Beong intentional and learnable doesn't make hurtboxes and hitboxes behaving wildly differently from the representative visuals a good thing. Some variance is expected and is fine, but limbs going straight through bodies mid-attack with no connection is bad and should be scrutinized. Visuals should not *also* be a knowledge check, they should correctly portray what's happening. My two cents, anyway.
@FrizzlenillCAN2 жыл бұрын
I've always wanted a fighting game to explore the balance/consistency design space of hitbox manipulation. It's already done with hurtboxes to a minor extent by BlazBlue with its attack properties and selective invulnerability, but hitboxes are rarely touched in the same way. What I mean is, for example, a move having two hitboxes that overlap on screen: one works the way we're used to, while the other does not function unless it contacts a hurtbox that is SPECIFICALLY IN HITSTUN. This could allow a move to be selectively bigger/more forgiving in combos without giving it huge range or disjoint in neutral. Or it could make anti-airs more consistent by making their range more generous against opponents who are airborne, or it could make a move's multiple hits consistently land without making their hitboxes larger, etc. It's essentially the design philosophy of hitgrabs and command grabs in their relationship with secondary hits and jumps/teching respectively. There's so much room for invisible, 'smoothing' properties to make moves work the way they're visually expected to, without the unintended consequences that come with universal hitbox/hurtbox shifting (like in Guilty Gear Strive with 6P, which you were right to point out). You could make moves have different size hitboxes against standing, blocking, and in-hitstun opponents, so that confirms and poking are easier for the user but shorter block-range makes whiff punishing more possible and easy for the opponent - moves that are more lenient when you make the right decision, and more punishing when you make the wrong one. There's so much unexplored design space there, I wish devs would explore it in a game.
@user-wl2xl5hm7k Жыл бұрын
Another video I’m immensely grateful for. Thanks for showing this essential info this way.
@yyoshman Жыл бұрын
ive been playing fighting games for like 3 years and learned about this stuff like 2 months into playing my first fighting game (street fighter 4), but for some reason i still find these videos very entertaining and i think you explain these concepts really really well to beginners
@HQRubbish Жыл бұрын
Feels good to have god on my side.
@panetoneninjacanal26922 жыл бұрын
The moment i saw the thumbnail and title, i instantly clicked and wasnt disapointed
@user-wl2xl5hm7k Жыл бұрын
Is there an accurate list somewhere of all fighting games with the option to turn on in-game hitbox/hurtbox overlays (without mods added)? And if not, can people please reply here with the ones they know? I know Killer Instinct (2013) in addition to Skullgirls has this. And does the new Street Fighter 6, or any other Street Fighters, have this?
@seldomsadsam2 жыл бұрын
Amazing video once again!! Looking forward to seeing this grow to a real staple fgc series
@briankenney95282 жыл бұрын
This is an incredibly intuitive explanation
@exowodia682 жыл бұрын
Love that new « fighter first aid kit » series, I truly think it’s the best way to learn fighting games. Thanks so much for the awesome video, as always.
@aeronsor1862 жыл бұрын
Immensely under appreciated series, hopefully that'll change. Keep it up!
@HQRubbish2 жыл бұрын
I hope so too!
@Mushiotaku2 жыл бұрын
Tried to add boxes of speed to my Ryu cake and this time it put me in the morgue
@iceypumpkinhead2 жыл бұрын
I heard mkx is an anomaly to this rule because the hit/hurt boxes are tied directly to the character's body can anyone confirm?
@Clarkbardoone2 жыл бұрын
Yes, the characters have hurtbox shifting in their breathing animations
@evilded22 жыл бұрын
We should not the meaning of invincibility, invulnerability, and intangibility can all have different meaning depending on the game.
@100mgreen2 жыл бұрын
Captain Falcon's hair color is wrong in the intro. I still love this video and all your videos, just a critique
@BlueLightningSky2 жыл бұрын
This is what makes fighting games annoying to learn. It's not enough that the actual game is being played on the abstract, as most games are, but developers are very lax with making the abstract line up with visual representation. It also doesn't help that the game expects you to memorize these abstract boxes when playing outside training mode and to add even more salt to the wound very few fighting games offer true hitbox visuals even in training mode.
@hmad8982 жыл бұрын
who is out here memorizing hurt boxes 💀? i think this is just a complete misunderstanding. the most you gotta know is that "this move goes under projectiles/over lows" and "this move is a good anti air". you dont get any advantage from having them memorized. same with frame data, just know whats plus, whats fast, and whats punishable. So like, 4 or 5 moves. you dont have to know by how much, and you dont have to know every moves frame data.
@LifenKnight2 жыл бұрын
@@hmad898 its not about memorizing, its that fact your attack missed and you don't know why. it happens again you wonder why the hell is it happening and you find out its not your eyes which are bad. You now have to learn something about the move because its gets you annoyed each time it happens. it would look like a bug and a lot of games this is actually caused from a bug. frenzy guard break is an actually bug kept in.
@hmad8982 жыл бұрын
@@LifenKnight never had this problem
@LifenKnight2 жыл бұрын
@@hmad898 So my point nice. and also you never played fighting games then. you trying to be the better person in the augment, has ran yourself into a wall. How have you not ran into any of these situations and i really doubt you haven't had this problem. Just because you looked something up to example your situation doesn't mean you not been in one. without a good reason, all hitboxes should line up with the attack. and all hurtboxes should also match.
@hmad8982 жыл бұрын
@@LifenKnight what are you on about? If I get confused by a hitbox I can just look it up and satisfy my curiosity, or better yet turn on hitboxes in training mode if it has them. In the rare event that this happens, it isn't a problem and I don't need to memorize the hitbox. Like I said, most you gotta know is how to use the move. No, they shouldn't match, not all the time. Imagine if when doing an anti air in guilty gear people could still hit you in the head making anti airs useless so everyone can just jump in for free, or if disjointed moves just didn't exist.
@DioRando982 жыл бұрын
👽 editing 😍
@squibbedgib76142 жыл бұрын
I only just now realized that flags turned into tags at some point
@HQRubbish2 жыл бұрын
In the old decrepit tongue we used to call them flags.