Hitbox Dissonance: Difference between revisions

Rescuing 0 sources and tagging 5 as dead. #IABot (v2.0beta9)
(Rescuing 0 sources and tagging 5 as dead. #IABot (v2.0beta9))
Line 45:
** ''[[Soul Calibur]]'''s custom characters suffer from this. Since all custom characters are the same height but use a standard character's weapons, the standard character's hitbox is mapped onto the custom character, which leads to problems when using the style of a particularly tall or short character.
* Tekken 5 was pretty notorious for [http://www.youtube.com/watch?v=wk34aY6x4t8 grounded mids], especially in wall combos. To clarify for non-Tekken players: some mids do have the property of hitting a character on the ground (downward chops, rising kicks, etc). But there were a lot of straight thrusting attacks that hit a person almost completely lying on the ground or rolling to the side. One big offender was Anna's Tread Water kicks to Judgement Kick (f,f+3,4,3~b, 3), the last of which was a front kick which would hit a grounded opponent or sometimes even an opponent ''behind'' Anna.
* ''[[MUGEN]]'' - Disjointed hitboxes are also one of potentially many signs of a badly made character. An [[Egregious]] example is [http://jsmugencentral.proboards.com/index.cgi?board=review&action=display&thread=23=1#32 Metal Greymon]{{Dead link}}, whose hitboxes bear absolutely no resemblance to the sprites (which are a random assortment of ''[[Digimon]]'' characters, none of them animated).
* ''[[Super Smash Bros.]]'' has a lot of these problems, partially due to the fact that a single attack will have several different hitboxes with sometimes wildly different strengths.
** Ganon's down special continues for about four seconds, but by the third second it stops doing potential damage. This creates the odd situation where you should be going through someone with your foot but they smack you back. More evident in his recovery (up special) where not only is it unlikely that you will latch onto an opponent, but the punch at the end will most likely never hit.
Line 58:
* As you'll find below, ''[[Touhou]]'' is famous for how important your character's hitbox is. This even carries over to the fighting game spinoffs, where sometimes dodging that instant-kill spellcard or that one bullet that would knock you out upon hitting relies solely on your knowledge of hitboxes.
* ''[[Street Fighter III]]'' has a problem with so called "nails"<ref>named because people think the characters are only hitting the enemy because they forgot to trim their toenails or nails.</ref> where attacks would extend just a little to far that they should, as seen above in the quote.
* ''[[Street Fighter IV|Super Street Fighter IV]]'': In a shocking nerf to fan favorite Makoto, who in Street Fighter 3 was able to pull combos like [http://www.youtube.com/watch?v=pRwadFHfLhM this], her EX Grab didn't extend [http://captainbob.free.fr/SF4/exkarakusa.old.png past half her arm's length]{{Dead link}}; they've since fixed this in [http://captainbob.free.fr/SF4/exkarakusa.ae.png Arcade Edition]{{Dead link}}.
 
=== First Person Shooter ===
Line 72:
** The pupae and predator enemies are best taken out from afar, since once in melee range, their narrow collision cylinders make them nigh-untouchable.
* The Spy of ''[[Team Fortress 2]]'': Landing a successful backstab (which is instant death) depends on the view angle of the victim, and not the actual pose of the character, causing dissonance when combined with some animations. This is in addition to lag and the game's rather odd way of calculating melee hits (using the player's bounding box) and, well, you end up with a lot of sidestabs and [[Fan Nickname|facestabs.]] Numerous tweaks and updates have gone toward trying to get it right, though you can't please everyone.
** To the Spy's considerable advantage: a disguise [http://wiki.teamfortress.com/w/images/d/d8/Disguised_spy_hitbox.jpg does not change your hitbox]{{Dead link}}. A headshot to your fake head will hit you in the torso if the model is short enough.
** To add to this: the Spy can disguise as his own team, so the enemy sniper may not even know the player is a Spy.
** Better still, the Sniper is taller than the Spy. It's very possible that what would have been a headshot on a real Sniper will go straight over your head.
Line 193:
* Capital ships in the first ''[[Wing Commander (video game)|Wing Commander]]'' have a bit of this going on, when at some angles of attack a ship's sprite doesn't quite match its actual physical model. This can result in blaster fire (or worse, missiles) passing clean through the enemy battleship.
** The first two Wing Commanders (and spinoffs based on their engines) in general have a fair amount of this, as they simulated 3D objects flying freely through space by using sprites. The hitboxes are rectangular, no matter what the actual sprite looks like. This is especially noticeable when you are firing at a flat-shaped enemy fighter that is aligned diagonally, and you can hit it at the "empty" corners of the hitbox.
* Some [[Humongous Mecha|mechs]] in the ''[[Mechwarrior]]'' series have this issue on certain [[Subsystem Damage|components]]. The Uziel in ''Mechwarrior Living Legends'' currently has a cockpit hitbox that is physically impossible to damage without splash damage, and many mechs in ''Mechwarrior 4'' have odd hitbox locations, especially on asymmetrical mech. On the [http://www.deviantart.com/download/130229435/MW4_Cauldron_Born_by_Walter_NEST.jpg Cauldron-Born]{{Dead link}}, the "Center Torso" hitbox is actually the projecting cockpit area, the Left Torso is only capable of being hit from the left side, and the Right Torso makes up the entire right side of the mech and can be hit from any angle.
 
=== Tabletop Games ===