I got in on this at page two and I started downloading the Akuma torrents but I quit when I realized someone posted the youtubes. Requesting more Akuma photos like lp’s mp’s mk’s hk’s, please.
If no one does it by tomorrow afternoon I might take up the task, it being Caturday.
It’s interesting how most moves have fairly traditional hitboxes, but then some others like Akuma’s dive kick look automatically generated according to the 3D model. Wonder why they felt some things needed classic boxes but not others.
Sonichurricane did an article about certain throws actually being unblockable hits like Vega’s EX Izuna hitting the opponent while in hitstun. I expected to see different properties on the hitboxes but there isn’t any, just regular throw (ground and air boxes). Maybe it’s a special throwable type of hitstun and not a special type of throw?
No actually they don’t = the game. Not sure if you play some alternate game where you only see boxes and your brain/hands are able to comprehend things in increments of 1/60th a second but everyone else is playing SSFIV without these abilities.
And yet somehow we figure out what is safe, what links, what combos and cancels, etc. without needing frame data. Weird!
The game isn’t hitboxes and frame data. For the AI it is but not for us humans (not including you of course).
I kid I kid but honestly if you believe that statement you’re a bit nutty. Somehow before we knew these things people still knew the same information without putting a number on it. So if you can see something and do the input in 1/60th of a second or less then ok I see the value. If you can’t (i’m guessing this is the case) then frame data and hitboxes don’t tell you anything you didn’t know already. They just give you something to whine/gloat about to people who play other characters and look intelligent and informed.
I mean we knew Makoto’s karakusa was slow but now knowing lk has 7 frames of startup just changes my world entirely.
hitboxes + frame data = street fighter. they form the entire mechanical structure of the game. just because you learn about them a different way doesn’t make that statement invalid.
you can play the game and get punished for throwing out shoto sweeps and say hey, this move is unsafe. you learn intuitively that it leaves you in minus frames on block. the frame data corroborates this intuitive guess. you don’t need to be counting frames for the frame data to matter.
you can also play the game and have your extra-shitty sagat c.mk stuffed constantly. you intuitively guess that it has a terrible hitbox, and again the hitbox data corroborates this guess. you don’t need to see the actual hitboxes to learn through experience that it’s not a very good move; but that doesn’t mean that the hitbox data isn’t the governing factor for it’s priority.
I’m pretty sure that he’s saying there’s a lot more to the game from a human point of view than the basic coding of the game. You seem to be using “the game” to refer to the game as a piece of code, whereas he seems to be using “the game” to refer to the experience of playing the game and what goes into being successful at the game. Some autistic guy could probably remember all the frame data and hitboxes for every single character but still lack execution, timing, the correct mentality, the ability to thrive under pressure, etc and would suck at SSFIV. Hence his comment about “that’s the game for the computer, not for humans” because the CPU doesn’t have to worry about execution, timing and all the other things, so it literally is just all hitboxes and framedata.
Anyway, I was only originally going to post to ask if someone would do me a favour and say which videos are for which characters. I’ll just download the ones I’m interested in at the time rather than have 9gb taken up with a load of videos I’m not going to watch for a while.
Edit
OK now that I just opened the torrent file with uTorrent, I can see that it’s organised into folders for each character anyway…
This is what I’m saying. The game isn’t determined by frame data and hit boxes and it also isn’t why we play it. It also isn’t the entire game mechanically EITHER. All frame data and hitboxes give us is in some situations why ‘a’ move beats ‘b’ move.
This is a great find though and will be a point of discussion until the game dies.
as you see Im on the planning stages for a 2d fighting game (done commercial 2d games but no fighting genre)
and all that hitbox explanation is soo good!
Those guys at Capcom sure know their stuff when it comes to fighting games.
Over some stream some days ago Valle said that hitboxes had improved dramatically compared to games prior to the IV engine, at that time I was guessing some sort of pixel mask collision or actual geometry collision but no, it looks like it is just rotated rectangles that are getting the job done, which shows how much power (CPU) these new consoles have compared to CPS1-2-3 systems