The hitbox is almost entirely encased in hurtbox so while it is a 2hit projectile it will lose to some fireballs once invincibility wears off. What I did was add an additional hitbox at the front of the PC that can absorb a projectile but cannot hit opponents. This allows you to absorb a fireball BUT keeps the ability to beat out EX PC with a strike such as a jab since the bigger hitbox that is outside of the hurtbox is unable to hit the opponent.
In addition this makes it work better vs moves with projectile hitboxes that aren’t fireballs (Cody’s Criminal Upper / Juri’s fuhajin store)
In AE2012 the EX PC works vs MOST fireballs the way I modded the EX PC to work vs all. However EX PC will lose to a high tiger shot, air fireball from Akuma (unless you get it JUST right), Cody’s HP/EX Badstone if done up close will often trade with EX PC.)
I’m actually considering changing regular PC to a projectile instead of a strike for consistency and possible utility (gives him a meterless option vs fireballs other than FADC though not a great one.)
Been over those ones before so no.
I tried adjusting reeling animation stuff once, because hurtboxes/hitboxes are always attached to an a body part I don’t want to adjust something like that without either a TON of testing (far more than I alone could handle.) OR the ability to view hitboxes ingame so I can see what I’m doing instead of guesswork.
Corners I don’t think can be fixed without editing the .exe. Maybe not even then you might need the actual source code. I dunno. It’s an issue with camera / screen boundries I believe (if you look you’ll notice that the camera is placed at a slight angle so that it looks farther to the right than the left and I believe that is the cause of this issue.
FADC dash throughs? Like ryu’s cl.hk on vega. There are more examples I’m sure you’re aware of.
Oh and Gen has that wonky wakeup, not sure exactly what’s wrong but stuff miss if you keep the stick neutral (I think this is being adressed in Ultra?).
Yeah I’ll look into those. I dunno if I can fix those though because they are related to reeling animations which as I said I’m hesitant to touch. I think the best solution I can come up with wouldn’t be particularly appealing (adjust the dash physics ever so slightly when performing the EX FADC from that specific move.)
Bison’s upper (read: front) body is projectile invincible during EX PC’s active frames, so it ends up absorbing projectile hits from most fireballs except for ones with weird arcs like Cody’s rocks. Occasionally a high tiger shot also manages to tag Bison, but the overall effect is pretty reliable against shotos, Guile, etc. It’s behaved this way since Super, and even in Vanilla, but it was less reliable back then (less projectile invincibility). You can test to see that it already does what you described in AE2012 if you’d like (i.e. 1-hit projectiles will absorb one hit from EX-PC, and Bison will hit the opponent for half damage, 2-hit fireballs will cause Bison to sail through the opponent harmlessly, and 3+ hits will tag Bison).
edit: oh, ninja’d edited
Regarding your subsequent question, rarely Adon and Vega will not perform their off-the-wall specials properly. It may have to do with the minimum height or the frames when they can connect with the wall?
Job extremely well done Eternal.
Definitely going to try this out and have fun with E.Honda. Kreygasm
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Edit: I noticed extended M Hands also moves forward like M hands, was this on purpose?
M Hand combos allows Honda to do cr.MK/cr.LP xx HP/EX Headbutt on almost anyone (standing and crouching).
b+mk command has really amazing hitboxes, it even goes further than his cr.LP. Though it can’t be used to cancel into specials anymore, like Headbutt, buttslam or HHS
LK Buttslam also seems quite overpowered. If you do cr.MK xx LK buttslam it becomes an instant xup on crouching opponents.
Little something I threw together in about 3 1/2 hours to see just how long it would take me to make a super from scratch. I really don’t see how come Capcom can’t reuse existing assets to add some new stuff to the current cast
@angerus The first 3 things are intentional. The LK Buttslam thing is nice you brought it to my attention, I’ll look into tweaking it more. Probably remove the ability to hit crossup.
The next version will be releasing soon with Bison. The new Cody super will be in the mod but disabled for the time being until more characters have a 2nd super.
BTW For those of you curious. The new super I named “Metro City Revenge” but in fact the move is actually just Cody’s Alpha 3 “Final Destruction.” But since Cody’s U1 is called final destruction I figured I should give it a new name.
@Angerus BTW I took your feedback and tweaked some of Honda’s stuff.
B+MK hitbox has been adjusted: It now reaches about the exact same length as crLP, in addition the hitbox was moved upwards slightly just to make it a bit better as an anti air (the intended purpose of the move) it’s still a very good hitbox just for poking at mid range.
LK Buttslam pushback on rising hit reduced, hitbox size adjusted and made to no longer crossup. Now if you do a LK buttslam too close the first hit will connect but the 2nd hit will whiff behind the opponent if they stay crouch blocking. However it is still possible to do the butt slam block loops from a specific range but they always hit in front from that. In addition blockstun was reduced slightly more.
MP HHS continuation forward movement slightly reduced. All versions of HHS can now only do the continuation of their respective versions. (E.G. HP HHS can only do HP HHS conitnuation not LP or MP)
Not too strong, just I wanted to emphasize each strength as having it’s own merits. Trying to further give reasons to use LP/MP HHS in different situations rather than strictly HP HHS always being the go-to choice. I may tweak the continuations more to further emphasize the differences.
Updated with a new version! There are no new added characters (Bison almost done, just finishing up his meter stuff taking a while) however I drastically overhauled all of the existing cast hitboxes/hurtboxes and tweaked some frame data. SF4 Box Viewer (Thanks @lullius !) has really let me fine tune hitboxes and hurtboxes much better.
In addition, now that hit/hurtboxes are viewable in-game in some form I will be considering revamping ALL hurtboxes to remove as many instances of procedurally generated hurtboxes as possible. This is a HUGE task, I will be modifying all reeling / blocking / recovery frames of moves as well as modifying a number of moves startups and active frames (such as Rose’s F+HK or many characters jumping normals.) I’ve already started adjusting startup / active parts of attacks and such but reeling / blocking / recovery animations will be done at a later date. I am being very careful doing this of course. For an example of such a modification you can view some of THawk’s jumping normals as well as Rose’s F+HK and close HK in this new version.
One thing I strived to do in this latest update was make hitboxes slightly outside of hurtboxes for far more moves that were previously completely surrounded by hurtboxes as well as adjusting some normals to more closely reflect their animation and/or be more effective at their intended role. Zangief’s crMP should be a MUCH better anti air now and his far MK and crHP now have hitboxes outside of their hurtboxes. Sagat’s crMK hurtbox now is almost even with his hitbox and the hitbox was buffed. His far HP now reaches past hurtbox slightly. Seth’s far MP was adjusted to more closely match the animation. The hitbox is closer to the fist, in addition the hurtbox height was reduced to keep the intended differences between the far MP hitbox/hurtbox positions similar. Also the hitbox itself was buffed.
I also removed a couple of instances of chain normals that had different hitboxes/hurtboxes than their non-chained versions. (Gief far LP, Seth crLP, to name a few).
Sagat’s tiger uppers hitboxes got drastically reworked so that the position and size are more like a SRK on the later frames. In addition the earlier frames got buffs to make them better AAs. His angry charge versions did not get changed. If you want the crazy huge hitbox that is only directly over his head on the later frames use angry charge if you want a more DP like hitbox for later frames use regular.
Every single character’s Focus attack hitbox now reaches slightly past the hurtbox when released. In addition, non- standard style focus attack hitboxes (Such as Zangief’s, THawk’s, Sagat’s, and Balrog’s) were heavily reworked to be more standardized in size/position though every focus still has it’s own quirks in hitbox size/damage/reach I felt there was a bit too much disparity in the position of the hitboxes for their intended purposes and made some far worse than they should be for the intended purpose of focus attacks.
One change I’m considering at the moment but haven’t decided on yet is increasing the charge time required for a level 2 focus attack from 18+11 to 22+11, this makes it a bit harder to get a focus crumple during neutral. It also means you have to hold the charge longer to get level 2 focus for block - dash in pressuring. However the negative is that it will remove some of the EX focus crumple stuff like fireball - level 2 focus - dash - combo so I’m not sure if I want to do it or not. The time between letting go of the button and the focus becoming active would remain the same (11F) so you’d still be able to punish anything you currently can with focus attack. All that would change is the time it takes to reach level 2 (the white flash that appears on your character)
I created a bunch of images to show some of the new hitboxes and hurtboxes. This is by no means a comprehensive change log just showing a handful for a handful of characters. Check out eventhubs.com’s hitbox images http://www.eventhubs.com/guides/2008/jul/08/street-fighter-4-strategy-guide-hints-and-tips/ if you want to compare these images to the existing hitboxes. There are a couple of two part images of the same move. I did this for moves where the hitbox drastically changes position / size at different points during the attack so that you are able to accurately see all points in the move’s active frames.
(Only going to post 1 image from each album as a teaser, follow the link to view the rest. Dial Up warning: the images are 720p resolution) http://imgur.com/a/TmXId <-- Zangief
It doesn’t feel that way since I rarely see anyone landing on a fireball after a mistimed neutral jump, but numbers are numbers.
Have you considered fixing the hitboxes on the Shoto DPS (or any other srk-like moves) back to SF2 style? It would fix a lot of the remaining vortex issues, IMO.
The hitboxes on the DPs will be looked at. They wont be SF2 crazy big but they’ll be adjusted. On the early frames the hitboxes for characters in SF4 actually are very similar to SF2 hitboxes (to an extent. I mean as similar as the crazy huge ST hitboxes can be to modern ones) except for one key difference: the hitbox was moved down lower. That actually has a positive and negative benefit. If you look at the hitbox from ST you’ll see that it actually starts at around Ryu’s knees:
Where as the hitbox for Ryu in SF4 starts at his feet.
In addition, in SF4 Ryu is lower body invincible on those frames whereas ST Ryu is vulnerable on his whole body but the hurtbox is shifted back a bit.
This means that SF4 Ryu’s SRK isn’t as good for anti airing, however it’s much better for reversals. If I made the hit/hurtbox similar to ST it means Ryu would be potentially vulnerable to very low to the ground attacks like Blanka’s slide or a carefully placed crMK from Fei Long for instance (he’d have to space it JUST right so he doesn’t get tagged but it would be possible I imagine given how low to the ground the hurtbox on his leg is as well as the hitbox.)
TBH I’m kind of OK with that as I always felt it was weird that an upper cut would reach all the way to the ground. The only DP tha tlooks like it should reach all the way to the ground is Sagats because of how low he puts his fist before the jump, and humorously enough his doesn’t reach all the way to the ground (though it reaches far enough down that no move could possibly squeeze under it safely like you can with Fei’s DP)
I think the green area in the hitbox diagram you linked is his collision box.
I’ve never had a problem dp-ing low moves in ST, but I think a good compromise would have it like SFA2 where LP dp was good for anti-airs but weak for ground and MP dp was good for ground but weak for anti-air. Since you’re taking all invincibility away from LP dp, I’d imagine you might need to make HP dp FADC-able to allow to it serve one of those purposes.
I agree that ST hitboxes were/are ridiculous, but the Alpha series might be a good reference.
Anyways, you can copy animations from other characters but the way to do it isn’t ideal. You can’t copy individual animations, you have to copy the entire animation file from one character over to another, and you have to overwrite the animation file for one of the ultras to do so. (Ultra animations are stored in a separate file from the base animations for a character.)
So, the most you can do is 1 character at a time. (though perhaps it’ll be 2 in ultra, this remains to be seen) since you can only use the animations from the file you replaced the ultra with.
Example, you take Ryu, replace U1 with Gouken’s animations, replace U2 with Fei Long’s animations. You give Ryu Gouken’s Donkey Kick focus animation and Fei Long’s F+MK Hop Kick animation. You can’t use the F+MK animation from Fei Long unless you have U2 selected. You can’t use the Donkey Kick unless you have U1 selected. And to top it all off, you can’t use Ryu’s U1 or U2 anymore at all because you don’t have the animations available.
This might change in Ultra with W-Ultra but I dunno yet.
Oh ok, it seem tricky… one of the ideas actually was donkey kick for Ryu (predictable, i know ), i do a list of stuff i will like see
I know are just a bunch of random ideas, if are too complicated to do or straight stupid i understand if you reject them all
Just curious to read what you will think about
Ryu
-New special: hcf+K Mule kick taking Gouken’s focus animation
-New special: hcb+ P Short-range hadouken. Think your classic hadouken, but does’nt leave Ryu’s hands(example try to combo it from not-close range crMK will miss). Same dmg as basic hadouken, but inflict huge stun (100 -> 250?) and have an huge pushback.
LP version can be used as mindfuck trick, but still will not be safe as Fake Hadouken was. Basically a heavy stun oriented tool and eventually a risky “fake hado”
-New EX special effect: on the ground exSRK become a mini shinSRK, basically like in SFxTK… again a Gouken animation since basically they recycled his U1 without cinematic ultra camera
Ken
-New normal throw: knees. I don’t know if you can import from SFxTK, but there he have it as neutral throw (sf4 neutral t is still there as f+throw)
-New special: b,d,db+K Ryusen Kyaku as you did, but using Abel’s wheel kick animation… you did a good job but still Abel’s pose imho look more natural for a “falling” kick
-New SFX: exTatsu get fire sfx as for Fei’s exRekka. Only graphic but it kinda fit with Ken’s U2
Gief
-New normal throw: basically Gouken’s vertical launch b+T, but as imput neutral throw (with the current one still be avaible as f+T). Imagine it as a way to combo into U2. He got that move in the old SFvsXmen iirc
-New EX special effect: EX Bear grab get bounce effect, i seen it in a video of a mod and it looked pretty awesome
With the bounce you can combo into EX green hand or an instant U2
Dictator
-New special: b,d,db+P Psycho Vanish. His old move, overhead, able to destroy fireballs.
He have the animation of it in SFxTK during the tag team super, but if you can’t import from there here is how it look
-New EX special: EX teleport. A version of the back teleport that is cancellable into EX Psycho Crusher as soon Bison reappear. Basically a mini version of his SFA3 super PC
Do both will cost 2 EX bars, so will kinda remind the double EX (jump and punch) devil reverse, or the EX head stop followed by EX skull diver
Dan
-New special throw: hcb+P. I’m sure you seen it, that judo thow+ foot stomp that they removed from him
-New special: hcf/hcb+taunt, Roll Taunt. Because why not? I will find fair if at some point the taunt become special cancellable, but even in that way for a moment you’re exposed. If you complete the taunt you gain some ex meter
Abel
-New special: Judo Counter. Basically make him have a Gouken style counter with 2 versions using the animation of his Rekka throws: if counter high the one where he trip you backwards, if low the one where he grab your feet and flip you on your head If sound OP can have little damage and/or stricht window
Seth
-New special: charge b,f+P Shoulder Tackle. Abel have it on SFxTK, basically same move of Urien(Chariot Tackle).
Is just Seth’s normal Focus Attack with a long fast forward movement, look badass
Vega
-New special move: Claw anti-air attack. Basically take from his U2 the last hit animation… the hitbox start close forward, pass upward, end close back. Basically a vertical/cross up anti air, but you have to mind your timing since is a moving hitbox that follow the claw
-New special effect: Throw Claw. Work the same as now (maybe slighty faster?), but if touch the opponent it deal little dmg (30) and have overhead effect. Imagine things like TC -> df+HK or HK slide
Guy
-New special: Fire Palm. Basically it was the last attack of his super back in FF3. In theory you can recycle his FA animation since is identical, and just add a little fire fireball (Sagat’s?) and make it work like Dan’s short gadouken
Ok that’s all the brainstorming bullshit i can produce for now, let me know what you think… hopefully at least one will be kinda useful