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Just to say more on the subject. It doesn't matter if this has always been present in any version because it's bad and stupid and should have never been a thing. In a fighting game where literally the most fundamental thing you need to get right is visual congruity (hits need to look like they hit without question and misses need to clearly miss, otherwise it's literally impossible to accurately play the game) it's an absolute fumble and disgrace when they fail at this extremely basic and fundamental feature.
Just because players get used to it like a domestically abused spouse doesn't make it right or in any way okay either.
Change Blindness is the term. The poor fans have dealt with it for so long, they think it's okay or worse, can't even see it at all.
Each fighting game series seems to have their version of this. SF5, I remember Chun Li's standing med punch would not touch a crouching Laura (whiffing above her head, no visible contact) and yet still connect and do damage. Conversely, one of Chun Li's crouching kicks (probably med) would go right through a standing Laura leg and not do any damage despite clearly overlapping fairly fair up both character's legs. It's bad and super embarrassing for "professionals" and any competitions the companies might want because attacks plainly and obviously hit when they shouldn't and don't when they should.
It boggles my mind how this is considered okay by players playing it and devs making it.
The disconnection between what's happens in the game and what happens on the screen is detrimental for game feel and popularity.
That said I don't see anything that crazy bad looking, especially if we're talking about realism, with people being thrown high in the air by punches and kicks. I'd like to see some examples of what you mean, I'm actually curious.
If a move is mid with a low hitbox, that's probably okay. Arguably "close enough". But I'm talking about the obvious and egregious examples of being on the ground and a high kick hits you. That's impossible in all logical sense of anything. It's indefensible.
Yeah, I'm trying to find my go-to examples. I posted them to imgur but I can't find them anymore. But I can think of two other sources so I'll go grab them.
Here is Lili's reveal trailer and definitely at 1:26. Asuka is flat on the ground and that looks like a high attack to me. It literally scoops her up. Even the impact sfx is pretty darn high up and I think that is very important. https://www.youtube.com/watch?v=4GUy7HAUqCE
For comparison here is Asuka's reveal trailer. At 0:44. https://www.youtube.com/watch?v=p07h8qIsUd4
Same situation. Leeroy is flat on the ground and Asuka does the same thing as Lili. Hits him with an attack that scoops him up, but here sfx impact is clearly low so it all makes sense.
So we know they can do it right where everything makes visual and physical sense.
Here's a video at 3:22. https://www.youtube.com/watch?v=fC3PkiFk0sg High punch by Panda. Went over dude's head who wasn't even standing up yet. Won the round. Even does the "defeated while on the ground" animation for the person who got hit.
https://www.youtube.com/watch?v=xm3ZGC9gxxs
0:38 even in slo mo how does the sailor's punch not hit? It goes right through him! Sure this isn't an example of my issue but it's still wack to me. or at 1:13 where that low should have hit.
Found my SF clips too
https://imgur.com/gallery/JmXqyxD
https://imgur.com/gallery/YZQ835u
I think this is a better one and even showcases it at high levels where visual congruity should matter the most.
1:52 there is first a good example of how it should be. A launcher, hit, then it builds the juggle from low to keep it going, twice. Everything makes sense and looks good.
1:56 But that grab does not connect. She's too low, but the game gives it to him anyway and teleports her model to his arms for the win. And at a tournament level this is especially frustrating. Even with one hit, there could have been a comeback. No one knows and but it's not a strange thing to occur.
6:24 A knockdown and then a high kick. To me this is a very bad one. I don't think that should be allowed. Seriously, go frame by frame. it's wack.
Especially 6:32. I think that one is particularly egregious.
Again at 11:56. That's ridiculous. I cannot understand that at all.
And at 13:30 we see an example of how it should be. Knockdown, then have to hit low, then mid to raise them up to juggle.
All in all, I don't think I'm asking for much. If you're a fighting game, the absolute basic thing you need to do is make sure your hits and misses are believable because it's fundamentally how the player interacts with your game.
At 5:10. going down to the ground, high kick juggles. I think that one is pretty blatant.
8:32. Should that high slap launcher have hit that crouching Hwoarang?
Exactly this. Tekken wasn't really known for it's realism, it has to keep it's technical aspects, even if it occasionally (Very rarely tbh..) make connecting hits look weird.
Now considering the new example you pointed out in 8's trailers, well the hits don't make sense in term of realism like pointed above, but are pretty normal for Tekken.
By that i mean all that Ukemi system which is often underlooked in fighting games, sometimes rolling sideway is a bad idea, sometimes low-kicking wake-up open you to another combo, and sometimes just staying neutral on the ground/preparing a neutral wake-up or backroll open you to moves like that Lili rotating kick, haven't touched Tekken in a long time so a lot of people knowns that a lot better than me.
Be careful what you wish for, i've experienced the opposite in some games where your bread and butter combos would completely stop working just because the opposing character is either too big or too small compared to the average stature, and that's a lot more BS/rage than the "issues" described in your thread, trust me.
But if that's a price your willing to pay to get more visual fidelity, i can understand and respect that.