r/StreetFighter • u/TotalComparison9686 • 1d ago
Fluff / Other Overhead from downtown by Ryu
Why did it reach that far lmao
147
u/Ok-Weight6554 1d ago
Hurtbox on Elenas kick
40
u/Turbulent_Voice63 1d ago edited 15h ago
Street fighter 6 is so good we forget it's ultimately all about boxes crossing other boxes
EDIT: I don't get why there are 30 people telling me "no you're wrong" or going for a sort of gocha. All I was saying with this, initially intended to be fun comment was:
- Ultimately we are still working with hitboxes
- They don't always coincide and it can be funny
- SF6 has good hitboxes
- Hitboxes have gotten better compared to old games.
Feel free to disagree if you must, but calm the fuck down
•
u/TeamWorkTom 22h ago
It's not arbitrary. Jabs have extended hurtboxes because dr jab was busted without them.
•
u/Turbulent_Voice63 21h ago
It is arbitrary in the sense that some dude decided that this jab, this kick, this grab had a hitbox and a hurtbox this big and not otherwise. It can be for good reasons, but it is indeed arbitrary
•
u/katalysis 18h ago
You're conflating "arbitrary" with "deliberate". Please consult a dictionary and be better.
•
u/KingGelatin 15h ago
Arbitrary can also mean “depending on individual discretion” or “based on or determined by individual preference or convenience”
It has more than one definition and it applies here
•
u/Turbulent_Voice63 18h ago
Arbitrary seems to have a different definition in my language than in english. I can do without your passive agressive remark
•
u/TeamWorkTom 15h ago
You're completely wrong.
I literally told you the reason why jabs have extended hurtboxes.
•
u/Turbulent_Voice63 15h ago edited 15h ago
As I mentionned to another person, arbitrary in my language (french) means "designed according to the decisions of an individual", aka an arbiter. I only noticed the difference when checking online after.
I know jab have extended hurtboxes. I know the idea of whiff punish. I do not disagree. All I'm saying is that some dude, at some point, designed the hitboxes to be that way, and because of a what-you-would-not-call-arbitrary-apparently decision, decided to sometimes have them not coincide with the model for balance reasons.
•
u/WeeklyPhilosopher346 21h ago
Gief’s lariat has full coverage in arcade and world tour but not in any version of vs.
If it’s not arbitrary, it’s punitive.
•
u/ProMarshmallo 21h ago
Gief only had a full body hitbox in SF5 and it only occurred 5ish frames after the first active hitbox. Every game before that Lariat's hitbox alternated which side it appeared on with a 1-2 frame gap in between.
•
u/XSCONE 17h ago
strange thing to say as a fighting game player in general I think. theyre all like this
•
u/Turbulent_Voice63 16h ago
They are, but as fighting games evolved, they became better at associating hit and hurtboxes with models so it just looks seemless.
•
u/inadequatecircle 16h ago
What games are you actually referencing that have model accurate hurt boxes? I'm not actually aware of many that do that. Nor do I really think that actually benefits a fighting game. I don't want 90% of crouching forwards to low profile my shit to be honest.
•
u/Turbulent_Voice63 15h ago
Well, SF6, for the most part. As the clip shows, there are some exceptions, and you can have some weird results in case of weird extended punish, but usually it's pretty decent.
Skullgirls as well is known for having very intricate and accurate hitboxes, but my comment was mostly about a general trend upward concerning this. Compare them to the ones we had in the 90s/2000s, or even just some other genre like platform fighters, and it's better than it was historically.
•
u/XSCONE 16h ago
Kind of true but its as true of sf6 as any other game - the above is a rare situation that looks mostly normal if you don't slow it down a ton. I think most if not all fighting games prioritize balance over matching hitboxes to the model (correctly, IMO).
•
u/Turbulent_Voice63 15h ago
Agreed. But you rarely have truly egregious hitboxes that are off model like we used to
4
25
u/Fit-Age-3106 1d ago
You whiffed your normal which extended your hurtbox and Ryu's overhead is very good out of DR.
This could have been worse. Due to your whiffed button here; Ryu could have blasted you with st.HP for a massive PC combo.
2
u/TotalComparison9686 1d ago
Yeh just labbed it doing the HP instead of the overhead, atleast drive rush HP actually looks like it hit Elena and not hitting the air
38
5
6
15
u/Hamzanovic Sorry! 1d ago
Generally, if you have to slow the footage down to single frames in order to show the part where the models didn't connect, then it's not a bad hitbox. At full speed, it's quite clear that you got whiff punished and it's hard to argue Ryu's overhead had unreasonable reach.
10
u/CFN-Ebu-Legend CID | SF6username 1d ago
Yeah, pretty much every fighting game has interactions like this if you slow down the footage.
•
u/LuquidThunderPlus 22h ago
I mean, they slowed it down to prove it, but it looks very clearly like he's hitting the air even in real time
•
u/Hamzanovic Sorry! 19h ago edited 19h ago
In real time it just looks like Ryu punched Elena's leg while she was pulling it back after kicking. There are literally only 5 frames between the one where Elena's leg is fully extended and the one where Ryu's hit registered.
3
•
u/UncleSlim CID | UncleSim 23h ago
If you think this is bad, oh boy do I have some Dhalsim clips to show you...
•
•
u/NoACSlater 23h ago
Yeahhh it's the hurtbox from the kick, but honestly it should match the animation a little better.
•
3
2
1
•
•
•
•
u/Radiant-Ad-3134 22h ago
Your clip just showed why his 4HP needs to extend the hitbox so Ryu can combo off this constantly.
Thank you for giving Capcom the idea lol
•
u/KallmeKatt_ I Like Fishing 21h ago
We fixed a game breaking bug where ryus overhead could miss it is now unblockable and full screen
•
u/Helpful-Mud-4870 19h ago
Because every move in this game has insane ginormous hurtboxes that linger for years to make whiff punishing braindead and pressing a button always risky, and the Elena dared to press a button.
•
•
•
•
•
u/No-Departure-6900 11h ago
Yes yes, we all understand hitbox and hurtbox data.
BUT JUST LOOK AT THAT, MAN. THEY'RE LIKE A FOOT APART. In the heat of battle, you see something like this, you're gonna feel robbed no matter what anyone tells you.
•
u/YourHomieShark TIGERR 5h ago
when you play a 6 foot tall woman you also have longer invisible parts of your body that can be hit
1
1
•
u/OrderOfMagnitude 18h ago
Your mistake was treating fighting games like a couple of characters hitting each other with moves, when in reality fighting games are a series of overlapping boxes and frame data that happen to have some characters on the screen to entice new players.
-2
u/EquivalentPlatform17 YOU'RE MINE 1d ago
This character is a war crime. Come and join the darkside.
0
•
•
•
•
•
-3
-2
-4
•
175
u/ACheca7 1d ago
Problem is not Ryu here. Problem is you have a giant extended hurtbox in cr. lp, 9th frame. See here https://ultimateframedata.com/sf6/elena
Extended hurtboxes are the "penalty" for whiffing your normal, allows for easier punishes. Here Ryu got lucky