Well, that’s a more measured response than I expected. Last time we had this discussion you seemed pretty adamant that Hitboxes are straight-up advantageous iirc. :v
Ukyo’s issue isn’t even the tiger knee aspect of tsubame, it’s the “hitting all the cardinals”-part. It’s really easy to do the input so fast that you just skip the cardinals, which the interpreter doesn’t allow.
Also what sort of SPD shortcuts are we talking about? I haven’t tried SFIV grapplers on Hitbox because trying to do “normal” SPD inputs is so fucky.
“Character has a divekick, with no height restriction. That seems pretty good.”
Me: This is anime, you can basically TK anything that is an aerial move. Watch me TK Es Distortian while I laugh at being glorious +10, because yes.
Or TK Aerial Gauntlet Hades, cause I like being even more unsafe than I already am :3
all you gotta do is swipe the L,D,R buttons and press up and punch at the same time. Doesn’t matter the direction, as long as all the cardinal directions are hit, it counts as a 360.
Hitbox definitely has a big advantage though. I can hit confirm way easier on hitbox. I can play an easier grounded game and if I’m practicing, probably DP a lot better too. The little bit I spent learning to do Genei Jin on it, 123 Genei Jin came back relatively quickly.
One goofy input being hard doesn’t mean the whole thing goes in the trash, or that the other advantages are magically nullified.
For Gief, you can SPD people by doing foward, back, down up + P. Which means that if you’re playing footsies against him, he can more or less walk in and out of range of light SPD while buffering them. Should work in SF4 too IIRC, lemme check.
Hell, in SF4 you can do down, back, forward, up + P/ foward, back, down up +P/ back, forward, down, up + P/ forward, back, forward, back, forward back, down, up +P for an SPd.
Certain things, and often important things, are definitely easier. I think the actual biggest advantage of Hitbox is that you’ll never, ever overshoot your inputs when doing qcfs or switching your blocking around. For like 90% of all 2D FGs (and a lot of 3D ones) this is a pretty huge deal.
And then you have other random things that just become way harder. Most things involving half-circles or where you might end up skipping cardinals hurt. Back-forward-inputs are also often really weird, depending on the specific input interpreter of the game.
I don’t agree with the rest of that specific list though, the things listed are things I feel like I do just as well on stick (granted, usually not as well on pad, probably due to lack of experience).
Goes back to neutral the fastest.
Allows you to charge faster than normal and in places where it’d be very hard to do so.
Lets you access an array of weird inputs efficiently.
‘King’s grabs are complemented by his pokes, Armour King’s pokes are complemented by his grabs’
Basically, King uses his pokes to get you to stand still so you’ll eat a chain grab while A.King grabs you until you move, making you vulnerable to big boy hits.
King more focused on grabs and AK is more traditional Tekken plus higher combo execution.
AK does good damage from any launch iirc, though the super optimal stuff is kinda hard.
King optimal stuff isn’t easy either though. Optimal CH ff1 is rather tough imo.