Because those retards are manically afraid of servers and whole 1 frame of input delay. So before rollback they had to use shitty p2p delay based netcode, settling down to few frames of delay anyone but with all faults of p2p connection.
Is there any reason why the hitboxes in the year of our Lord 2022 still arent 100% analogous to the character model...
hitboxes are one of the tools used to balance moves that are too weak/strong. making hitboxes that look exactly like the animation removes that balancing tool. it's the same reason an arrow can do more damage than a bullet in video games, it's about fun.
It's all peer to peer, and some people think wifi is acceptable
and the devs somehow thought this wasnt a huge advantage. Fucking retards
I swear they removed/made wraith stand up more because of how hard she was to hit like a couple of seasons ago.
>Sekiro, a massive open-world game
If you tie your hitboxes to the sprite you can't change them for balance reasons later without redrawing the sprite (or redoing model animations/vfx) which is expensive.
fpbp. idk why there is an autistic obsession with making hitboxes """realistic""". game feel is always more important
because then every single frame of animation matters for balancing. There would be a lot of instances where by simply jumping a specific character could jump over many attacks for no reason.
Skullgirls had to add an invisible "dick" to one of the characters because some frames of her walking animation would be able to walk over grounded projectiles.
>a massive open-world game
lol