It’s not that great tho, good anti-airs have their defensive hitbox below the offensive one: http://otersi.com/00_interesting_frames/balrog_chp.png
At the moment I think the reach numbers mean:
reach1: x-axis start coordinate of offensive hitbox counted from character middle
reach2: x-axis end coordinate of offensive hitbox counted from character middle
this works pretty solid for ground moves and neutral jump but seems way off on the forward/backjump moves. I suspect that the numbers dont fit in a backjump scenario, that the reference point is not the middle of the char (the tiny yellow box at the feet) there.
also I’m unsure if the 0,0 coordinate is the tiny yellow box or the tiny purple box when it’s there (it shows up when a char repositions during the move)
You can see that Ryu’s fierce DP now has just 2 invul frames unlike mp which still has the 4.
What is the empty red box? eg. underneath Abel U1
its a hittable box but invulnarable to projectiles. So C MK will hit him out but projectiles will just pass through
posted this in the rose forum:
About the reach numbers: the first one is where the red hitbox starts, the second one where it ends on an X-axis, with 0,0 origin being the starting point of the move (the tiny yellow box or the tiny purple one if the characters moves during the move).
This works well for grounded moves but doesnt work for jumping moves as the starting point of the move appears to be the origin of the tiny box where the move was initiated, but you are volatile so it quickly changes (you can see the value add up or subtract during its active frames). Especially annoying to compare reach numbers of moves in a backjump against moves in a forward jump, as both are used in the vid as ‘jump’ actions.
Finally seeing the hitbox of the jab SPD and Sagat’s s.rh should make us realize why no one released the hitbox data before now. What the fuck.
I still don’t get how some chars seem to have really sloppy, overly good stuff while others seem to have had great care taken in making their hitboxes suck. It’s like anyone they actually focused their attention on ended up with the short end of the stick.
The thing that kinda bugs me is how the character hitboxes (where they can be hit) are overly huge and move around during animations. A character’s hitbox should never change size or move if a character is simply standing still doing nothing!
Go back and compare the hitboxes of HDR and then SSF4 and you can definitely see the difference in how they were done. SSF4’s are just too big, imo.
2nd on Dudley’s specials. Makoto’s DP special is missing too. Did they both get misplaced, or are they just not in here?
Now I explain a lot of things:
Zanguief Piledriver range: http://img94.imageshack.us/img94/4240/znaguiefcommandgrab.jpg
Guy Izuna Otoshi: http://img140.imageshack.us/img140/5493/guycogidaaerea.jpg
He can grab you even from his back. lol at that.
Why hasn’t this thread been sticked? o.O
And I’m surprised it hasn’t exploded with posts, this is a pretty big deal… waiting for Fei Long goodness
http://otersi.com/00_interesting_frames/fei_u2.png
So wait, if I’m reading this correctly, poking Fei Long at max range with a low enough attack if he uses U2 will actually hit him out of it?
No no no, that’s not how it works. I can see where you’re going, the outlined green box is projectile and strike vulnerable by rule, but I just checked out the video. the large brownish box around him is his “counter range,” so to speak. I guess you’re talking about his legs, but I just tried this: Ultra 2 with Ryu jumping over and poking him from behind where he supposedly has a larger hitbox on his Ultra 2. Fei Long still countered it.
Nice!
Sagat’s c.mk SUCKS! But sometimes things look worst than it is on paper. Like Bison’s s.mk and s.hk, both of which have a vulnerability box surrounding the red hit box, matter of fact alot of bison’s hit boxes are trash on paper.
It’s because you can’t go off of just hitbox data, add startup and recovery to get the full picture.
…or play the game. Either works.
hitboxes + frame data = the game
you need both to have an educated understanding of what’s going on behind the curtain.
This is a great find, thanks everyone for posting pics / vids / and of course the torrent.
Anyone notice if the files have Hakan oiled/unoiled differences?
i’m pretty sure the files have oiled / unoiled versions of all his normals and specials.
anyways here is a jab comparison i whipped up real quick (ken, ryu, balrog, cody, e honda). http://otersi.com/00_interesting_frames/jabcomparison.jpg
note that i use the little yellow box (center of character?) as reference. honda’s goes really far because he lunges forward before doing it, shifting his vulnerable box accordingly.
Is there any way to download this without signing up at NowDownloadAll.com? I really don’t feel like buying a 3 year membership for $30 just to download this one file. Can someone tell me how I could get this without joining that site or how to join on a trial basis? Thanks.
Edit: I’m an idiot…I figured out how to dl for free lol