I hope you Street Fighter fans enjoy this rare data that I am sharing with you!
This is, for the most part, all the hitbox data that is in Super Street Fighter 4. Taunts were not recorded,
except taunt 1. With the limited amount of time and resources to capture this data, Taunts were the least important.
My apologies if there is any attack missing. I did the best I could.
By releasing this footage. I’m banking on the hope, that the SRK scene will step up, and archive the active hit frames
into jpeg format for easy viewing in some sort of database. This was my original goal, but 35 characters, thousands of
moves. Thats just too much time and work needed for one person. I think SRK, with 100k members, might put this info
into a more reliable format, much faster, as a collective.
A couple of notes about the videos to help understand what you are seeing.
I strongly recommend using video playback software that can advance the video frame by frame so you can more accurately
see the hitboxes in detail. It is recommended to use Quicktime to view, since you can pause the video, then hit the left
arrow or right arrow to advance the video 1 frame. adobe premiere and other software work well also in advancing videos by
frame.
These videos are h.264 encoded!
In all the videos, when demonstrating, I go from left to right on attacks. for example, with special moves, i will show
the light version first, the medium version next, then the fierce version, and finally the EX version. For normal attacks,
I used the following order(light punch,medium punch,fierce punch,light kick, medium kick, fierce kick).
To show off proximity moves(normal attacks that have to done close to the opponent). I have to sweep the opponent first
so i can wiff the followup proximity move so you can see it better. The reason why I do this, is if i hit the opponent,
all of the following active hitbox frames will disappear for the remainder of the attack. My goal was to show every single
active hit frame. Unfortunately, there are some attacks that i could not avoid hitting the opponent due to tracking
properties(only so much i can do by myself.
UNDERSTANDING HITBOXES:
Solid Yellow boxes:
This represents the physical space that the character is occupying. These do not represent hittable boxes. It is there
so the characters, when both are pressing forward, they cannot pass through eachother. Moves that can pass through
the opponent, for example, akuma’s teleport, that yellow area wil lcompletely disappear so he can pass through the opponents
yellow area.
Solid Yellow long horizontal boxes:
I am not sure what this info represents. But in a lot of moves, it appears on frame 1 of the move’s startup.
Solid Red boxes:
This represents the attack’s active hitbox. If this box collides with the opponent’s vulnerable box(explained
further down), it will register a hit. The data that is shown inside the red hitbox, is not important, they are
values representing range/height/etc… basically, important info for the development team only
Solid Green Boxes:
This is considered a Projectile Active hitbox. Same rules apply as the red hitbox when it comes to registering a hit.
Solid Blue hitbox:
This is a throw’s active hitbox. If this throw collides with a throw vulnerable box(explained further down) on the
opponent, a throw will be triggered.
Green lined boxes:
This represents the character’s vulnerable hitbox. If any attack’s solid red hitbox or projectile’s solid green hitbox
collides with the green lined box, a hit will be registered.
Blue lined boxes:
This represents the character’s vulnerable throwable hitbox. If a throw’s Solid Blue hitbox makes contact with A blue
Lined box, a throw will be triggered
Red lined boxes:
This represents the character’s vulnerable hitbox, just like the green lined boxes, but it is invincible to projectile
attacks(solid green hitboxes).