Yeah i’m not quite sure either, I wish i could take a look at the code for these games(that would be exciting for me anyways since I’m in my senior year in a programming degree). Actually i’m gonna go check the frame data for stuff like pot buster right now and see if they are listed as throw invulnerable.
edit: command grabs are indeed throw invuln in guilty gear
Just had a look using the hitbox option in training in HDR and using Ken and Ryu crouching forward, each leg has a regular blue hitbox which goes to about the ankle and then the active red hitbox appears overlapping slightly down to the end of the foot. Surprisingly to me, setting the two characters apart so only the active hitboxes collide just whiffs, it needs to hit the blue portions. It’s still possible for the active red box of each character to strike the blue box of the other character at exactly the same time though but as you say, I guess then that is a trade.
If the blue box is further up the leg on one char than the other then it will always hit the opponents blue box first so I guess that explains it. If that makes any sense atall
I’m actually a game programmer, so i’d probably do alright, although i’m sure it’s much more complex than anything i’ve worked on. I’ve also never worked on console games so I’m not sure how different that is(actually I’ve done GBC, that was a horrible experience though, GBC assembly blows).
I was pretty sure that the attacks would follow through until they hit a hittable hit box, good job testing it though(I’m not at home right now to check my version).
There’s no such thing as priority. There’s hitboxes and immunity. If one hitbox hits the other, it’s a hit. If two hitboxes hit each other, they trade. That’s it.
The way I saw someone in another thread put it was “Underneath all the pretty graphics, it’s just boxes fighting each other.”
But I assume that it’s actually slightly more complicated than that, what’s actually happening (according to speedsix anyway) is each character has two different hit boxes. An active one and a hittable one. What’s happening when one move consistently beats another one, when it isn’t just which one comes out first (like the way uppercuts beat air to air moves regardless of when their attack comes out), is that the active hitbox for the winning move hits the hittable hitbox of the losing move before vice-versa happens, usually because one has a larger active hitbox, this is why an well timed crossup beats a poorly timed uppercut, or even a poorly timed Ken’s Ultra, because the crossup’s active box is hitting the head, which has a hittable hitbox, but not an active one.
And that results in priority. Some moves position their hit and attack boxes in a way that will consistently beat other moves given they way their hit and attack boxes are positioned. That is what we call priority. Move A outprioritizes move B. Priority is just a word we use to describe this outcome. It’s a fuckload more sensible than filling the wikis and the forums with comments like “Move A will have an attackbox further ahead of its hitbox than Move B along the axis with which they collide.”
Gotta agree with some posts here, some priority stuff is really stupid. Like bisons scissors kick having less priority over a throw whereas a light shoryuken can beat everything, including scissor kick. Stupid.
No. Priority means that if Move A meets Move B, move A wins every time. That is NEVER the case in Street Fighter, which is why priority doesn’t exist.
Almost exactly right, yes. Except the part about uppercuts beating air moves regardless of what happens. Air moves can win and trade (usually trade) but since an uppercut has the character’s fist high in the air, which doesn’t have a hittable hitbox on it, the uppercut usually wins. However, a deep enough attack will trade or win vs. an uppercut.
Bison’s SK gets grabbed because there’s a few frames that are not active frames in it. That is, Bison is not “attacking” during a certain part of the move even though he’s beginning the animation. That’s where he can be grabbed (my friends do this to me constantly. I’m 100% positive about this). During SK AND PC, Bison is considered grounded, thus grabs work.
l.srk wins a lot because it comes out in 3 frames and is active for 14, while SK comes out in 10 frames and is active for 7. SK can beat l.srk. It just has to be in those 7 active frames during the 3 frames of startup for the srk. Or it loses or trades.
No, priority is a word. It’s definition in this context arises from how it’s used. Making up a definition expressly so you can say the word is invalid is silly. Obviously nobody ever uses it in a way such that it fails to be true for any situation, thus that is not it’s definition.
I dont’ know about that. there are moves that beat other moves 100% of the time. especially in ST. Like i dont know if i’v ever seen psycho crusher beat or trade with lariat in ST. there are moves that will lose to SPD 100% of the time too.
Again we explained why at the very beginning, all that means is lariats ACTIVE hit box is hitting bisons HITTABLE hitbox before bisons ACTIVE hit box is hitting zangiefs HITTABLE hit box.
No. I’m not saying that. Example: priority exists in SSBB. Certain moves will beat out other moves. This primarily exists in the air but there’s some moves that flat out win.
I’m saying that moves don’t have “priority” over other moves. They just hit the other player before they get hit. It’s a question of speed and range, not priority.
Moves that have high priority generally have large ‘disjointed hitboxes.’ This basically means that the red hitboxes of your character come in contact with the opponent a lot sooner than your blue hitboxes do. The more disjointed the red active hitbox from the character’s hittable hitbox, the better priority it has.
That’s because there’s just a huge disjointed hitbox (IE upper body invincibility). If you could somehow do a move that had a huge active hitbox, you could beat/trade with a shoryu.
That’s just because the SPD either hits before the Psycho Crusher comes out or it stuffs it because of its huge active hitbox. Especially in SF2, because throws are instant, so they don’t change your hittable hitboxes at all (except on whiff in HDR).
What happens if a normal and a throw hit on the same frame? I know if Fuerte’s air throw or Abel’s air throw hit the opponent on the same frame they’re being hit they ‘trade’ where the opponent takes 0 damage but gets knocked down and can’t quick stand. But I know this doesn’t happen with command throws or normal throws. Does the throw get stuffed or does the normal get stuffed?