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@ 1
Expectations = Inevitable Disappointment or Boring Predictable Outcomes.
Twin's palm hitbox is wrong.
This is the real one. You might want to edit this in the story.
Yun's hit box on all of his specials look way too good.
The striking box and his weakness area are WAY too close together. Making punishment during VERY VERY difficult.
And it was up to Capcom to make them safe or not on block.
@ 5 I kinda hafta agree. It does seem way bigger than these scans.
Those Palm hitboxes can't be right o.O
Because if it's really like this, Cammy (I) should be able to spiral arrow them, but that's not the case... D:
The only thing that suprized me was Yang's normals seem to have better hitbox's than Yun's. But Yun has the supidly safe dashpunch to make up for it.
And it seems that Yun's EX Palm has a smaller green hitbox around the head than Yang's :S And Yang's Palm also looks like it hits lower than Yun's
@6
You do realize that... The closer the hurtbox is to the hitbox, the easier it is to punish, right?
For example, Yun's c.mp. The hurtbox much to the left of his hitbox, meaning if this is spaced properly, it is safe against attacks and DPs. However, if you look at his ex lunge punch, you'll see that the two are closer together, making this move very easy to punish in tandem with it's awfully slow startup.
If you want the hurtbox to extend out like his non-ex lunge punch for all of his attacks, then you're crazy, unless you want everyone else to be the same way.
And, I know that for some people, seeing the palm hitbox for the first time is shocking, but it's true. That's the hitbox. If you didn't press buttons, you wouldn't get hit by it, because it's active for 15 frames (Yun), and when you wakeup DP, your i frames run out, and your character moves forward into the palm. ;)
More important, the palm is a PROJECTILE. So even if you hit a twin with an invincible reversal, you don't cancel the hitbox (it's the same for a fireball). So at the end, you hit the twin, his hitbox stays active, and whn your invincible frames end, you're still in the hitbox and you get hit, resulting in a trade (somewhat).
This is why this move is so free at wakeup, due to its damage it's always in advantage of Yun. And you can fake it and make a command grab instead ... Rid0nculous.
#13 yea, a lot of things yang has seem better than Yuns. Tbh I think Capcom wanted Yang to be stronger than Yun, IDK. He can FADC his shi-, better ultras, better shoryuken imo (doesn't miss from a certain distance in a combo) better normal hitboxes as shown now. Better Mixups. A escape special which is very useful. Has a more reliable way to combo into ultra. His super has more potential for mixups, etc.
They probably just didn't anticipate the damage he had idk.
Yeah, for the most part, but his damage output is low comparatively. Also, while his DP won't whiff at certain ranges in combo, if you do it too far, it will be blocked, no matter which version. Yun can just replace the DP he uses. If it's too far out for HK nishou, he can use MK nishou, and on crouch, HK nishou will tag them all the time.
He does have more tools, but some of his moves aren't as good, ala his much slower command grab and dive kick (which, actually, somewhat plays out in his favor in certain setups). His Seiei Enbu gives you more oppertunities post mixup, and can give you more damage, but it's very situational. His j.mk does give him a nice 50/50 in the air, but he has some xu dive kick setups that are safe.
I personally feel the character has a chance of overshadowing Yun, but don't see it happening for a couple of months at the least.
However, Yun's anti air DP is much better than Yangs because it always goes into genei jin and can go into ultra. Yang's is only good on block to enforce a mixup while making a random DP safe.
@ 5 :- Hahaha ... I was thinking the same thing too ! Shout outs to you for drawing that ... ^_^
@ 18 :- No wonder its so safe to do it at wake up ... there s' no way to run ?
@18 True people don't understand why the priority on those Palms are so good, you can't hit a fireball and inflict damage to it fireballs have no hurtbox just a collision box where it will disappear.
Check Oni's Towards + Fierce it has crazy priority and yes it's a fireball too !
@14
There's a torrent floating around that has video of all the SSFIV characters' hitboxes.
The hitbox on palm and anti air are massive, I don't get why people saying it's not as they expected, the hitbox almost covers the entire front of that character, which means it will hit you out of any jump attacks as long as it lasts. And that extended hit box on yun's hard kick anti air is so stupid it's like he can hit you with his XXXL size thing between his legs.
@#22
It seems yang could appear better than yun, but there a few key things being overlooked. While yang can fadc his moves, Yun doesnt need too to be effective. Which doubles back to being able to utilize his full super, unlike yang in which hes usually fadc his slashes for extended combos and mix ups.
Each of their DP are good in their own ways and both have good hitboxes. Yun has better meterless pressure than yang and better frame traps imo. While yang seem to have better hitboxes they seem more suited for poking instead of locking down an opponents movement like yun.
So overall i personally dont think Yang can overshadow Yun even in the long run MAINLY cause the way yang has to use meter to be effective. While having more potential, its all kept tame because yang doesnt have infinite meter as he dumps it out as fast as he gets it. Yun is more streamlined, but do the nature of his playstyle he doesnt need to have heavy mix ups.
What yun has that's better than yang:
EX palm>shoulder>dash punch,corner FA double palm xx meterless combo
a lot better damage from normal links and meterless combo
combos that doesn't push opponent away thus allow yun to apply more wakeup pressure
EX dash punch that links to ultra with minimum risk
lots of ways to apply super and shenanigens after super
... and the list goes on.
To everyone saying that the hitboxes on the palms don't look right you just aren't thinking about the mechanics of priority properly. Priority has to do with the size of the hitbox AND how disjointed from the character's hurtbox it is. If you look closely the Palms' hit box is moderately large but it is so far disjointed from Yun and Yang's bodies that it would be almost impossible to beat it out because you would never reach their hurtboxes with your attack's hitbox before the palm's hitbox reached your hurtbox.
Yun's crouch strong hitbox is ridiculous. I wish Dudley had a crouch strong like that.
Looks like Genei Jin either leaves Yun's hitbox's alone or makes them worse. Wasn't expecting that.
@38 Most of em are improved I'd say. There are def a few that are worse than before. But for the most part the area that you can hit Yun stays nearly the same, but his attack range significantly improves. Lots of his moves have their hitbox area increased so much that it is unlikely to ever trade or lose to a similar move.
wait... the twins have hitboxes? who knew?! :)
luckily for me, i'd swear t.hawk is a valid counterpick for them. i must be at around 75% win average against the two of them with hawk (but way less than 50% against them with oni, ugh... i really like oni, but i don't understand how to play him yet; very different to my usual characters...)
@40 You use T.Hawk?! Why? Everything about him is ass, you dont even need any skill to win with him online, just 3 random command grabs or an ultra and your gravy :(
I'm almost sure the hitbox from palm move forward a little during the duration of the active frame. What we see is just one frame but i think the last active frame is completely different.
Also take a look at the feint palm from Yang. Only his head is vulnerable during the whole move (24 frames)
I thought Yun's palm would be bigger than it looks.