Dudley hitbox thread: http://shoryuken.com/showthread.php?t=238280
I didn’t notice the boxes went above/below like that I was thinking purely horizontally. This would still result in a trade though, the s.lk wouldn’t beat the c.mk outright.
The same for this, the shorter, out of range move (Ryu’s c.mp) will trade with Gief’s s.lk and not beat it out right, I guess it’s a favourable trade though which is your point? I never thought about it like that.
Yeah I understand how important protruding boxes are when faced with ‘moving’ hitboxes i.e torpedos/balls etc.
Thanks for the effort posting the images though, much appreciated.
EDIT: Thinking about it some more I think I see what you’re saying, there would be situations where both players throw out moves when out of range because they’re trying to trade with the oppopents longer range move i.e gief expects c.mk from Ryu so sticks out a s.lk, Ryu expects the lk so sticks out a c.mp which beats it outright so you do get situations of out of range ‘limb-to-limb’ attacks where obviously the horizontal arrangement of the hitboxes does matter.
Yup, exactly. Limb to limb is where those red boxes matter the most. Glad I finally made a shred of sense, lol (And hopefully this discussion will end up helping somebody else out, too).
I’m sure it will.
I’m sure moves in ST (HDR) had vulnerable boxes appearing along the limb before the move became active (c.mk definitely did) so it was possible to beat it outright with a quick short range move. IV doesn’t seem to be like this i.e you don’t stick out a vulnerable box pre active frames.
Depends on the move.
http://www.pedantic.org/~nate/HDR/zangief/fafierce.html
http://www.pedantic.org/~nate/HDR/zangief/faforward.html
So I’ve been doing a frame-by-frame comparison of the hitbox-videos and eventhub’s frame data.
I’m a bit confused by Cammy’s close standing light kick for example:
4 startup, 2 active, 8 recovery
Found the first active frame (first frame with a red hitbox, yay), counted back 4 frames - no vulnerable hitboxes on the very first frame, sound’s reasonable.
Next up, I went to the last active frame and counted 8 recovery frames. The proximity-block hitbox disappeared just like expected, but here’s the deal:
Why does she have 5 subsequent frames with vulnerable hitboxes?
Is the frame data not accurate? Can she block even though vulnerable hitboxes are displayed?
I’m confused, clarification is very much appreciated.
I personally don’t think the frame data is accurate.
If that’s the case… 13 frames recovery on a cst.lk is ridiculous…
On a side note: That’s one of many differences in recovery frames I discovered, this is sad
I have an idea how to find out what’s going on… if anyone here is able to capture 60fps ssf4-footage and wants to figure this out, please pm me.
[quote=StruC;9029730Why does she have 5 subsequent frames with vulnerable hitboxes?
Is the frame data not accurate? Can she block even though vulnerable hitboxes are displayed?
I’m confused, clarification is very much appreciated.[/quote]
Block and hitstun.
No. Just no.
Okay, I misread it. Those last frames are probably empty animation (In other words, if you don’t do anything the character will still be in animation while they’re actually already recovered). She’s still definitely at + on block.
Can someone post grabs for Bison standing RH?
Can some one post or give me the link to C.vipers Hitboxs
Can someone post a working link to the torrent? It has been removed from btjunkie
i second this, the torrent has been removed, plz reupload
i second that second, i can’t find that torrent for not thing
I have all the files, so I could upload them or something… maybe. if I have the patience.
re-up the torrent? or megaupload or something?
Pretty please with a cherry on top?
come on! somebody please upload this torrent… people are suffering here- have a heart and upload this torrent and put an end to some suffering in this world!