Now I see why Sims s.Jab is such a godlike AÁ. Hits above the head on first frame.
Yellow = proximity range where the move will be recognized by the opponent and he'll be forced to guard if holding back.
Green = hurtbox, the part where you can get hit.
The red ones are the hit boxes. The region where the attack hits.
The yellow ones are the hurt boxes. This is basicly your character. If red collides with yellow, the yellow region will get hurt. Often the yellow region expands over the red ones. I guess that happens right after the active frames of an attack and not during of before that attack.
The blue ones are the regions that throw opponents if their yellow hurt boxes collide with them.
The green boxes negate projectiles I guess (like M Bisons V-Skill).
(straight from deviantart:
"Green boxes mean hurtbox (if they touch the green line with a red bar, you will get hit).
Red boxes mean project invincible but not physical invincible.
Yellow boxes are proximity blocking markers (if the yellow bar from a move reaches your character, you will go into block animation).
The yellow in the character are collision blockers (also passing over will turn the character over).
Blue is grab ranges.
Purple/Orange is projectiles.")
(man they really should've chosen a different color or something for the "green hurtbox", hard as **** to see)
Not true at all. His cr.MP is better without the claw (which I disagree with), but everything else has effectively the same or a better hitbox.
Can you see that j.hp (hitbox starts at his hand, the whole claw doesn't have a hitbox), st.mp (half of the claw is useless), and buster claw (half of the claw is useless)? And, yeah, that atrocious cr.mp.
The same thing also can be said for his kick normals. Look at that cr.mk, j.lk and j.hk. The hitboxes start at his knee!
His arms are thrusted down for the beginning of the FBA attack but the hitbox remains at the last horizontal position of the attack from the beginning, with a huge hurtbox sitting below it.
And that bare-hand j.hp is also a joke.
Seriously. These are some very horrible hitboxes.
No, it's really bad. There's a huge hurtbox on his face and chest and there's no hitbox anywhere near there. Meaning jump-in's will beat that move a lot, probably clean too, not even a trade.
It's really hard to see the hurtboxes in these (small) screenshots.... (the hurtboxes are the really thin green lines, not the green boxes).
I wish this was in the game. Don't other games do this?
Regarding Vega: Capcom is just dumb. The character has a claw for a reason. so why isn't his range better than it is. Why is it that his signature move, FBA, completely useless unless it is EX and unless you use it in a combo. What's the point of aesthetics only claw? Go to Vega forum on SRK, man people clearly said from the start, that 5-6 placement on the tier list is highly inaccurate for Vega. The guy's hitboxes are absolutely terrible, and he lacks in many instances. Capcom really F'ed up
Laura seems to be the only character who's hitboxes and visuals sync up. Besides her jmk.
If you're making the point of the hitbox of an attack not reaching as far as the visual model and using that as an argument, that's telling me that you haven't actually compared his attacks to everyone else's.
You can't just look at something like that and assume those things.
His attacks are par for the course for this game.
Hi sorry T_T The Rainbow Typhoon (punch) has longer range than the Brimstone (kick). Which is a fair trade off since the punches throw you backwards and the kicks throw you forwards.
TL;DR: Top Row is Punches, Bottom Row is Kicks.
jLP need more forward hitbox
jHK is so ugly really useless in battle need down hitbox, or i prefer the move to be completly changed
fHP (unique skill: Step Elbow) need more up and forward hitbox
V-Skill too, btw why low attack dont whiff on her V-Skill? While Karin with her over had no problem
Thunder Clap really needs more up hitbox
It's odd seeing a lot of the low profile looking moves have pretty much same size hurtbox as the character's crouching hurtbox.
Don't get me wrong, I love that most moves hit crouching characters, but look at Dhalsim and Chun-Li's slides and F.A.N.G's coward crouch. They won't be winning any limbo competitions anytime soon. Birdie and Mika know how it's done though!
Unfortunately I can't see the hurtboxes unless I squint really hard.
Whose idea was it to make the block proximity boxes more prominent than the hurtboxes? Surely the latter is a bit more important than the former?
He has two main anti airs, cr.HP and HP Backslash. That's the problem, you can't assume too much about an attack just from looking at one frame of animation.
Been using Vega and it's hard to use those buttons due to the slow startup and weird angles of the attacks. But it seems like Crimson Terror is a viable anti-air at least...
anyone can explain the extra green box on ken jLK? looks the same as his tatsu along nash and bison vskill. does it mean he can kick dhalsim projectiles with a normal? O.o
Go to the Deviant Art link and download the original size to see the hurtboxes better~
I appreciate this immensely, but there are some cases were ya just can't see the hurtboxes at all, like Gief SPDs. Apparently the EX one shrinks his hurtbox, but for the life of me, I can't see them to find out.
Is there any other way to view these, without immense blue or orange blobs covering the tiny green lines?
cr.HP isn't hard to use as long as it's spaced correctly. It doesn't hit above his head.
And the roll is harder to use than cr.HP. If you consider the roll viable then HP is moreso.
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