i could use some help in gathering the frame data while i work on the boxes.
instructions are in the ST forum, a thread titled enabling hitboxes
EDIT: That and I’m still taking donations to help pay for my website. :wgrin:
i could use some help in gathering the frame data while i work on the boxes.
instructions are in the ST forum, a thread titled enabling hitboxes
EDIT: That and I’m still taking donations to help pay for my website. :wgrin:
I agree with this post concerning the online aspect of this game. I went on last night for the first time (I played you SweetJV) and this game is TRASH online. My Chun ticks dont work properly and the lag allows players to get away with RETARDED shit.
I cant jump out of/or reversal lk tick throw? Yes please. I had to play along with these shitty players by using Ryu and knocking down the opponent, then either:
A - crossup hk, d+mk, fb: dizzy~hp_hp srk
B - jumping in their face with same combo
C - they block the jk, then walk-in throw, repeat
I felt guilty as fuck doing this cause for damn sure it wont work offline and none of the shit these scrubs do would work either. I felt as if my skill just went down like someones IQ after listening to a speech by Bush. Im only gonna play peeps i know or people on here cause this is too retarded. If this is a sign of how STHD is gonna turn out, then fuck that. Ill stick with the PS3 version. Then again, i was gonna stick with the PS3 version anyways since i have access to my sticks. If the 360 is okay with the netcode, then ill buy it aswell for a different variety in players.
But this isnt the thread for my rants so im done.
Yeah, I remember seeing you on there :wgrin:
Sadly, I think most of these games online have been problematic to play. HF definitely has some lag. AE actually feels worse to me, but I’ve really only played that a handful of times. And from what I recall hearing, I think CvS2 was supposed to be worse than either of these.
I really doubt it’s gonna matter whether you get the PS3 or XBox360 version. My guess is that they’ll both use the same netcode, so the only difference would be how the system’s networking(Friend lists, messages, etc) impact that. The 360 could be worse, it could be better. Hard to tell until it comes out.
The thing I think that most of us are hoping for is that they use something like the GGPO tech for ST:HD. I’m not sure what GGPO does exactly, but it seems to play markedly better than the stuff on XBL. Here’s to hoping for better netcode for ST!
Good point, I actually had a long ass post to illustrate that but I didn’t want to be insulting, plus we’re on the same page anyway. Keep up the good work.
On another note, I was just curious if you guys have found anything interesting with the Xbox 360 version of HF. This is the version I’ve played but two things have happened that have completely baffled me.
Balrog’s dash punch beating my wake up flash kick, when I’ve seen the starting animation begin for the flash kick.
CPU guile’s rh flashkick doing NO damage on my ryu jump in. I proceed to beat him without taking a hit, thinking I got a perfect but it doesn’t say perfect. This only happened once.
Yea, there’s a few attacks in the game that can do so little damage it doesn’t take anything away from the lifebar, but the damage is still done.
Off the top of my head, some attacks I’ve seen do so: Boxer’s st.fp, Chun Li’s cr.rh, Dhalsim’s drills (both head and foot), and I think I’ve even had his yoga flame do no visible damage either. I’m sure there’s many other attacks that can do this, just not sure what they are.
Dude happens to me all the time… I hate that shit… Especially the Flame. I get low damage 1/5 times at least.
HAHA i couldn’t have said it better myself but as much bullshit lag tactics as there are don’t feel guilty bout using them afterall if u want to win u must have that “play to win mentality” even so though i lose to some scrubby players all the time who abuse that shit but i gotten used to it n no one takes this game on xbl seriously so whatever.
EDIT: haha even with a lil bit of lag any scrub can do ANY j attack n then after it’s blocked just walk-in throw n win the match by repeating that n unless it’s on a good connection it;s impossible to get out of it since input delay makes any reversals out of the question not to mention hoe easy it is to throw in general anyways i’m gettign on xbl right now so yall hit me up for some HF.
Lag ='s Fail, that’s why I will never touch Online for this game, or anyother fighting game online for that matter. However I am very pleased to hear that this game is getting alot of play these days, shit almost makes me want to get out of retirement after all these years and take HF really seriously again…almost that is :).
About the whole hitbox thing, honestly, back in the early days, I never tried to read all of that, for me it was more about mentally and just simply execution, really nothing more.
Also, since quite a few of you guys are really into it, one of should really try to start a scene for this game. Honestly, HF is the best SF2 game hands down, it needs a revival, even if it’s just a small one…I remember a tourney or w/e a few months back involving Wats, that was great, especially seeing some Ryu pawnage.
I ran and filmed that tourney. :lovin:
I watched a few matches of that, good work.
I think it’s 11 frames after getting up from the ground that you can be grabbed; but several times I have grabbed someone as soon as they got up or just before they got up (as they are getting up) - and this isn’t anything to do with lag because I’ve done it in training before.
A few of my friends have done this and seen it happen, too.
It rarely happens, but it does happen. I don’t know if this random glitch happens in the arcade version or any other of the SF2 games, though. . . .
nohoho wrote about that in his blog. it happens in other sf games as well.
Okay.
I’ve probably never seen it happen on another SF2 game cos I’ve never played the other ones as much as I’ve played HF on the 360 and the SNES - and I can’t remember this glitch ever happening on the SNES version.
In working on the hitboxes, I noticed a couple of things that I need your guys’ help on:
Ryu & Ken’s hurricane and air hurricane kick have different properties - I can’t tell the difference just by looking at the sprites. One of them has a larger hit box than the other. Does anyone know which is which?
Same thing with Blanka’s horizontal and vertical roll. One has a larger hitbox.
I’m not sure which is which offhand. However, there’s a dipswitch setting(in one of these threads) that will let you see the hitboxes while actually playing the game. If you set that up, it should be easy to go in and see which move is which.
If you run into trouble getting that to work, I’ll dig up the info later and try it out myself.
I look forward to that
Ok, here’s the dirt. To see the hitboxes while playing the game, in Final Burn(I’m using v0.517), set the dipswitches to:
Dip A: 0x83
Dip B: 0x05
Dip C: 0x81
After doing this, here’s what I noticed:
Ryu/Ken hurricane: The larger hitbox is for the air hurrican kick.
Blanka ball: It’s really hard to tell. As far as I can see, they might be the same? If you have the pics from the obj test, it might be easier to tell the two apart.
Ok BIG update to the first post. Cleared out all the dead links, linked to all the latest Instructional material, matchvids and net-play resources. Uploaded Selected vids from the GANGZHOU 2003 HYPER FIGHTING TOURNAMENT to my Youtube page & much more…
Great Work everybody
Thanks SJV, I’ll get the blanka screens up soon.
Good job Crayfish, keep it up.
Here’s a dumb guile question (I don’t play guile):
Guile has 2 versions of his standing jab. The first is his regular neutral one.
The other is the one where he extends a bit further - how do I do this ?
I could be wrong, but I think in WW his standing jab has the farther animation and so is hyper fighting on snes.
I know blanka’s low strong is the same as his low fierce animation (instead of like the cvs2 animation) on snes hf.