Ultra Street Fighter IV

Ultra Street Fighter IV

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ZombeGoast Dec 27, 2014 @ 7:46am
The hitbox is unreliable in this game.
I have notice that some moves and throws would not hit even though there is visual contact.
I have tested the throws with Juri and Hugo and notice that even though their attack makes visual contact, it does not connect. I can get close enough to the point where the grab would pass through the head. Testing Juri’s grab on Dan only seem to work right when he leans forward in his indle animation.
http://steamcommunity.com/sharedfiles/filedetails/?id=363443966

https://imgflip.com/gif/fqytw

Then I tested Hugo’s Forward HP and sometimes would not even connect
http://steamcommunity.com/sharedfiles/filedetails/?id=363453819
http://steamcommunity.com/sharedfiles/filedetails/?id=363473788
http://steamcommunity.com/sharedfiles/filedetails/?id=363453858

After spamming Forward HP it finally connects randomly.
http://steamcommunity.com/sharedfiles/filedetails/?id=363453898

This isn’t the most in depth SF4 analysis but it’s a problem I have noticed when playing and loose and round/match simply because I was close enough not to have an attack to work.
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Showing 1-15 of 18 comments
GMR4LOIF Dec 27, 2014 @ 8:02am 
try FrameTrapped (google it). it will show you the actual hitbox/hurtbox. then you will realize how terriblly designed this game is.
Sehnder Dec 27, 2014 @ 8:02am 
Just a slight bit of nomenclature here- what you really mean is that animations are unreliable indicators of hitboxes.

And you are correct. A lot of moves have hitboxes that extend beyond the character models. In addition, many attack moves change your "hurtbox" (i.e., the part of your character that can be hit by moves literally gets bigger/smaller). This means that periodically you have an attack that clearly hits an enemy visually and does nothing (or likewise, you hit even though it looks like you were short of the enemy). Time and experience will teach you the hit/hurt boxes of different moves- or you can try googling for more info.
Azza Dec 27, 2014 @ 8:24am 
Originally posted by Sehnder:
Just a slight bit of nomenclature here- what you really mean is that animations are unreliable indicators of hitboxes.

And you are correct. A lot of moves have hitboxes that extend beyond the character models. In addition, many attack moves change your "hurtbox" (i.e., the part of your character that can be hit by moves literally gets bigger/smaller). This means that periodically you have an attack that clearly hits an enemy visually and does nothing (or likewise, you hit even though it looks like you were short of the enemy). Time and experience will teach you the hit/hurt boxes of different moves- or you can try googling for more info.

This is 100% correct.
Animations should only be used a rough estimate for hitbox ranges. This is something you get use to over time the more you play. Its not indication of bad design and its always been like this in the Street Figther series.

Try this link below to see the actual hitboxes and hurtboxes.
http://decapre.com/
M3rcur1us Dec 27, 2014 @ 9:24am 
This game is known for having hitbox issues. For example, when I try to punish Honda's M/H Sumo Headbutt on block with Sakura H Shououken, the last hit whiffs most of the time for no reason.

Also, when trying to counter some pokes with Sakura's EX Shououken (my only get in option against some characters with better normals than Sakura), the first hits connect, but the following hits do not combo. And that's annoying and not fair, because I get punished for trying to counter a predicted poke.
Krackatoa Dec 27, 2014 @ 11:01am 
Originally posted by M3rcur1us:
Also, when trying to counter some pokes with Sakura's EX Shououken (my only get in option against some characters with better normals than Sakura), the first hits connect, but the following hits do not combo. And that's annoying and not fair, because I get punished for trying to counter a predicted poke.

I would argue that EX Shououken is not your only get in option against characters with better normals (It's actually really bad due to it's extended startup). Normally you'll see players option-select HP.Shou inside a counter-poke cr.MK/far.HP input at mid-range distance, and FADC immediately on reaction to the normal connecting.

EX Shou doesn't juggle until the final hit, so if you simply clip an extended normal, it would be expected that the following hits would whiff, since the opponent's base location is far away from the point of impact. The only time this kind of thing is an exception is Gouken's EX Tatsu, which has this very abrupt teleportation/fixed animation thing going on (That they added in v.2012, I think).

Sakura does have other options aside from buffering Shou during counterpokes. Alter jump-ins with Air Tatsu to make it hard to anti-air with normals. Focus-Absorb > Dash Forward > Throw/cr.HP can also go through single-hit pokes.
Azza Dec 27, 2014 @ 12:30pm 
Originally posted by M3rcur1us:
This game is known for having hitbox issues. For example, when I try to punish Honda's M/H Sumo Headbutt on block with Sakura H Shououken, the last hit whiffs most of the time for no reason.

Also, when trying to counter some pokes with Sakura's EX Shououken (my only get in option against some characters with better normals than Sakura), the first hits connect, but the following hits do not combo. And that's annoying and not fair, because I get punished for trying to counter a predicted poke.

There is a few of these types of situations, mainly to do with the distance some moves connect from the opponent. But I wouldn't say hitbox issues are anyway close to be a significant issue with the game, more like a minor incovenience that you get use to over time.

In the Honda Headbutt punish situation its simple a case of use a different punish.

The second situation is again something you just have to deal with. To fix so that it always completely hit in all situations Capcom would probably have to extend the hitboxes quite far forward. You would probably then see Sakura hit her opponent multipal times despite being no where near him on the screen. It would look very odd. I know I said hitboxes don't always match up to the animations but they have to be a close aproximation.

If I can give you some advice, don't use EX.Shououken as a counterpoke unless you have 2 bars to FADC it. It will get you into more trouble than it pays out, even if it worked as you wish it did.




M3rcur1us Dec 27, 2014 @ 1:27pm 
Originally posted by Gonq|Krackatoa:
Sakura does have other options aside from buffering Shou during counterpokes. Alter jump-ins with Air Tatsu to make it hard to anti-air with normals. Focus-Absorb > Dash Forward > Throw/cr.HP can also go through single-hit pokes.
The problem is : even if it's possible to alter jump-ins with air tatsu, it only alter said jump-in a little, and if the opponent has a special anti-air move like Shoryuken, he can still use the move a bit earlier and beat the jump-in.

Originally posted by Azza:
The second situation is again something you just have to deal with. To fix so that it always completely hit in all situations Capcom would probably have to extend the hitboxes quite far forward. You would probably then see Sakura hit her opponent multipal times despite being no where near him on the screen. It would look very odd. I know I said hitboxes don't always match up to the animations but they have to be a close aproximation.
I think putting more hitstun in the EX Shououken hits would solve the problem.

Originally posted by Azza:
If I can give you some advice, don't use EX.Shououken as a counterpoke unless you have 2 bars to FADC it. It will get you into more trouble than it pays out, even if it worked as you wish it did.
So how am I supposed to get in against characters with better pokes?
Azza Dec 27, 2014 @ 6:11pm 

Originally posted by Azza:
The second situation is again something you just have to deal with. To fix so that it always completely hit in all situations Capcom would probably have to extend the hitboxes quite far forward. You would probably then see Sakura hit her opponent multipal times despite being no where near him on the screen. It would look very odd. I know I said hitboxes don't always match up to the animations but they have to be a close aproximation.
I think putting more hitstun in the EX Shououken hits would solve the problem.

Your right that could be one possible solution. If its just one or two frames and doesn't lead to anything from a FADC then that would be fine.

Originally posted by Azza:
If I can give you some advice, don't use EX.Shououken as a counterpoke unless you have 2 bars to FADC it. It will get you into more trouble than it pays out, even if it worked as you wish it did.
So how am I supposed to get in against characters with better pokes? [/quote]

Well C.MK is a very good poke and its your best bet is to use it in the footise battle and have a buffered Shououken behind it. Its fast at 5 frames, its got good range, plenty of active frames (4) and its hitbox is well in front of Sakura's hurtbox. Its an excellent poke.

Granted some other characters have better pokes but Sakura has other advantages. Sakura can win off one or two combo's combined with just one or two pokes. One big combo can lead to 50/50 reset for a dizzy etc.

Look at the risk vs reward for using raw EX.Shououken as a counter to pokes. If you land it sure you get what 125 damage and a knockdown and you can get to apply some pressure. If its whiff or blocked your going eat big damage punishes right up to taking a full raw ultra which could be anything from 300 to 500 damage. Even with out Ultra stock most characters could easily punish for 220+ damage. Its also one bar of meter wasted on a guess.
M3rcur1us Dec 28, 2014 @ 3:09am 
Originally posted by Azza:
Well C.MK is a very good poke and its your best bet is to use it in the footise battle and have a buffered Shououken behind it. Its fast at 5 frames, its got good range, plenty of active frames (4) and its hitbox is well in front of Sakura's hurtbox. Its an excellent poke.
Actually, it's not that good, because the range is in the short side. All charge characters, Rose and Dhalsim (obviously, though it's at least possible to catch Dhalsim's limbs sometimes with a well timed jabs/pokes) have longer range pokes that also have a fast start up.

Originally posted by Azza:
Granted some other characters have better pokes but Sakura has other advantages. Sakura can win off one or two combo's combined with just one or two pokes. One big combo can lead to 50/50 reset for a dizzy etc.
The problem is that combo opportunities become very rare (if not inexistant) at high level of play. And resets start to become more and more ineffective the higher the level play is. Look at pro level matches (or even high level online matches), most of the time it's go back and forth trying to outpoke the opponent and throw some safe special moves for chip damage, except when both opponents play all out offensive characters of course.

Originally posted by Azza:
Look at the risk vs reward for using raw EX.Shououken as a counter to pokes. If you land it sure you get what 125 damage and a knockdown and you can get to apply some pressure. If its whiff or blocked your going eat big damage punishes right up to taking a full raw ultra which could be anything from 300 to 500 damage. Even with out Ultra stock most characters could easily punish for 220+ damage. Its also one bar of meter wasted on a guess.
Sometimes I have to take the risk with raw EX Shououkens, especially against turtle charge characters and Rose who rely heavily on keep away pokes. It's either that or being outpoked to death.
76561198030043640 Dec 28, 2014 @ 4:25am 
The hit-boxes in SFIV almost always do not represent the on-screen animations; as ridiculous as that is. For starters, how and when a move wiffs has to do with its active frames, not the animations. Secondly, the game is "balanced" for online and tournament play (read: poke / projectile spamming), so if (e.g.) T.Hawk were to have a grab range representational to his physical size and arm length, it would be him who you'd see wh[o]red at Evo and online, not Ryu.

If you download the Ono! mod tool for the game, you can edit the game the way you like. For instance, I've given said Hawk longer grab range and balanced that by giving Gief more damaging SPDs. The game is far more enjoyable that was, as grapplers become grapplers, not just poke spammers, and projectile spammers are at least vulnerable to something.

The game really is balls without mods. I mean, half a super bar for an EX cancel in a game with damage scaling as egegious as SFIV's is laughable. Throws that you have to be literally clipping through opponents with your character model to execute is drain bamaged. Without such fundamental aspects of the game addressed, I can't see how anyone can play this game unless they're drunk or paid handsomely to do it.
Last edited by 76561198030043640; Dec 28, 2014 @ 4:27am
Azza Dec 28, 2014 @ 4:32am 
Originally posted by M3rcur1us:
Originally posted by Azza:
Well C.MK is a very good poke and its your best bet is to use it in the footise battle and have a buffered Shououken behind it. Its fast at 5 frames, its got good range, plenty of active frames (4) and its hitbox is well in front of Sakura's hurtbox. Its an excellent poke.
Actually, it's not that good, because the range is in the short side. All charge characters, Rose and Dhalsim (obviously, though it's at least possible to catch Dhalsim's limbs sometimes with a well timed jabs/pokes) have longer range pokes that also have a fast start up.

Not true. The range is decent, its not the best sure but its still good. Guile, Honda, Decapre pokes are slower. Dee Jay's C.MK is pretty comparable speed and range wise. Rose might have more range on some of her pokes but they are all slower than Sakura's, her pokes that are faster have less range. Charge characters don't have the luxury of buffered specials behind every poke when they don't have charge. Dhalsim is an extreme example. Sure he can't be outpoked and wins from range but he dies horribly once you get close. Vega is pretty similar to Dhalsim except to a less extreme extent.

Originally posted by Azza:
Look at the risk vs reward for using raw EX.Shououken as a counter to pokes. If you land it sure you get what 125 damage and a knockdown and you can get to apply some pressure. If its whiff or blocked your going eat big damage punishes right up to taking a full raw ultra which could be anything from 300 to 500 damage. Even with out Ultra stock most characters could easily punish for 220+ damage. Its also one bar of meter wasted on a guess.
Originally posted by M3rcur1us:
Sometimes I have to take the risk with raw EX Shououkens, especially against turtle charge characters and Rose who rely heavily on keep away pokes. It's either that or being outpoked to death.
[/quote]

C.MK buffered to Shououken is still your best options. The hitbox is good and so are the active frames, you will score counter hits with it, the active frames will see other peoples pokes run into them. Not saying its fool proof and that you won't get outpoked some of the time, but your risking a lot less than raw EX.Shououken.

Other options include focus dashing, and very occasionally jumping.
Last edited by Azza; Dec 28, 2014 @ 4:35am
Azza Dec 28, 2014 @ 4:42am 
Originally posted by Sablicious:
The hit-boxes in SFIV almost always do not represent the on-screen animations; as ridiculous as that is. For starters, how and when a move wiffs has to do with its active frames, not the animations. Secondly, the game is "balanced" for online and tournament play (read: poke / projectile spamming), so if (e.g.) T.Hawk were to have a grab range representational to his physical size and arm length, it would be him who you'd see wh[o]red at Evo and online, not Ryu.

If you download the Ono! mod tool for the game, you can edit the game the way you like. For instance, I've given said Hawk longer grab range and balanced that by giving Gief more damaging SPDs. The game is far more enjoyable that was, as grapplers become grapplers, not just poke spammers, and projectile spammers are at least vulnerable to something.

The game really is balls without mods. I mean, half a super bar for an EX cancel in a game with damage scaling as egegious as SFIV's is laughable. Throws that you have to be literally clipping through opponents with your character model to execute is drain bamaged. Without such fundamental aspects of the game addressed, I can't see how anyone can play this game unless they're drunk or paid handsomely to do it.

LOL.

JELIFISH Dec 28, 2014 @ 5:47am 
Hitboxes are never accurate in 2D games except for NRS games. NRS games use 3D hitboxes. But every other game uses rectangles for hitboxes which don't correlate to the sprites or models because those aren't rectangles. The active frames are also static in most cases. So while the characters animate, the hitboxes stay the same which causes some deviation. And finally, the games are balanced after they're animated. Changing the animations to match hitboxes more closely is a lot of work. It's pretty much redrawing or reanimating moves just because the range changed. They only thing they'll do is make duplicate frames to increase the length of a move or remove frames to make the move shorter.
M3rcur1us Dec 28, 2014 @ 5:54am 
Originally posted by Azza:
C.MK buffered to Shououken is still your best options. The hitbox is good and so are the active frames, you will score counter hits with it, the active frames will see other peoples pokes run into them. Not saying its fool proof and that you won't get outpoked some of the time, but your risking a lot less than raw EX.Shououken.

Other options include focus dashing, and very occasionally jumping.
I already tried cr.MK buffered to Shououken, but I still ended up eating a lot of counter hit pokes (and trust me, counter hit pokes do A LOT of damage on a low stamina character like Sakura). Focus dashing doesn't work because of Sakura's slow forward dash and jumping is extremely risky (I only use it as a last resort). So EX Shououken (sometimes with FADC for safety or for additional damage) is still my best option.
Azza Dec 28, 2014 @ 6:13am 
What characters are you struggling against poke wise?
If eating a counterhit poke is bad, what is risking taking a raw ultra?
Sakura's dash is about average speed 18 frames. That should be enough to get in an punish heavy strength pokes like Roses S.HK, Chun-Li's and Akuma's sweep for example.

I'm not trying to be smart here but I don't recall watching high level Sakura's throw out EX.DP as a counter poke. I know as a Bison player in the few match ups where I can be out poked (Vega and Chun) I don't throw out EX.Scissor Kick as a counter and thats less risky than Sakura's EX.DP.
Last edited by Azza; Dec 28, 2014 @ 6:13am
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Date Posted: Dec 27, 2014 @ 7:46am
Posts: 18