Tell me, what hitbox is the best out of these games? Which has the most soul?
Tell me, what hitbox is the best out of these games? Which has the most soul?
How come these games don't tell you what button to press to do a special move? It's all high punch button, low punch button, high kick button, low kick buttion. Just read my controller and map that button.
This shit is why smash's design of button+direction = attack is so much better
I feel KoF and Melee are better.
>waa waa I can't remember what buttons do what give it to me in shapes or letters waa
>Those "people" that did nothing but spam this move online
Is SV5 really like that? Also, why is Smash a circle instead of a box
Bathe
Because most people learn what their buttons do before learning special moves.
Smash has always used circles and tubes for their hit and hurtboxes. Except 64. There they used cubes and rectangles.
some games like Xrd have a setting to do that. But the real answer is because one aspect of getting good at fighting games is finding a comfortable peripheral and button layout, one that really suits you. Some people won't like having punch or kick on their default buttons for example. Now what the fuck do you think it happens if the game is showing you the triangle or circle button do to a special move but you happened to change the layout? What if I want to see a combo online but the faggot who shared it didn't mention his buttons are switched? That's why the game and everyone uses a common language like Punches and Kicks instead of triangle, square and shit
>circle
those are spheres user, smash is 3d
I dont play fighting games, but why wouldnt Skullgirls be the most soulful?
I'm more interested in what that guy would be like in a fighting game.
Which is why Power Rangers BftG is the best fighting game
Accurate hitboxes are cool and all but nothing's funnier than disjoints that have no reason for reaching as far as they should.
Inconsistent, makes moves not work how you expect, that particular example isn't actually bad because it's a simple pose, but more complex silhouettes it falls apart and at full speed you can't tell "Oh I missed the whiff punish because my character's karate chop went between the collar of his shirt and his chin" you just think "What the fuck it just phased through him" and he didn't do that shit intentionally anyway so it's basically just luck bullshit at that point.
Like once in a while a game will have something like a character's crouch animation will make an attack go over their head at some points and not others, and that's basically just RNG whether the attack works or not which isn't fun so devs normally try to avoid it.
Also it takes more work to make, so it's extra dev time for at best no benefit and usually is actually worse.
I dont play skull girls but I would imagine 'realistic' move interactions in itself being visually consistent doesnt exactly make it fun. Similarly making stuff like x move cant hit crouching enemies look dumb visually if it's used against a opponent who's twice the size of you. The sweet spot is somewhere in between.
It doesn't feel as good because it's less consistent with how you read what is happening in the moment.
It's like the guy in the matrix who doesn't see the numbers, but in reverse.
So just show "direction + special" you retard.
Was gonna post puff's bair but apparently I'm range banned from posting images.
Why even use overlapping shapes like that? It looks mega retarded. Can't they just check overlap of textures in 2d and overlap of meshes in 3d?
Why is it so hard for fighting game devs to use circular hitboxes?
It's always worth posting the actual hitbox viewer for this, because it's not just a weird animation where he swings his leg through them and it looks strange afterwards, shit's actually broke
one day you'll look back at this post and think to yourself how much of a retard you must've sound to me right now, maybe
Don't worry I gotcha.
Because you can attack a standing player from the same distance, angle and everything, and a hit or miss is a roll of the dice because they were two different moments of the standing animation cycle. So now you have to time certain attacks based on whether her head is currently bobbing left or right; why make the player deal with that kind of shit?
If you want your fighting game to feel like garbage and be impossible to tweak
Long sequences of button pushes are sweatier
Are those SFV hitboxes accurate? No wonder that game feels so weird. I felt like I was always whiffing my attacks, but I thought that was due to the rollback netcode. Delay netcode for life.
>i-i-it’s not a glitch, it’s a feature!
It leads to shit like this.
It's all fun and games until one of the animations doesn't line up with the hitbox and a character goes to F tier because of it like what happened with several attacks resulting in the famous "Dick hitbox"
It's an exaggeration/joke, but a joke rooted in genuine frustration.
But it isn't a glitch.
That's what makes the game fun user.
Besides. It could get even crazier.
fuuuck that lmao
>head doesn't touch the cerebella sprite
>therefore it doesn't hit
I don't see the problem
KOF one makes the most sense, although the melee/ultimate one is pretty good if it was programmed properly.
>Can't they just check overlap of textures in 2d and overlap of meshes in 3d?
This is how you create the most busted, jank shit ever because the game doesn't render each frame by itself. Remember most of these games run at 60 FPS, which means there are plenty of times where two can overlap but the framerate of the game will drop their hit detection.
Combine this with not all fighters in the game being equal and you have a complete clusterfuck of bad hit detection. Hence the squares and boxes
>circular boxes
Virtua Fighter is the best fighting game.
Jesus I'd be infuriated
the problem is that it's inconsistent behavior logic-wise
the purpose of that head is to stop a ground-based advance, which didn't happen because the stars aligned on cerebella's run animation, which is essentially random because no player is going to be able to consistently perform that on purpose, ever
it's just RNG of the attack not working, which is shit game design
smash is not a fighting game
Shit I hate is anything that resembles swordies in Smash. Where all their attacks have no hurtbox meaning anything they do is either safe or hard to punish. Why yes it's great fun fighting a character with good speed, power, reach, frame data, and recovery. Yes I know, git gud. My point isn't that they're unbeatable but that they're completely unfun to fight against.
Don't know what you're talking about.
This looks fine to me.
begone pedant
It's a game that you fight in..
nice try though
t. retard
But it did, it touched her legs and her legs couldn't have moved past that point without the head hitting them. It just didn't because the sprite has too few frames on animation
Now that I think about it, there is literally no good way to fight a sword character in smash without using properly timed aerials and projectiles. I think the reason i don’t like competitive ultimate is because there are so many cheap sword characters that are a slog to play against.
>It's a game that you fight in..
Cardfight Vanguard is my favourite fighting game.
Not only that but Smash uses depth for hit detection even though it's 2.5d. There's some niche cases where moves can go in front or behind a character, missing them.
...that side b has long range because he uses a lance user
With how good processors are today skullgirls is the best, or at least closest to it. Probs gets mangled if the netcode is bad though. As long as the processor can do all the checks in a single frame its fine.