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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/
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.
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.
I think putting more hitstun in the EX Shououken hits would solve the problem.
So how am I supposed to get in against characters with better pokes?
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.
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.
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.
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.
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.
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.
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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.
LOL.
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.