Look at this shit

Look at this shit.
LOOK AT THIS SHIT.
Im tired of this fucking game, how can the devs go this long without patching this?
LITERALLY UNREACTABLE

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Other urls found in this thread:

youtube.com/watch?v=rBnleDYhNSU
youtube.com/watch?v=XaJyZ7lmHiM
youtube.com/watch?v=NxDnW1PDucU
youtu.be/wc_ebREjrYA?t=3386
twitter.com/AnonBabble

knew this shit was broken. what's the framedata?

>2 frame startup
>combo starter
>+4 on block
>you can literally time people out if they happen to block in the corner by mashing down+1 because they'll be stuck in blockstun

Get good with pic related

His wakeups are safe as fuck and his air priority is godly

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This is why I don't touch fighting games anymore, fucking stanky leg.

Is this the hitbox meme thread?

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Is there Big Band main who isn't a memelord?

Wakeups are irrelevant if you get locked into block until time is up

This is fucking ridiculous.

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bruh he has a command grab which cancels out of blockstun

Not my fault if you don't have meter

>use meter
>deal the damage
>get locked back into blockstun right afterward and lose via chip
Cool

THAT ANIMATION LOL
WHAT THE FUCK IS THIS AN NRS GAME??

What the hell kind of attack even is this?

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That move looks absolute shit
>hits behind for no reason
I can guarantee it has long startup and no combo potential too

I think it's her taunt, actually

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Truly the supreme master of Oki.

What are the yellow boxes? Invincibility frames?

A picture can only be a single frame of a move. If a move had invincibility (complete, upper only, whatever) they just wouldn't have a hurtbox for those frames.
The yellow is probably throw or projectile invulnerable hurt box

Armadillo is mad busted and has permanent heavy armor all over except head and tail.

>tries to react to lows instead of just the overheads
GIT GUD

>enemy empty hops to bait the high guard
>lands a low combo starter

When the fuck are they nerfing honey badger? His resistance is way too high and he's immune to poison attacks, completely shutting down cobra and black widow

I thought we were making fighting game jokes
What the hell are you on about?

Any useful post-mortem/video/blog about what to do and not do when designing hitboxes ?
I'm coding some 3D platform&combat shit in my basement.

Maybe check for GDC panels that talk about 3d

I'd recommend not using actual boxes. Use elongated capsules.

>elongated capsules
Isn't only Smash doing that ?

great way to waste CPU.

These bosses aren't joking huh

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Mondrian hitbox is fucking busted

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source on that image?

capsules are pretty fast

Source?

nowhere near as fast as checking 8 vertices against 8 vertices with cubes.

Play Sloth against Honey Badger but watch out for Beagle players.

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just how many collision checks are you planning on doing?

God please let this catch on
>I love it

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>move has no hurtbox

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What kind of collision old 3D games like the first two Virtua Fighter and Die Hard Arcade used? Real 3D collision, with a box for each body part, right?

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To be honest he's always been pretty well balanced. The giant head box is only a weakness for the highest-hitting opponents, and his eat counters most high-kicks anyway.

You can just tell of the six was added on last by a salty baby.

fuck you nigger he's annoying and unfun to play against

That smash one sucks absolute ass so I made a better one, 50000000 hours in MS paint

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Redpill me on why literally no else is using balloon hit box.

Fucking Skullgirls

gg faget then maybe you won't be annoyed by his taunts so often

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Pretty much all (sensible) 3D fighting games use balloon hitboxes.
Sakurai is the only director that for some reason exists on 3D hitboxes in a mechanically 2D game. It's why Yoshi can only dashgrab Marth on Flat Zone in Melee.
Even "3D" 2D fighters (like modern Street Fighter), use boxes on a 2D plane because it's just much more sensible.

The smash one mostly come from the fact that some moves *do* have additional hitbox that are no real visual tie to the animation, simply for "balance reason".

You're like a baby. Watch this.

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youtube.com/watch?v=rBnleDYhNSU

>(sensible) 3D fighting games
>sensible
Shit now I need to find the hitbox details for the DS1/2/3 games, just for a laugh.

The smash one came from someone seeing the other five and thinking "I can use this to be a gay baby about smash"
If you were right, there'd be at least a minimum of effort put in.
You're right about Smash's hitboxes though. Tried to do that with my own but I
didn't have a lot of space to the right

What is wrong with this?
She followed the sword attack with the broom sweep.

Nothing wrong with it but it's funny as fuck. A hitbox behind your character is not a common thing

If the rest of the cast didn't also have absurd hitboxes I wouldn't be playing him.

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Also smash would have a sweet-spot hitbox on his toes that does extra damage and knockback

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someone explain to me which ones are actually good for gameplay i'm a brainlet

Also explain the colours.

what if attacks had invincibility frames that stunned the enemy

[insert game you like here]
red is what you use to hit their blue

blue is what they use to hit you with their red

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>color
Blue : Zone that can take damage
Red : Zone that can deal damage

Imagine having a hitgrab that reaches God.

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If Yea Forums is so smart why haven't you made a fighting game yet? Even /mlp/ made a fighting game!

youtube.com/watch?v=XaJyZ7lmHiM

the only bad ones are skullgirls and SF5
skullgirls because the excessive precision makes the game inconsistent, SF5 because the moves feel weak

The bigger the box is compared to the actual image, the more bullshitty the game will feel.
The counterpart is that it also make the game easier for casuals, as they need less precise distance/height to hit their opponent.
Redbox being *inside* the bluebox lead to a lot of dubious situation where two opponent look like they totally hit each other, but only one take damage because the other's inner redbox was two pixels more advanced, while on the screen the two images show both fighter with each other's foot in the middle of their spine.
Melee's baloons make for hits with weird inaccuracy (or at least not the usual type of inaccuracy)

I think killer instinct (2013) has good hit boxes

> /mlp/ made a fighting game
And I mourn the fact it was started by horsefuckers, since now it has no /mlp/ tie anymore but is still under GR15 to appease Lee.

Guess it's time to get rid of the rule

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I don't play fighting games but i remember quite a few people ragging on Skullgirls hitboxes and saying they're shit but they look like they would work quite cleanly no?

it makes sense being that fast, look at that shit range?

>tfw you actually understand all these fighting game memes now
does anything combo into TK youzansen?

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No, they were too precise.

It's more accurate than the established franchises people were used to at the time, so they were mad about having to actually land a hit.

They do.
Casuals just don't like having to actually care about precision.
Skullgirls make a lot of people uncomfortable because it force them to accept that while they aren't Tekken-tier casuals, they are still kinda casuals.

No. They were so accurate they left no margin for error in combos and they were like this for every animation or pose the characters were in, so different characters would fall out of combos almost randomly. They changed it later on to be more normal. You can't let art or animation balance a game.

git. gud. or. go. home.

youtube.com/watch?v=NxDnW1PDucU
Music is awesome

It's pointlessly excessive and prone to imbalance or bottlenecking if you only follow the exact sprite silhouette for hurtboxes. Especially in a 2d game with static sprites. They dropped this practice with newer DLC chars and just used reasonable hurtboxes. I think it was just a flex because SG launched with hitbox viewers and Mike Z is kind of a autist.

>No, I’m retarded.
The only argument against precise hitboxes is on the developer’s side, where it makes it difficult for them to adjust balance without redoing the whole animation.

From a players perspective, only a moron would prefer having to memorize invisible boxes to know if they are in range or not.

The problem with skullgirls hitboxes:
>They conform almost perfectly to the character's actual body
>due to the very cartoon-like art style, certain characters are fatter, taller, and attack at different heights.
>some characters literally cannot hit others without opening themselves up massively for a counter

Pictured:
>Same exact move.
>Parasoul's head is up and forward, while valentines is tucked down and back.
>Parasoul is taller and her legs are farther back
etc.

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Lol

I wish. The game is legit fun but got shit popularity from being labeled as a "brony game".
youtu.be/wc_ebREjrYA?t=3386

Pushback exists, and the range seems pretty short, so unless you can dash back in under 7f
(4f from being +4 on block, 2 frames before active kicks in, 1f from being the 3rd frame after 2f of startup)
you would still eat a DP, or trade with a similarly quick move.
Or they could just jump out, depends if it's an airdasher or not.

holyshit didnt know it was at CEO awesome.

Its just a low that does nothing, obviously its unreactable.

I want to play that game. Looks fun.

>tfw working on collisions for my game engine right now

Screenshot it

It's actually an overhead.

Pretty sure it's from Nicki Minaj's bit in Katy Perry's Swish Swish music video.

No.

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Or a Wii Fit Trainer main

Wouldnt this be a reasonable move depending on the game youre playing? A far stand normal could beat and punish it and if the game has IAD thatd be a great option. Then again i dont study hitboxes much and i play a lot of SG so im used to wildly good moves

>They were so accurate they left no margin for error in combos

Lmao. Nah. Its so easy to find a universal combo in SG. Shit did lead to some wild mixups since you could make people get hit at odd angles. They didnt fix many of the original hitboxes they just made new characters hitboxes more traditional.

>some characters literally cannot hit others without opening themselves up massively for a counter


What on earth are you taking about? Give an example.

Toribash is the most honest fighting game.

>maining birds
>knowing the dev hates them because they were too OP back when they were called dinosaurs in the last game
The nerfs are just going to keep coming user, switch to mammals like the rest of us.

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its a taunt with a hitbox like Greninja, Luigi and Snake

It sucks we only got top 4 recorded though. The ice deer is pretty fun to watch.

>same move
Not at all. One is a poke, the other is a jab. They're used different, because they are different.

>playing nu-shit
zoomer detected

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>he doesn't go full precambrian
casual

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hell yeah I have that game on my Wii now that I have a real computer I can play the real version

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Braaaaaaap

>Mitsuru_p4a.jpg

what were they thinking

>Same exact move.
Valentine's is LP, Parasoul's is HP

while this is somewhat true(not with the example you gave, those are different moves), what you're implying is that all characters should have the same hitboxes for each same move, which is absurd as that would make them all the same

That's the worst shitboxes I ever seen. What the fuck were they thinking?

this is fucking bullshit, as it infinites me in the corner.

i really hope they patch it.

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fucking bullshit, how could they think this was okay?

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the fuck am i looking at?

Has promise

It’s a quail.

And the giant thing?

The head feather's shopped, I can tell from the pixels, and having seen quite a few shops in my time.

>Play Cerebella
>Fighting against Ms.Fortune
>Can't use standing mp in a combo because her head reels back when she gets hit, causing it to miss because it goes over her body but her head is too far back to hit

That shit was retarded, no idea if they fixed it now mind you.

This one isn't actually bad because she shoots a vortex out of her hand, hence the hitbox. It just isn't visible here.

Is this the GOLDEN ROTATION?

There were tons of cases where characters getting hit would change their hurtboxes, which would cause things to whiff.

For example as explains, one of the characters when getting hit would lean backwards as a recoil animation. This would cause shorter range attacks aimed at the head to miss because of that specific character's hurt animation. Early versions of the game also had no hurtbox on characters between their legs because it was an empty space, so some moves aimed at the legs would whiff point blank because the hurtbox would end up between the character's legs, which didn't even make sense animation wise and therefore looked even less precise.

Really though the biggest issue is just that it's a huge waste of resources. It doesn't make the game better and only causes more issues. It costs more to develop, it can cause major issues if they want to implement new hitboxes and it can cause issues in gameplay like mentioned above. You could still end up with 99% of the current "Accuracy* by cutting the number of boxes in half.

Why does he have so much white chest hair

snape in the city

The hitboxes are more or less still the same. The only major changes to them have been filling in space like between legs or during animation startup to extend backward to the attacker so they wouldn't accidentially reach past the opponent.
Everything else that was changed was handled on the script level, so you'd see attacks that would pull opponents in more deliberately than simply putting them into hitstun, as well as a new type of burst that gives full invulnerability (in addition to the existing normal burst and projectile burst) because some people found ways to make an unburstable burst bait due to the way that specific characters would go into hitstun, which allowed them to be hit from just outside of their burst range because of a toe or something.
Honestly it's a better approach than just changing everyone's hurtboxes. There's still uniqueness to combos on certain characters due to height/weight but the difference is mostly timing related rather than an entirely different combo route being required to continue.

Smash ultimate has the same problem with really accurate hitboxes and it doesn't help that hurtboxes shift with animations.

people that defend early skullgirls hitboxes don't actually know fighting games, but think they do.

the simple fact is even the developers realized it was fucking stupid, because the later characters don't work in this same way

The later characters don't work in this same way because the dev team for skullgirls is like 3 people while the rest were working on indivisible.

forgot my webm

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Small characters have been a blight since melee. Any character that can duck a jab or grab is infuriating to play against.

This fucking thing's hitbox. You can see that I'm nowhere near the paw but this fatass somehow still hits me.

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yea theyre playing a different game than most of the cast

Smash babies fuck off, this is true and you all know it