Why are fighting games like this?
Why are fighting games like this?
man skullgirls must be super annoying to play
because different games have different hit boxes to emphasize certain aspects of play
like how SF’s hurtbox extends further than the hitbox because of how dependent the series is on whiff punishing
it is
Where's Mortal Kombat and Injustice
I heard that those did them best
>Smelee
>Fighting game
OH NO NO NO NO NO AHAHAHAHAHAHAHAHAHA
iirc they toned down the crazy hitboxes
This is just them trying to emulate 3D hit boxes.
Skullgirls is just plain unfun for a game that was attempting to be a successor to Marvel 2.
OH YES YES YES YES YES
>stinky smashy included
shit image shit thread
someone post that webm of the ground projectile going right through a character due to their running animation
ive never played skullgirls, whats bad about having super precise hitboxes? is it just because it makes hit confirms jank and not consistent or something
The combat direction changes by game. Can’t really get a good metric on those games since they release damn near yearly.
mmmm melty
Kof>melty>Guilty gear>sf>melee>sf5>Skullgirls
idk whats tekkens deal
Making hit confirms jank sorta is slashing a pillar of 2D fighters for the fuck of it. Also the game isn’t bad because of the hit boxes, it has to do with the mechanics of the game and how they are partially antithetical to the VS. (3v3) experience it claimed to be a successor to.
As someone who doesn't play fighting games, what makes the Skullgirls hitboxes not based as fuck?
melty was the best new game when
hard to know what is and isn't safe and whiff punishable which makes the game into even more of a lab grind than it already is
nope not one bit
honestly think its kinda baller this way
Shit whiffs all the time
this, things will miss by a pixel between the legs of characters like
which is cool in example but in execution it's super annoying and makes the game feel inconsistent
the game that shall not be named but in the same engine has none of these problems because it uses universal hitboxes
can someone explain the tekken one?
Why are Smash's hitboxes circles??
moves don't really have full hitboxes a lot of the times, they just have properties
Because programming hitboxes is hard
>shall not be named but in the same engine
who
shower
the pony game
i actually can't say the name of it without being purged on this board
just google z engine fighting games
And what does it mean to whiff?
if im remembering right, the actual models are the hurt/hitbox, and they just have high/mid/low properties attached during certain animations.
Instead of having hitboxes in the traditional sense of the term, they instead have properties, like "High", "low" usually associated with a visual cue that represents the property.
You have for example very few moves who are mid but can be visually low.
move missing despite it looking like it should hit
Yes, consistency is one of the most important things in fighting games so super precise hitboxes actually interfere with that
The Melee example isn't accurate.
It's suppose to be broken or fucking useless.
this
marth grab tier jank would have been a funny example
Smash uses spheres to detect collision because it's quite efficient. Each hitbox is really a single point in 3D space with a detection radius around it.
But why? Isn't it a 2d fighting game? Why do they need to make it different?
It's not entirely 2D. While you move around in a 2D plane, some attacks will pass behind or in front of foes on certain frames.
I got some questions about Melty Blood, the online descriptions I find of it, Re-ACT, Act Cadenza, Actress Again etc. are really confusing
Does Melty Blood Actress Again Current Code have all the content of the previous Melty Blood games? From my understanding of the descriptions each game was a port of the previous including various additions
Is Melty Blood Actress Again Current Code the most played one right now?
I wouldn't call it a 2D game as there is a Z-axis involved but it's not 3D either, 2,5D perhaps?