Animated Hitbox Data!
Re: Animated Hitbox Data!
Apparently there's one for SF3: 3S, a Mame hack.
Street Fighter III: 3rd Strike - Hitbox Test 1
Street Fighter III: 3rd Strike - Hitbox Test 2
Street Fighter III: 3rd Strike - Hitbox Test 1
Street Fighter III: 3rd Strike - Hitbox Test 2
Looks like Jolly Ranchers & Baskin's Sherbet.
Re: Animated Hitbox Data!
that's interesting, normal srks have only upper body invincibility and ex has only lower body invincibility
Re: Animated Hitbox Data!
SUDDENLY INTERESTED
jk, thanks for doing all the finding. i think i've seen these before but i wanted to get the hack myself to really see what's what. then i probably got distracted by a gust of wind or something
jk, thanks for doing all the finding. i think i've seen these before but i wanted to get the hack myself to really see what's what. then i probably got distracted by a gust of wind or something
Last edited by onReload on Mon Jun 14, 2010 9:30 pm, edited 1 time in total.
Re: Animated Hitbox Data!
Nah it's cool, I think the most popular game right now is SSF4, and even with hitbox data for that no one seems to really care about the data.
I've seen hitboxes for almost every game I care about (plus a couple I don't) and I have to admit the only things I've derived from them is: "comparatively speaking; this is the best anti-air, this is the best jump-in, this is the best poke, this is the best anti-poke, this character can(not) crossup using this."
Which, like framedata, could be learned through experimentation and experience. In fact, sometimes we have "happy accidents" where we stumble across an instance that works in a reliable situation, yet we'd never realize that just looking at the raw data because it doesn't look like it "should". But that's something I've long thought about. Some people look at framedata and their brain farts. Others look at it and suddenly they understand a great deal more than they did originally. Most people don't memorize exact numbers or exact pixels but seeing it and experiencing it are just different ways of learning it "roughly". A while back I wrote a post about Fuzzy Numbers, but in retrospect that post could as well be talking about hitboxes (fuzzy pixels lol).
Still, to most people hitboxes for SWR and BB hardly matter at all in the long run. Games like ST and SF3 have a bit more emphasis on pixels because footsies are set at a pixel's pace, where walking forwards or backwards by mere pixels can mean all the difference in the world, so knowing them intimately could actually matter. Yet in games like BB and SWR if you're walking then you're probably doing something wrong (unless you're Tager).
There have been a few instances where (presumably casual players) people have been disgusted at hitboxes because they thought it was breaking the game down too much, and it was nerdy or taking things too seriously. I just found it ironic because I'm pretty sure framedata and hitboxdata rarely-if-ever actually changes the way people play, or at least the people who have been playing for years and "know it" without being able to physically give you exact numbers or pixels. The top players know it, they just can't show you, and I don't think many people actually improve/change from the data being shown anyway.
I've seen hitboxes for almost every game I care about (plus a couple I don't) and I have to admit the only things I've derived from them is: "comparatively speaking; this is the best anti-air, this is the best jump-in, this is the best poke, this is the best anti-poke, this character can(not) crossup using this."
Which, like framedata, could be learned through experimentation and experience. In fact, sometimes we have "happy accidents" where we stumble across an instance that works in a reliable situation, yet we'd never realize that just looking at the raw data because it doesn't look like it "should". But that's something I've long thought about. Some people look at framedata and their brain farts. Others look at it and suddenly they understand a great deal more than they did originally. Most people don't memorize exact numbers or exact pixels but seeing it and experiencing it are just different ways of learning it "roughly". A while back I wrote a post about Fuzzy Numbers, but in retrospect that post could as well be talking about hitboxes (fuzzy pixels lol).
Still, to most people hitboxes for SWR and BB hardly matter at all in the long run. Games like ST and SF3 have a bit more emphasis on pixels because footsies are set at a pixel's pace, where walking forwards or backwards by mere pixels can mean all the difference in the world, so knowing them intimately could actually matter. Yet in games like BB and SWR if you're walking then you're probably doing something wrong (unless you're Tager).
There have been a few instances where (presumably casual players) people have been disgusted at hitboxes because they thought it was breaking the game down too much, and it was nerdy or taking things too seriously. I just found it ironic because I'm pretty sure framedata and hitboxdata rarely-if-ever actually changes the way people play, or at least the people who have been playing for years and "know it" without being able to physically give you exact numbers or pixels. The top players know it, they just can't show you, and I don't think many people actually improve/change from the data being shown anyway.
Looks like Jolly Ranchers & Baskin's Sherbet.
Re: Animated Hitbox Data!
Well youtube hasn't deleted my account yet, so to reiterate: http://bit.ly/b4zf4E SSF4 Rose hitboxes.
Looks like Jolly Ranchers & Baskin's Sherbet.
Re: Animated Hitbox Data!
Does anybody know anything about 3S Akuma's invulnerability on frames of his F+MP? It seems like it might lead to some meaty setups or other weird missing hitboxes.
Re: Animated Hitbox Data!
Oh? What makes an invincibility frame true or not? I thought it was just an absence of hitboxes
Re: Animated Hitbox Data!
I guess he means that everything can be hit by something, somewhere.onReload wrote:Oh? What makes an invincibility frame true or not? I thought it was just an absence of hitboxes
Re: Animated Hitbox Data!
Oh, ok. Yeah I don't really know much data, but I'm thinking of moves (supers, really) off the top of my head and besides things like Hugo's Gigas Breaker animation, or Alex's two throw supers' animations, those types of things that are already kinda "cinematic", I don't know about full-body invincibility, but I have heard that if you do a wake-up Gigas (720 super) with Hugo, there's a chance it can miss Akuma if he's doing F+MP, some weird phenomenon; I just don't know which frames. It's on SRK somewhere and it was on Dr. Sub-Zero's podcast, I'm not sure if it might have changed from arcade ver. 990512, or perhaps someone only had experience with it in one of the home versions.
I don't always agree with some of the strategy in the wiki pages, but for Hugo here's the bit of trivia from the SRK wiki:
I don't always agree with some of the strategy in the wiki pages, but for Hugo here's the bit of trivia from the SRK wiki:
Not saying "go fetch this for me with your program" or something like that, was just throwing it out there if anybody's noticed it, or noticed a lackthereof.Also BEWARE with Akuma, his Zugai Hasatsu (F+MP) it's kinda strange, and that move can get you out from Gigas startup, even if you grab him from behind (also at point blank), the Gigas will completely whiff
Re: Animated Hitbox Data!
Akuma's f+MP (the two hit overhead chop) is throw-invulnerable on some frames, yeah. It doesn't have any normal/projectile invulnerability though, AFAIK.
This is different from Urien's HK, because that can be thrown by inordinately huge-ranged throws, but not by small normal throws like Ibukis, because Urien's HK simply moves him backwards and out of range of most throws. It's different because Akuma's overhead simply can not be thrown period (AFAIK) even by large range throws.
But yeah it doesn't have melee or projectile invulnerability though, AFAIK.
And yeah for some reason even though things like Chun-Li's EX SBK has actual melee/projectile invulnerability, Ken's SA.3 (shippu jinrai) can hit it anyway, so certain moves can break invulnerability properties by virtue of "who fucking knows why". SF3-3S: Chun-Li EX SBK stuff
This is different from Urien's HK, because that can be thrown by inordinately huge-ranged throws, but not by small normal throws like Ibukis, because Urien's HK simply moves him backwards and out of range of most throws. It's different because Akuma's overhead simply can not be thrown period (AFAIK) even by large range throws.
But yeah it doesn't have melee or projectile invulnerability though, AFAIK.
And yeah for some reason even though things like Chun-Li's EX SBK has actual melee/projectile invulnerability, Ken's SA.3 (shippu jinrai) can hit it anyway, so certain moves can break invulnerability properties by virtue of "who fucking knows why". SF3-3S: Chun-Li EX SBK stuff
Looks like Jolly Ranchers & Baskin's Sherbet.
Re: Animated Hitbox Data!
Yeah I've heard Elena's HK/B+HK is invulnerable to low hits, but you can still cr.MK xx Shippu with Ken on it. Good to know f+mp is specifically throw invulnerable, thanks.Xenozip. wrote:...Ken's SA.3 (shippu jinrai) can hit it anyway, so certain moves can break invulnerability properties by virtue of "who fucking knows why".
Re: Animated Hitbox Data!
By the way I remember hearing that f+mp throw invincibility for Akuma was removed in the console version. Probably something to test and keep in mind if you come to rely on it (I haven't tested it myself).
Re: Animated Hitbox Data!
Yeah, when I was listening to Rockefeller's podcast, I could faintly hear Gootecks shout something about PS2, so it might not be in that version. I might mess with emulation, but I don't know if the ROM dumpers kept it in...if they can mess with how Ken's neutral throw K.O. on Makoto freezes, I dunno what else they can mess with.
Re: Animated Hitbox Data!
Quick question xenozip, how are you generating the hitboxes for BBCS? I figured it was a hack of the PC "port" but now with hitbox data for Makoto I'm confused.
Re: Animated Hitbox Data!
There's a hitbox viewer on dustloop. It was able to view the decrypted xbox data and the pirated arcade data.
Looks like Jolly Ranchers & Baskin's Sherbet.
Re: Animated Hitbox Data!
Hi all. This is my first post here. 
You can get it from here: http://tasvideos.org/forum/viewtopic.php?t=9942
This way also allows it to be easily modifiable and it can be used in addition to other tools (like input-display or macrolua, for example.)

I have converted that MAME hack to a Lua script so it can be used with up to date MAME-RR and FBA-RR builds.Xenozip. wrote:Apparently there's one for SF3: 3S, a Mame hack.
Street Fighter III: 3rd Strike - Hitbox Test 1
Street Fighter III: 3rd Strike - Hitbox Test 2
You can get it from here: http://tasvideos.org/forum/viewtopic.php?t=9942
This way also allows it to be easily modifiable and it can be used in addition to other tools (like input-display or macrolua, for example.)
"playing ST like it's a Streets of Rage game"
Re: Animated Hitbox Data!
Oh great stuff! Really convenient to have hitbox info in FBA-RR 

Re: Animated Hitbox Data!
that's neat, people who get a kick out of hitboxes should find this more useful
Re: Animated Hitbox Data!
Hey dude, welcome, and that's way cool.mzk wrote:Hi all. This is my first post here. :)
I have converted that MAME hack to a Lua script so it can be used with up to date MAME-RR and FBA-RR builds.
You can get it from here: http://tasvideos.org/forum/viewtopic.php?t=9942
This way also allows it to be easily modifiable and it can be used in addition to other tools (like input-display or macrolua, for example.)
By the way, some one figured out the memory addresses for the hitboxes in Vampire Savior: > http://randomselect.piiym-net.com/forum ... 5#msg38895
Is there any possibility AT ALL that some one would be interested in hacking up mame/fba to display the Vampire Savior hitboxes? I know a ton of people that would be very, very happy to see them.
Looks like Jolly Ranchers & Baskin's Sherbet.
Re: Animated Hitbox Data!
This Lua script for Vampire Savior should work in both FBA-RR and MAME-RR: http://pastebin.com/wz9aWLNR (MAME-RR works a LOT faster than FBA-RR when using these scripts.)

I couldn't find the hitbox data for misc objects (like fireballs), but I'll try again tomorrow.

I couldn't find the hitbox data for misc objects (like fireballs), but I'll try again tomorrow.

Last edited by mzk on Fri Aug 13, 2010 8:56 am, edited 1 time in total.
"playing ST like it's a Streets of Rage game"
Re: Animated Hitbox Data!
This is amazing. I can finally see why Lei-Lei's j.MP is better than j.HP for example.
This is gonna give Xenozip something to do for his next dozen videos.
This is gonna give Xenozip something to do for his next dozen videos.
Re: Animated Hitbox Data!
Oh my god thank you. This is the greatest thing. There's gunna be a lot of people very very happy about this.
And yes I'll be busy for quite some time, lol. Videos, pngs, gifs, aaaaahhhhh.
And yes I'll be busy for quite some time, lol. Videos, pngs, gifs, aaaaahhhhh.
Looks like Jolly Ranchers & Baskin's Sherbet.
Re: Animated Hitbox Data!
Oh my god I'm in love. <3 <3
Keep this up please!
Keep this up please!

Re: Animated Hitbox Data!
Glorious http://bit.ly/asSIXg
Looks like Jolly Ranchers & Baskin's Sherbet.
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Re: Animated Hitbox Data!
Well done, felineki and mzk!
I guess there's still hope for Capcom's best kept secret (A3 hitboxes) to be revealed one day.
I guess there's still hope for Capcom's best kept secret (A3 hitboxes) to be revealed one day.
Re: Animated Hitbox Data!
Looks amaaaaaaaazing! Great job, dudes.
One thing I'm noticing (atleast from Xeno's video) is that the hitboxes seem to be ahead a frame or two in terms of the actual animation. If it's not too difficult to somehow offset the timing so that the boxes and animations line up properly, I think it should be attempted.

One thing I'm noticing (atleast from Xeno's video) is that the hitboxes seem to be ahead a frame or two in terms of the actual animation. If it's not too difficult to somehow offset the timing so that the boxes and animations line up properly, I think it should be attempted.
Re: Animated Hitbox Data!
Here's the finished vsav script with projectile hitbox data: http://tasvideos.org/forum/p/243536
I'll try to find the data for SFA3 in the next few days.
This can be changed by doing this at the end of the script http://pastebin.com/yad6w1j1Rithli wrote:One thing I'm noticing (atleast from Xeno's video) is that the hitboxes seem to be ahead a frame or two in terms of the actual animation.
I'll try to find the data for SFA3 in the next few days.

"playing ST like it's a Streets of Rage game"
Re: Animated Hitbox Data!
Really? Holy hell, why are you so godlike. Thanks man, appreciated heavily.
Umm, well since A3 was brought up, there's this video here that comes to mind: http://www.youtube.com/watch?v=dbzhgW9K5LE
This is like a developer test menu mode from the dipswitches in Jojos, it appears there's a lot of attack data in there. Could something like that more easily lead to a script? Or is that not really helpful in finding anything (for Jojos)?
Umm, well since A3 was brought up, there's this video here that comes to mind: http://www.youtube.com/watch?v=dbzhgW9K5LE
This is like a developer test menu mode from the dipswitches in Jojos, it appears there's a lot of attack data in there. Could something like that more easily lead to a script? Or is that not really helpful in finding anything (for Jojos)?
Looks like Jolly Ranchers & Baskin's Sherbet.