SSF4 Hitbox Data

Doopliss, with Sagat against crouching zangief, just st.mp xx high tiger.I am not sure about tatsu’s, but i think they work the same way, though they never seem to hit someone out a crouching attack, even if it seems to move their hitbox higher.I’ll have to test this, and combined with the hitbox data i should come up with the right explanation soon.But I am sure about st.mp xx high tiger on crouching zangief.

This should obviously be stickied. The data is out, and I don’t see how this would not be relevant for the entire lifetime of Super Street Fighter IV, regardless of any drama behind it.

But if you mp xx tiger, you’re taking them out of crouch state and putting them into hit/block stun state. Once in stun, my guess is that the game would allow any move to work except for moves that only work on airborne opponents.

my skills aren’t high enough for me to have any use with this, but i grabbed it anyway and will seed indefinitely.

The horizontal yellow box which indicate the range that forces opponent into block animation is extremely distracting.

It is not that useful in most cases and your own hitbox is also in pale yellow color.

If this is a program then I wish there is a checkbox to turn it on or off.

Too bad these are recorded mp4.

But the videos are very useful nonetheless.

This is good shit!

Much thanks to whoever put this out there. He/she knows about SRK so thanks in case you’re reading.

Can some one explain how to count the frames?

I am using Avidemux to step through the frames.

To verify that the long yellow appears at frame 1 I decided to check Balrog’s cr jab.

Assuming the bar appears at frame 1:
1: yellow bar appears
2: frame of start up
3: red box appears jab becomes active

So The jab has 2 frames of start up? That can’t be right. I doubt they changed it.

So the bar must appear at frame 2.
Frame 1 must be an idle frame.

The way you are interpreting the data (which is how it was/is in many games) is accurate. In SFIV frame data the first active frame is included in the startup. Why I don’t know, but that’s how it is, and I’m glad everyone has at least kept it uniform so we don’t have a lot of confusion.

So yeah, how some people are accustomed to interpreting frame data…Balrog’s jab does have 2 frame startup.

Am I a giant nerd for being really excited over this hitbox info finally being revealed? Don’t answer that, I know the answer is yes.

I’ve been wanting this shit since vanilla SF4 came out!

You’re not alone, hitboxes back up the theory behind theory fighter :slight_smile:

I’ve started processing the hitboxes of Rose: http://shoryuken.com/showthread.php?t=235305&p=8850819#post8850819

It’s some tedious work, but I hope other people follow this format as well (convert to series of images, filter out the bulk frames where nothing happens). Rorec was actually the first one who I saw doing this for Juri. Thx.

I find it odd though that someone would get in trouble for releasing this info. I mean, why should any of this be top secret? Who benefits?

At least we won’t have to wait 15 years down the line for them to release a SSF4 UHD (Ultra High Definition) Remix so they could finally put the hitbox display in training mode like they should have with this game.
:razz:

No hitbox data for Dudley’s specials…yay…

Dudley’s special moves have a unique property known as “dignified hitboxes”. The data can’t be grasped so easily since only the most gentlemanly of programs are capable of capturing this data…

Now i can finally figure out what the fucking hell is going on with Gouken’s tatsu.

All of this is simultaneously wrong and extraordinarily stupid. I can’t imagine what inspired you to open your mouth.

He isn’t on the wrong track though, hitboxes are very important to an engine and are a work of masterful expertise. It matters.

some of these look like they just slapped them on and didn’t bother to look at it twice.

{repost from my city’s regional thread}


here’s an explanation of how they work: http://otersi.com/00_interesting_frames/Hitbox_Explanation.jpg

if you see a RED attack box, it’s a strike.
if you see a GREEN attack box, it’s a projectile.
if you see a BLUE attack box, it’s a throw.
if you see a character’s body without an outlined red or green hitbox, that means they’re invulnerable.

basically if an attack has a big RED hitbox that extends a long way past the character’s vulnerable hitbox, it is probably pretty good (frame data notwithstanding).
e.g. this (http://otersi.com/00_interesting_frames/cody_clp.png) is a good poke. it’s attack box extends a long way and you can’t hit his arm.
this (http://otersi.com/00_interesting_frames/sagat_cmk.png) is a terrible poke. it’s vulnerable box extends well past it’s actual attack box.


ok so apparently we are allowed to post images of the hitboxes now.

all the interesting shots i took are up here: http://otersi.com/00_interesting_frames/

specifics:

akuma’s magic divekick that stuffs shoryus: http://otersi.com/00_interesting_frames/akuma_demonflip_divekick.png

balrog’s crouching jab that everyone hates: http://otersi.com/00_interesting_frames/balrog_clp.png
balrog’s enormous standing jab: http://otersi.com/00_interesting_frames/balrog_slp.png
balrog’s scary jumpins: http://otersi.com/00_interesting_frames/balrog_jhp.png http://otersi.com/00_interesting_frames/balrog_jhk.png

blanka slp: http://otersi.com/00_interesting_frames/blanka_slp.png
the reason everyone can jab blanka out of his blankaballs: http://otersi.com/00_interesting_frames/blanka_blankaball.png
what blanka electricity actually looks like: http://otersi.com/00_interesting_frames/blanka_lp_electricity.png
blanka slide: http://otersi.com/00_interesting_frames/blanka_slide.png
blanka u1: http://otersi.com/00_interesting_frames/blanka_u1_01.png http://otersi.com/00_interesting_frames/blanka_u1_02.png

chun’s huge jhk: http://otersi.com/00_interesting_frames/chun_jhk.png

cody’s back+mp, which is by far the best AA in the game: http://otersi.com/00_interesting_frames/cody_back_mp.png
cody’s jab, which extends past his fist: http://otersi.com/00_interesting_frames/cody_clp.png
cody’s hk ruffian kick: http://otersi.com/00_interesting_frames/cody_hk_ruffiankick.png
cody’s bingo: http://otersi.com/00_interesting_frames/cody_bingo_01.png http://otersi.com/00_interesting_frames/cody_bingo_02.png
cody’s chk (this is really huge for a sweep): http://otersi.com/00_interesting_frames/cody_chk.png
cody neutral jump hp: http://otersi.com/00_interesting_frames/cody_neutral_jhp.png
cody shp: http://otersi.com/00_interesting_frames/cody_shp.png

dan’s hp koryouken (startup, in the air): http://otersi.com/00_interesting_frames/dan_hp_srk.png http://otersi.com/00_interesting_frames/dan_hp_srk_02.png
dan’s lk air danku: http://otersi.com/00_interesting_frames/dan_lk_airdanku.png

deejay’s slide, which isn’t really that great of an AA: http://otersi.com/00_interesting_frames/deejay_chk.png
deejay’s shp is not a very good AA either: http://otersi.com/00_interesting_frames/deejay_shp_01.png http://otersi.com/00_interesting_frames/deejay_shp_02.png

dudley’s u2 hits lower than it looks: http://otersi.com/00_interesting_frames/dudley_u2.png

fuerte’s fairly big c.jab: http://otersi.com/00_interesting_frames/fuerte_crouch_lp.png
fuerte’s u2: http://otersi.com/00_interesting_frames/fuerte_u2.png

guile’s beastly chp: http://otersi.com/00_interesting_frames/guile_chp_01.png http://otersi.com/00_interesting_frames/guile_chp_02.png http://otersi.com/00_interesting_frames/guile_chp_03.png
just how enormous the horizontal reach is on flashkick: http://otersi.com/00_interesting_frames/guile_flashkick_01.png http://otersi.com/00_interesting_frames/guile_flashkick_02.png

honda’s enormous cjab: http://otersi.com/00_interesting_frames/honda_cjab.png
proof of how easy it is to hit honda out of headbutt from the air: http://otersi.com/00_interesting_frames/honda_hp_headbutt.png
honda’s neutral jump fierce: http://otersi.com/00_interesting_frames/honda_neutral_jhp.png
honda’s shitty u1 that everyone can jab him out of: http://otersi.com/00_interesting_frames/honda_pieceofshit_ultra1.png

ibuki’s ex raida: http://otersi.com/00_interesting_frames/ibuki_exraida.png
ibuki’s forward-hk, pretty beefy tbh: http://otersi.com/00_interesting_frames/ibuki_fwd_hk.png
ibuki’s ageman (b+mp): http://otersi.com/00_interesting_frames/ibuki_ageman.png

makoto’s ex karakusa :crybaby:: http://otersi.com/00_interesting_frames/makoto_exkarakusa.png
(contrast to zangi’s lp spd: http://otersi.com/00_interesting_frames/zangi_lp_spd.png )

rose’s c.hp (compare to guile’s and cody’s b+mp above): http://otersi.com/00_interesting_frames/rose_chp_01.png http://otersi.com/00_interesting_frames/rose_chp_02.png
rose’s c.mp swipe: http://otersi.com/00_interesting_frames/rose_cmp.png
rose’s ex soul throw (right before it loses invulnerability): http://otersi.com/00_interesting_frames/rose_exsoulthrow.png
rose’s jhk, which doesn’t extend as far as it looks like it should: http://otersi.com/00_interesting_frames/rose_jhk.png
rose’s neutral jhp, which doesn’t look anything like it’s hit box: http://otersi.com/00_interesting_frames/rose_neutral_jhp.png
rose’s fat throw range: http://otersi.com/00_interesting_frames/rose_throw_range.png
rose’s u2 (not that interesting): http://otersi.com/00_interesting_frames/rose_u2.png

first hitting frame of rufus’s ex messiah: http://otersi.com/00_interesting_frames/rufus_exmessiah.png
first hitting frame (?) of rufus’s ex snake strike: http://otersi.com/00_interesting_frames/rufus_exsnakestrike.png
rufus’ fucking annoying dive kick: http://otersi.com/00_interesting_frames/rufus_falconkick.png
galactic tornado: http://otersi.com/00_interesting_frames/rufus_gtornado.png
rufus’ lk followup to messiah (huge as an AA): http://otersi.com/00_interesting_frames/rufus_messiah_lkfollowup.png
rufus u2 (comically large): http://otersi.com/00_interesting_frames/rufus_u2_01.png http://otersi.com/00_interesting_frames/rufus_u2_02.png

ryu crouch jab: http://otersi.com/00_interesting_frames/ryu_clp.png
ryu cmk: http://otersi.com/00_interesting_frames/ryu_cmk.png
ryu cmp: http://otersi.com/00_interesting_frames/ryu_cmp.png
ryu’s enormous shoto feet (jhk): http://otersi.com/00_interesting_frames/ryu_jhk.png
lp shoryu (grounded / airborne): http://otersi.com/00_interesting_frames/ryu_lp_shoryu_01.png http://otersi.com/00_interesting_frames/ryu_lp_shoryu_02.png
ryu standing jab: http://otersi.com/00_interesting_frames/ryu_slp.png
ryu standing mp: http://otersi.com/00_interesting_frames/ryu_smp.png
ryu U2: http://otersi.com/00_interesting_frames/ryu_u2.png
(compare to makoto’s U1, which is basically the same ultra: http://otersi.com/00_interesting_frames/makoto_u1.png)

sagat’s cmk, which is a piece of shit: http://otersi.com/00_interesting_frames/sagat_cmk.png
sagat’s hp tiger uppercut: http://otersi.com/00_interesting_frames/sagat_hp_tigeruppercut_extended.png
sagat’s jumping mp: http://otersi.com/00_interesting_frames/sagat_jmp.png
sagat’s lv3 focus (look how far it extends past his knee): http://otersi.com/00_interesting_frames/sagat_lv3_focus.png
sagat shk: http://otersi.com/00_interesting_frames/sagat_shk.png
tigerknee: http://otersi.com/00_interesting_frames/sagat_tigerknee.png

seth’s jhp: http://otersi.com/00_interesting_frames/seth_jhp.png
seth’s hp super: http://otersi.com/00_interesting_frames/seth_hp_super.png
seth’s u1 (just a big physical hit that travels on the ground): http://otersi.com/00_interesting_frames/seth_u1_02.png

viper jumping burnkick: http://otersi.com/00_interesting_frames/viper_jump_burnkick.png
viper’s (totally different) grounded burnkick: http://otersi.com/00_interesting_frames/viper_lk_burnkick.png
viper ex seismo: http://otersi.com/00_interesting_frames/viper_exseismo.png

zangi ppp lariat: http://otersi.com/00_interesting_frames/zangi_ppp_lariat.png
zangi kkk lariat: http://otersi.com/00_interesting_frames/zangi_kkk_lariat.png
zangi banishing flat: http://otersi.com/00_interesting_frames/zangi_lp_banishingflat.png
zangi bodysplash (pretty shitty as an air attack that’s not meaty): http://otersi.com/00_interesting_frames/zangi_bodysplash.png

blanka’s coward crouch: http://otersi.com/00_interesting_frames/blanka_cowardcrouch.png
contrast that to hakan’s coward crouch: http://otersi.com/00_interesting_frames/hakan_cowardcrouch.png

if anyone can find out what the reach numbers mean I would be happy. I analyzed them for Juri, taking the second numbers as maximum reach (and thus a good indicator for pokes) but it doesnt work for jumping moves.

I didn’t realize just how good of an AA that slide was until I saw the hitbox.