In a sprite fighter, it's not always worth it to make the animation and hitbox line up 1000% perfectly, because then rebalancing a move could involve completely redawing the whole fucking sprite instead of just saying "okay lets maybe not make his left hand a hurtbox for here"
Elijah Mitchell
How'd the huntsman calculate if it's a headshot or not then?
Does it need to his the collision box AND the head hitbox?
Jason Garcia
based retard
Carson Ward
You're the one sperging out. The joke is simply wrong because it does not exaggerate a real characteristic of the game. Melty's thing is not having random hitboxes everywhere, if you want to find something to joke about it's the extended hurtboxes, but the pic doesn't make fun of that. The pic is simply wrong. All other games are fairly accurate so it's weird that melty would be so random is what I meant.
Cameron White
Okay, but then what do you do about sprite fighters?
Like, yeah, you can do hitboxes on another type of 2D animation, but why would you do what when you've already put the work into drawing these sprites? If you have them match up to skeletal animation, then you're doing double the work by having to rig up a fucking skeleton for hitboxes ON TOP OF drawing sprites, and what fucking sense does that make?
Colton Reyes
computers are fast now grandpa
Luke Foster
Let's compare to Real quick.
Now, we've got a hurtbox for the torso, left leg, and right leg. All The image is adding is a head hurtbox. Doesn't seem too out there, yeah? Okay, now, we've got a hitbox for the kicking leg, standing leg, and a gigantic blank space above the leg, right? Woah, would you look at that? Melty blood has a hitbox for her torso (nonsensical), her hand and area above it (fair, depending on the context of the move, but a bit much) and then this big stupid nonsensical space above her hand!
Gosh! I don't see any similarities here at all, user! You sure are right, and smart, and clever to boot!