Eddy Wang
Skarlet scientist
Just a quick example
Red: Hitbox
Green: Static Hurtbox (basically it remains fixed while the whole animation changes
Blue: Hurtbox
On left Johnny jump attack can be viewed as a priority normal, due the jump trajectory, doing attacks that stuff this move out of the air its nearly impossible to achieve, because his hurtbox is kinda chill behind his hitbox, on top of that jump attacks like this on NRS, not only have huge hitboxes, but they stay on this frame for long 13 to 18 frames and have 6 frames startups or so, while moves just like these exists, we will always face issues anti-airing people out of their herp-derp normals.
Surely NRS did a good change, to expand their hurtbox off their body for 1 frame before the active frame, while this change is good, it doesn't really solve the whole issue, the attack will still be dumb as long as they are lightning fast, huge active frames, and priority hitboxes.
On the right Cyrax with a proper hitbox, not too much expanded beyond his reach, and his hurtbox is expanded a few inches beyond his active frames, what this do is the following:
Cyrax can still have a 6f jump attack, so he can still hit people with it, but this allows players to anti-air cyrax on reaction if they have a fast normal to do so, even if his attack is fully extended the can win the trade only if an attack takes longer on reaction time to hit him out of the air, other wise, even at full extend normal, if the reaction was frame perfect, and the 5 active frames of a normal reaches his hurtbox first he will get anti-aired.
On top of that to balance it out, Cyrax jump attack active frames were deduced from 18 to 10f, so he can't jump press the attack while leaving the ground on a explosive read and expect to hit someone who didn't buy it.
Red: Hitbox
Green: Static Hurtbox (basically it remains fixed while the whole animation changes
Blue: Hurtbox
On left Johnny jump attack can be viewed as a priority normal, due the jump trajectory, doing attacks that stuff this move out of the air its nearly impossible to achieve, because his hurtbox is kinda chill behind his hitbox, on top of that jump attacks like this on NRS, not only have huge hitboxes, but they stay on this frame for long 13 to 18 frames and have 6 frames startups or so, while moves just like these exists, we will always face issues anti-airing people out of their herp-derp normals.
Surely NRS did a good change, to expand their hurtbox off their body for 1 frame before the active frame, while this change is good, it doesn't really solve the whole issue, the attack will still be dumb as long as they are lightning fast, huge active frames, and priority hitboxes.
On the right Cyrax with a proper hitbox, not too much expanded beyond his reach, and his hurtbox is expanded a few inches beyond his active frames, what this do is the following:
Cyrax can still have a 6f jump attack, so he can still hit people with it, but this allows players to anti-air cyrax on reaction if they have a fast normal to do so, even if his attack is fully extended the can win the trade only if an attack takes longer on reaction time to hit him out of the air, other wise, even at full extend normal, if the reaction was frame perfect, and the 5 active frames of a normal reaches his hurtbox first he will get anti-aired.
On top of that to balance it out, Cyrax jump attack active frames were deduced from 18 to 10f, so he can't jump press the attack while leaving the ground on a explosive read and expect to hit someone who didn't buy it.