Maybe these are things that Namco needs to adjust in the near future. The range on some of these hitboxes for the characters shown in the vid are pretty rediculous. Great video tho.
if you play close attention to the background you can see one of the characters hung themselves and it couldnt be taken out before the release due to technology limitations
They may look ridicolous but if Namco 'fixes' them, a lot of juggles won't work anymore.
Can you imagine not able to do EWGF/DEWGF after a few hits + a bind move??
They need to stay like this. IMO (maybe there's 1 or 2 move in BR, that needs to be modified to make the move better..but I cant think of 1...atm)
After watching Guc11's video, and this one.... I am more confident with my current theory of how the juggles connect, etc.
First the game always looks at the 'collision' of hit boxes first... (this is bad flowchart..sorry)
Do they collide.?? If True.. then check position....of player being attacked.. Can they block?? True....(i.e not being attacked from side nor back....)
Then the game will check what the attack range is(High, mid, s.mid, or low) and the opponent's action(e.g block high, or block low).. IF condition is met...then opponent gets hit(e.g player does low hit, but opp blocks high).
In juggles though, only collision of hitboxes matter. That's why during juggles moves like EWGF can hit opp.. eventhough the opp nearly touches ground.
Now when both chars are standing.. EWGF probably still has that huge hitbox.. . But when EWGF is ducked.... the condition is false(EWGF hits high, opp crouches = FALSE = whiff).
Because the game knows you're ducking.. and since you are ducking... you can duck high moves like EWGF's.
SO, do hit boxes 'grow' during juggles?? I doubt they do..I think many moves simply have large hitboxes, so that you can do juggles quite easily.
And that's what I think.. I don't know whether it's true, because I don't how exactly the game works.
I usually have no problems with ridiculous hitboxes except for 2 I saw in that video. First, the 2nd one featuring Bryan. I can't tell you how many times I have wanted to bitch to Namco about how ridiculous that particular hitbox is, because that is probably the most bread and butter combo I see with Bryan players. Even if it goes fast you can tell that hitbox does not connect. If they make any fixes for TTT2 I request that be one of the few that is given top priority.
Second is Alisa, that move where she gives you her head needs to be removed from the game period. The fact that it works in the game much less the fact that it was used in a juggle is just horrible.
What you're really saying is that it LOOKS like the hitbox doesn't connect, when in fact it does. You're making a mistake in beliving that the animation and the hitboxes are on the same level, when in fact they're often very much off. If you've checked hitbox data for SF4, you'll know what I mean. But yes, I also think it's quite silly, but I doubt fighting games would work with hitboxes that follow the animation exactly.
Most of it is pretty normal stuff that you just see in normal fight. And hit box'es in this game works really fine making them smaller would highly affect on juggles and gameplay.
Reader Comments (13)
Is that wild arms music remix I hear?
nice observations. thank you for sharing golden eggs. (: and atp for posting.
Maybe these are things that Namco needs to adjust in the near future. The range on some of these hitboxes for the characters shown in the vid are pretty rediculous. Great video tho.
if you play close attention to the background you can see one of the characters hung themselves and it couldnt be taken out before the release due to technology limitations
They may look ridicolous but if Namco 'fixes' them, a lot of juggles won't work anymore.
Can you imagine not able to do EWGF/DEWGF after a few hits + a bind move??
They need to stay like this. IMO
(maybe there's 1 or 2 move in BR, that needs to be modified to make the move better..but I cant think of 1...atm)
After watching Guc11's video, and this one.... I am more confident with my current theory of how the juggles connect, etc.
First the game always looks at the 'collision' of hit boxes first...
(this is bad flowchart..sorry)
Do they collide.?? If True.. then check position....of player being attacked..
Can they block?? True....(i.e not being attacked from side nor back....)
Then the game will check what the attack range is(High, mid, s.mid, or low)
and the opponent's action(e.g block high, or block low)..
IF condition is met...then opponent gets hit(e.g player does low hit, but opp blocks high).
In juggles though, only collision of hitboxes matter. That's why during juggles moves like EWGF can hit opp.. eventhough the opp nearly touches ground.
Now when both chars are standing.. EWGF probably still has that huge hitbox.. .
But when EWGF is ducked.... the condition is false(EWGF hits high, opp crouches = FALSE = whiff).
Because the game knows you're ducking.. and since you are ducking... you can duck high moves like EWGF's.
SO, do hit boxes 'grow' during juggles?? I doubt they do..I think many moves simply have large hitboxes, so that you can do juggles quite easily.
And that's what I think.. I don't know whether it's true, because I don't how exactly the game works.
I usually have no problems with ridiculous hitboxes except for 2 I saw in that video. First, the 2nd one featuring Bryan. I can't tell you how many times I have wanted to bitch to Namco about how ridiculous that particular hitbox is, because that is probably the most bread and butter combo I see with Bryan players. Even if it goes fast you can tell that hitbox does not connect. If they make any fixes for TTT2 I request that be one of the few that is given top priority.
Second is Alisa, that move where she gives you her head needs to be removed from the game period. The fact that it works in the game much less the fact that it was used in a juggle is just horrible.
What you're really saying is that it LOOKS like the hitbox doesn't connect, when in fact it does. You're making a mistake in beliving that the animation and the hitboxes are on the same level, when in fact they're often very much off. If you've checked hitbox data for SF4, you'll know what I mean. But yes, I also think it's quite silly, but I doubt fighting games would work with hitboxes that follow the animation exactly.
Nice find Aris.
The music is from the Touhou series I believe.
I've had the Bryan one with df+3 into uf+3 happen to me before.
Never knew that Tekken had some crazy hitboxes on the same level as a few featured on homo-genius.
snake edge into u+3 is staple, there's nothing weird about it.
Most of it is pretty normal stuff that you just see in normal fight. And hit box'es in this game works really fine making them smaller would highly affect on juggles and gameplay.
LOL
I prefer the hit boxes like this.
The mishimas are so awesome and infused with demonic energies, their mere presence fucks you up..... I approve