerable hitbox.
-A strike hit box has to hit a strike vulnerable hitbox.
If they both register on the same frame, a throw beats a strike (i.e a throw will beat Bison’s c.lk if in range)
I follow you on the throws versus active hitbox and vice versa.
Just wondering on trades. Is a strike hitbox strike vulnerably as well?
Is a s trade to strike hitboxes hitting each other at the same time?
No, a strike hit box is not strike vulnerable. That’s actually how they make invulnerable moves, by removing the vulnerable hit boxes completely.
Hey guys noticed something odd about normal DR and Headstomp. When I performed then as reversals on wake up when an opposing character performs a low meaty attack like say shoto’s c.mk or Bison’s slide, I was able to escape the meaty. Now high or even crouching punches beat it but it seems that Headstomp and DR can’t be hit on start up by crouching kicks.
Hmm interesting. I went to go look at the hitbox vids and this is what comes up:
Looks like a really low attack would whiff beneath him.
Looking at the videos of the hitbox myself. Would explain why it gets him out of low meaties.
Would assume that both DR and Headstomp are instantly airborne and its impossible to throw them from the ground during start up.
Also looking at Ex.Psycho Crusher. I take it Bison can only be thrown out of it by a grounded throw on his first active frame and after that only an airborne throw could technically throw him.
I noticed that Akuma raging demon would always beat out Ex.PC if Akuma started it beside Bison before Ex.PC was active. Other characters would have to be extremely lucky to throw Bison out of Ex.PC.
Looking at the video footage of Psycho Crushers I notice its active hitbox appears to be much longer than actually stated in the frame data as well. Start up and recovery frames seem correct.
m16…in fact, it does. Devil reverse is a valid reversal against those who try meaty cr.lk.
It’s very good also because it’s airborne in the very first frame…
So, if your opponent likes to use meaty light attacks or grabs, it will make Bison escape or reset.
I use this against unprepared abels. Makes it easier to escape from his mixup
Something slightly pointless here but this been bugging me for a while.
I noticed Bison has 3 green(projectile) hitboxes in Ex.Pyscho Crusher.
The first two are located to the front of Bison extending from his beltup to his lands. The furtherst foward hitbox is just marginally in front of the second hitbox (between Bison’s plam and wrist). This explains why you get both chips hits much quicker with Ex.Psycho than you do with normal Psycho Crusher and also why Ex.PC scores both chip hits at max range more reliably than normal PC. Being in a projectile immune area of Bison’s body these are the 2 hitboxes that negate fireballs.
The third hitbox is the one extending from his Knee up to his belt. This is the hitbox that you can cross up with. It can never negate fireballs as its surrounded on all sides by projectile vunrable hitboxes.
I assume when you hit someone with Ex.Psycho Crusher the second hit has no follow up potential so the 3rd hitbox never hits.
What I’m wonder about is why we never gets 3 hits on block.
Also out of boredom I counted the active frames of Psycho Crusher because the frame data on the shoryuken wiki seemed way out.
Here is what I got.
All hitboxes appear on the same frame.
LP PC has 37 active frames on the front hitbox and 34 on the rear hitbox.
MP PC has 41 active frames on both hitboxes.
HP PC has 57 active frames on the front hitbox and 49 on the rear hitbox.
EX.PC has 31 active frames. I can’t say for certain how many active frames the front 2 hitboxes have but I’m assuming they both are 31. The rear hitbox has 27 active frames.
I don’t have the hitbox vids in front of me atm, but how did you count the number of active frames? The hitboxes disappear when they connect with the opponent, and I believe Bison hits the opponent in the vids?
I’m using a free video viewing program called Avidemux 2.5
Allows me to move a video frame by frame. Every frame is numbered.
Your right about the forward hitboxes dissappearing on hit. I simply assumed that there is an active hitbox until the frame before Bison enters recovery where he has no hittable or throwable hitbox.
As far as I can tell the Psycho Crushers in the hitbox video never hit the wall so never fast recovered.
Also I know its an old build that the hitboxes where taken from. but his focus attack frames match up to vanilla numbers not Super.
SUPER STREET FIGHTER IV???IV ???
Bison hurt-box on s.RH got a small buff, and hurt-box on c.LK got nerfed.
[edit]oops, ninja’d by bento…[/edit]
The s.RH’s hurt box was lowered by a pixal so tiny, it probably won’t affect anything major. But the c.LK hurt box extension is craaaazy…gonna have to use c.mk if you don’t want to trade or get flat out beat.
Hitbox still extends further out than the hurtbox for cr.short, so it’s more vulnerable against what, frame traps? I’m at a loss of how much this hurts Bison. Seems like business as usual.
St.hk buff is nearly ignorable, but lessening the chance of trading with AA st.hk is always nice.
Gief is gonna be near impossible to fight now well if you try and zone him out anyways like I usually do with the buffs he got and all the bad trades on AA attempts. Oh well I suppose I can live with it.