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Hit Boxes

I would assume no, since I have looked also and received the same results. I even did the same with injustice also. You mean something like this?

 

EmoScoobyDoo

Maybe I'll have something to say ... Probably not
As far as I know there is not. I think our only hope is someone makes a tool on pc to view it like the KoF community did.
 

W E S T N I N E 9

Currently hijacking the planet
I would assume no, since I have looked also and received the same results. I even did the same with injustice also. You mean something like this?
Yea, just like that, or even info graphics.
Maybe the next generation of fighting games will have something like this in training mode.
Can't be that hard to implement. I never understood why fighting game developers create and develop a fighting game to be competitive and then choose to omit hard data like that. They got it right putting frame data into the game, now give us the rest.
 

Chaosphere

The Free Meter Police
I'd imagine it would be a little rough. Even though MK is a 2d fighter... it uses a 3D engine and the hitboxes actually fluctuate depending on what's going on. It's weird. But I'm sure someone could put together a general estimation of hitboxes which would serve better than nothing.
 
Yea, just like that, or even info graphics.
Maybe the next generation of fighting games will have something like this in training mode.
Can't be that hard to implement. I never understood why fighting game developers create and develop a fighting game to be competitive and then choose to omit hard data like that. They got it right putting frame data into the game, now give us the rest.
Killer Instinct already has this actually. I honestly wish hitboxes in MKX/injustice were visible so I could see how ridiculous they are lol (especially for jump in attacks).

 
Killer Instinct already has this actually. I honestly wish hitboxes in MKX/injustice were visible so I could see how ridiculous they are lol (especially for jump in attacks).
Yeah, that would be nice.

But oh man, I still have nightmares about some KI hitboxes. Some things I'd rather not see....


It was nerfed, but to this day I'm pretty sure it was Iron Galaxy playing a practical joke on us. Oh my gaaaaaawd
 

W E S T N I N E 9

Currently hijacking the planet
I honestly wish hitboxes in MKX/injustice were visible so I could see how ridiculous they are lol (especially for jump in attacks).
Some of the hit boxes in this game look as if very little refinement took place when finalizing the game.
That's partly why I think any sort of hit box data is non-existent to the public.
MKX is already ridiculous, if people see those brutishly placed and excessive hit boxes, NRS will be forced to deal with players crying for buffs and nerfs.
Which means more work for the studio and zero financial benefit.
Which also means hard box data for hardcore players will probably never come to light. At least not in this iteration of MK.
 
KI and Street Fighter V+ do not use 3D hitboxes though right.. they are 2D hit boxes.. and I think this solves tons of problems, like the breathing thing. So to "show" them you basically just make the decals visible, as they are sorta floating plains on top of them.. but in NRS games they are literally using collision detection on the models right?
 

Gesture Required Ahead

Get on that hook
Remember when MK9's training mode by default had hit areas? Not necessarily a detailed hitbox/hurtbox but it was something. Why was that not done ever again in Injustice/MKX?
 

StealthyMuffin

Earth's Mightiest Knucklehead
KI and Street Fighter V+ do not use 3D hitboxes though right.. they are 2D hit boxes.. and I think this solves tons of problems, like the breathing thing. So to "show" them you basically just make the decals visible, as they are sorta floating plains on top of them.. but in NRS games they are literally using collision detection on the models right?
I'm no scientist, but I think so. "Heating up" parts of the character's body to function as hitboxes. Hurtboxes are pretty much just stiched to the character's model. It's incredibly lazy and no competent FG has this.
 

W E S T N I N E 9

Currently hijacking the planet
KI and Street Fighter V+ do not use 3D hitboxes though right.. they are 2D hit boxes.. and I think this solves tons of problems, like the breathing thing. So to "show" them you basically just make the decals visible, as they are sorta floating plains on top of them.. but in NRS games they are literally using collision detection on the models right?
Collision detection? Really? Never heard that.
Even if they are using 3D collision detection there needs to a hit box and a hurt box on every animation. I think.
 

buyacushun

Normalize grab immunity.
IIRC Tekken has it where the limbs would highlight showing when and how something is active. I think characters would change color depending on certain states. I definitely remember seeing it in a tekken game but it's been a while .

Anyways 2d games should just use regular hit/hurtboxes and just classify the different states needed for the game. Why NRS continues do their own screwy way of stuff I have no clue.

Have you guys seen skullgirl's training mode? You could get lost in there for days with all the info they supply you with.
 

Nu-Skoool

Feel the nerf of despair
Sf4 doesn't use static hitboxes. In fact certain characters can create meaty situations simply by how they move in their neutral stance. Difference here is characters shifting hurtboxes/stances affect their reeling animation, in SF it does not.
 

MadeOfMetal

Kenshi Srubtastic,Cyrax, Special Forces Mains
IIRC Tekken has it where the limbs would highlight showing when and how something is active. I think characters would change color depending on certain states. I definitely remember seeing it in a tekken game but it's been a while .

Anyways 2d games should just use regular hit/hurtboxes and just classify the different states needed for the game. Why NRS continues do their own screwy way of stuff I have no clue.

Have you guys seen skullgirl's training mode? You could get lost in there for days with all the info they supply you with.
im gonna pick up skull girls right after i get my XB1 in the mail!

i kinda want to check out what your talking about, might be fun!

btw does anyone need a Hori pad? i might sell mine for 30
 
I wonder if you could test it by recording iafb's at different hights.

It would take a massive amount of time though..

I'm quite new to testing these things out so feel free to blow me up.
 

buyacushun

Normalize grab immunity.
Sf4 doesn't use static hitboxes. In fact certain characters can create meaty situations simply by how they move in their neutral stance. Difference here is characters shifting hurtboxes/stances affect their reeling animation, in SF it does not.
I think SF4 was the first SF to have the moving hurtboxes that affected combos. I'm hoping they don't include that in SFV.

im gonna pick up skull girls right after i get my XB1 in the mail!

i kinda want to check out what your talking about, might be fun!

btw does anyone need a Hori pad? i might sell mine for 30
I know you've tested stuff in MKx before so you might feel odd in SG lol. You can see all the hitboxes and different states if wanted.(Like strike invuln, crouch blocking, invincibility,). The frames for all of these states and the game will actually calculate frame advantage and ca give you that plus I think the startup of a move. So if you did a late jump in and landed you'd get something like "15/+25" meaning 15f startup and you're plus 25. I don't remember what the first number is but the second is the advantage based on how much advantage there actually is. Skulgirls training mode has spoiled me and I don't think any fighter will match it in the next 2 years.

I wonder if you could test it by recording iafb's at different hights.

It would take a massive amount of time though..

I'm quite new to testing these things out so feel free to blow me up.
what would you be testing exactly?