Why don't fighting game developers just make the hitboxes match the actual sprites/models?

Why don't fighting game developers just make the hitboxes match the actual sprites/models?
Is there really a need for all these rectangles?

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  1. 5 months ago
    Anonymous

    enjoy whiffing and trading and dead spots

    • 5 months ago
      Anonymous

      >enjoy having to get good at the game
      thank you, I will

    • 5 months ago
      Anonymous

      > Enjoy having to properly aim attacks.
      > Spam body kicks and crouch kicks.
      > Throw enemy once at punching range.

      Solved & Filtered.

      • 5 months ago
        Anonymous

        you cant aim attacks

    • 5 months ago
      Anonymous

      wow accurate moves this is such a bad thing oh no

  2. 5 months ago
    Anonymous

    because certain small characters will be impossible to hit and large characters will dominate the screen even harder with range

    • 5 months ago
      Anonymous

      So like real life then

      • 5 months ago
        Anonymous

        real life sucks

        >enjoy having to get good at the game
        thank you, I will

        post your replay

        ok but counter argument

        Xrd Sol is so godlike

      • 5 months ago
        Anonymous

        Yes, that boring thing you play videogames to rest from.

    • 5 months ago
      DoctorGreen

      >certain small characters will be impossible to hit and large characters will dominate the screen
      skill issue

      If you don't understand the various technical reason for hitboxes, then you're probably too stupid for fighting games anyway.

      >fighting games
      >not stupid
      lol

      • 5 months ago
        Anonymous

        >tripgay
        >not moronic
        lol

        • 5 months ago
          DoctorGreen

          *evades your post*
          *punishes you for replying to a tripgay like a moron*
          gg

  3. 5 months ago
    Anonymous

    play Moron Kombat cuz that's what they do in these kusoges

  4. 5 months ago
    Anonymous

    doesn't tekken do this

    • 5 months ago
      Anonymous

      ?si=tSlCaASkhOsmV-Js

      • 5 months ago
        Anonymous

        Didn't show in motion.
        Of course they are not perfect but in motion some hitboxes are as small as the actual limbs

  5. 5 months ago
    Anonymous

    less processing lower required
    bigger hitbox better for satisfaction

    • 5 months ago
      Anonymous

      This is literally the answer, everything else is bullshit.

  6. 5 months ago
    Anonymous

    If you don't understand the various technical reason for hitboxes, then you're probably too stupid for fighting games anyway.

    • 5 months ago
      Anonymous

      > Spam the same combos over and over
      > Big brain fighting game player

      • 5 months ago
        Anonymous

        You can't spam a combo

      • 5 months ago
        Anonymous

        The fact that you said this shit shows a fundamental misunderstanding on how fighting games even work

      • 5 months ago
        Anonymous

        >spam the same combo
        man you shouldve just deleted this post

      • 5 months ago
        Anonymous

        >Spam the same combos
        fricking moron

    • 5 months ago
      Anonymous

      dunning kruger

      • 5 months ago
        Anonymous

        disprove his argument

      • 5 months ago
        Anonymous

        > Spam the same combos over and over
        > Big brain fighting game player

        drink bleach

  7. 5 months ago
    Anonymous

    They probably tried something like this but it likely altered the gameplay experience too greatly to satisfy their audience.

    Pixel perfect collision works for some games but kinda sucks to play with in others.

    • 5 months ago
      Anonymous

      >They probably tried something like this
      They did. With the alpha build of Street Fighter 4. SF4 was the first SF game in a long time and also the first one to go full 3D. So they got a lot of prolific players to test the game like Justin Wong and Daigo. Back then the hit detection was bound to the actual models rather than being boxes.

      The players fricking hated it. The immediate problem is that characters move while standing idle and thus their hit boxes move too. So you could space your move perfectly only to realize you missed anyway through circumstances neither player was in control of. The game became so inconsistent that Capcom threw it out and went back to hitboxes that can be more readily accounted for and balanced.

      • 5 months ago
        Anonymous

        >The players fricking hated it.
        they should git gud

      • 5 months ago
        DoctorGreen

        >The game became so inconsistent
        Capcom's Skill Issue

      • 5 months ago
        Anonymous

        >through circumstances neither player was in control of
        >predictable idle animation
        you aren't in control of timing the "x" button press? You sound like a boomer incapable of adaptation

      • 5 months ago
        Anonymous

        git gud

  8. 5 months ago
    Anonymous

    Because it just works
    Don't care about the frame data memorizing queers

  9. 5 months ago
    Anonymous

    It adds uncontrollable completely, collision calculation isn't some pretty thing, that's why to this day we are using boxes and capsules

    • 5 months ago
      Anonymous

      it's not 1993 anymore, noita does per pixel physics calculations

      • 5 months ago
        Anonymous

        Noita is also a singleplayer game

  10. 5 months ago
    Anonymous

    Congratulations, you just put balancing in the hands of the artists. You have also fallen under the illusion that these games are in any way simulations.

  11. 5 months ago
    Anonymous

    The same reason tennis rackets are flat ovals instead of giant 3D hands.

  12. 5 months ago
    Anonymous

    try building a game in game maker for an hour and you'll understand

    • 5 months ago
      Anonymous

      clickteam fusion also does that

  13. 5 months ago
    Anonymous

    because an abstraction is more fun than real life sometimes. Just look at the more 'realistic' FGs or shit like for honor or even souls with actual physics systems. They all have their own flavour of jank.
    Whether the mechanics make for good gameplay is more important than making something realistic for it's own sake.

    • 5 months ago
      Anonymous

      >because an abstraction is more fun than real life sometimes.

      Abstractions also sometimes feel more real than realism, since video games aren't real and have strengths and limitations real life doesn't. There's a great interview with Miyamoto about Ocarina of Time when he talks about this. Shooting an arrow through a flame to set a web on fire isn't "realistic", but it still feels "truthful" and makes sense. There's an important difference.

      • 5 months ago
        Anonymous

        Gaben did an interview a few weeks ago too where he said 1:1 realism isn't fun. And that when players say they want realism, what they mean is they want the game world to react to their presence.

  14. 5 months ago
    Anonymous

    Because that'd create further problems

  15. 5 months ago
    Anonymous

    Pixel perfect collision detection would have been too much for arcade machines

  16. 5 months ago
    Anonymous

    I can't imagine how hard it would be to balance a fighting game if you had to adjust the animations. Even if you were using mock-ups and stand ins before the final animation, it would be horrible to push patches post launch.

  17. 5 months ago
    Anonymous

    I remember MikeZ being proud of himself for having that be true for Skullgirls, but funnily enough his team quickly abandoned the idea after a while

    • 5 months ago
      Anonymous

      Skullgirls is a lot of ideas that sound cool on paper to hardcore players that don't coalesce well together. Being a halfway point between GGXX & MvC2 while also trying to be more "balanced" than those games AND having sprite-accurate hitboxes on heavily stylized characters was just a mess, and that was before they changed the infinite prevention system in a way that made it a Resetfest. Shame since it nails its aesthetics and features perfectly and gameplay-wise I think it has some of the most fun characters in their respective archetypes in a vacuum (Big Band in particular) but I just cannot vibe with the systems. Nowadays SG is mostly connected to Mike Z's poor life choices and the remaining team's quiet pettiness against Ahad's work despite it being the backbone of why the game sticks out so much in the market to this day, and the only other fighting game running on the genuinely excellent engine made for it just announced they're ending development on content earlier than expected. Just a shame all-around.

      • 5 months ago
        Anonymous

        a lot of skullgirls problems would be fixed if there was a manual burst

        • 5 months ago
          Anonymous

          Same with Power Rangers BftG too. Even Marvel 3 could probably be better if you could use XF activation to burst a combo.

    • 5 months ago
      Anonymous

      Somebody post the pic of cerbella’s hitboxes during her command run.

  18. 5 months ago
    Anonymous

    this like when gamers (read: brainless morons) ask for word-for-word translations

    • 5 months ago
      Anonymous

      >We MUST fill localisations with memes and politics, there's no other way

      • 5 months ago
        Anonymous

        who are you quoting?

        • 5 months ago
          Anonymous

          Who do you think?

          • 5 months ago
            Anonymous

            the fictional people inside your head?

    • 5 months ago
      Anonymous

      >asking questions so you can learn makes you moronic

      • 5 months ago
        Anonymous

        being a moron about the answers given however

  19. 5 months ago
    Anonymous

    That would just made the collision detection even more finicky, you'd get things missing or hitting when you wouldn't expect them to.

  20. 5 months ago
    Anonymous

    They don't need to. it's development cycle autism to invest on such a thing.

  21. 5 months ago
    Anonymous

    keeping the game balanced is a lot easier than micromanaging every character

  22. 5 months ago
    Anonymous

    Cause it's more work than it's worth and not even an actual improvement.

  23. 5 months ago
    Anonymous

    Shut up and post hitboxes

    • 5 months ago
      Anonymous
    • 5 months ago
      Anonymous
      • 5 months ago
        Anonymous

        he needs it

      • 5 months ago
        Anonymous

        Where's the gif of the badly-animated 70's Gundam swinging the really fat beam saber back and forth? Because it fits this perfectly.

    • 5 months ago
      Anonymous
      • 5 months ago
        Anonymous

        The frick is goin on back there

        • 5 months ago
          Anonymous

          He's jumping from there

        • 5 months ago
          Anonymous

          he moves backwards when you do air fireball

          He's jumping from there

          no

        • 5 months ago
          Anonymous

          GG1 is kuso kino.

          he moves backwards when you do air fireball
          [...]
          no

          that's not a fireball

    • 5 months ago
      Anonymous

      Man I hate what they did to I-No in Strive

      • 5 months ago
        Anonymous

        back when having a godlike 6P was cool

    • 5 months ago
      Anonymous

      The wrecking ball made of indestructible Adamantium.

    • 5 months ago
      Anonymous

      >want to post that one Satsuki hitbox
      >mizuumi finally got a hitbox image that includes the wind sprite
      Booo

    • 5 months ago
      Anonymous
    • 5 months ago
      Anonymous
      • 5 months ago
        Anonymous

        >old guilty gear
        >street fighter
        >skull girls

        • 5 months ago
          Anonymous

          Did someone said skull girls?

    • 5 months ago
      Anonymous
    • 5 months ago
      Anonymous
      • 5 months ago
        Anonymous

        FOOT
        FOOT
        FOOT
        FOOT

    • 5 months ago
      Anonymous
      • 5 months ago
        Anonymous

        that's a huge fart

        • 5 months ago
          Anonymous

          BRAAAAAAAAAAAAAAAAPPPPPPPPPPPPPPPPPFFFFFFFFTTTTTTTTTT

    • 5 months ago
      Anonymous
    • 5 months ago
      Anonymous
      • 5 months ago
        Anonymous
    • 5 months ago
      Anonymous

      >Did you just fricking JUMP

    • 5 months ago
      Anonymous

      >Did you just fricking JUMP

      >ARE YOU TRYING TO RUN

    • 5 months ago
      Anonymous

      Vlov was like the easiest fricking character to get into S+ with.

  24. 5 months ago
    Anonymous

    So OP just forgot about SFV, huh

    • 5 months ago
      Anonymous

      SF4 actually

      • 5 months ago
        Anonymous

        Does SFIV have snubby normals? I'll be honest I don't remember. They seemed fine to me?

  25. 5 months ago
    Anonymous

    Skullgirls mostly does that and it has some of the most janky interactions in the genre.

  26. 5 months ago
    Anonymous

    >make the hitboxes match the actual sprites/models?
    because a lot of the time, that just doesn't work and/or leads to lots of other issues

  27. 5 months ago
    Anonymous

    It would quickly turn into a 20 minute boxing match for each game.
    The footsie would be insane and everyone would just be playing Mayweather tier rope a dope

  28. 5 months ago
    Anonymous

    This has been asked before.

    It means once you make an animation you are locked into that being the hitbox. If you want to make a new hitbox you have to change the animation which is a lot more work. And it means any change to the model affects all hit boxes.

    It creates a lot of problems and does nothing but please your autism.

  29. 5 months ago
    Anonymous

    Didn't they frick this up with Elena in SF4 and made it that due to her wacky idle stance she's constantly in states where certain normals will whiff on her but not other characters?

  30. 5 months ago
    Anonymous

    mk did that for a while and everyone hated it because you had to learn combos for each character as in each and every character had a specific combo you had to do to them or they dropped

  31. 5 months ago
    Anonymous

    Are you guys just arbitrarily drawing squares or is this an option to display on fighting games?

    • 5 months ago
      Anonymous

      usually people make mods to access devtools, but sometimes devs add the option

    • 5 months ago
      Anonymous

      Some games let you see them. For older games, the emulator usually has a function for it.
      Most of the ones itt are pulled from the game's wiki page.

  32. 5 months ago
    Anonymous

    You can't have pixel perfect hitboxes when you only have preset attack animations
    When you can aim and attack at any point you want to like you're in VR then you can have perfect hitboxes

  33. 5 months ago
    Anonymous

    dnf duel goes on the opposite extreme of it
    >what if every character had full-screen disjointed buttons?

    • 5 months ago
      Anonymous

      I'm actually sad that this game died off so hard. It was moronic but it was fun. Felt a lot less sterile than other modern fighting games.

      • 5 months ago
        Anonymous

        It's the epitome of "if everyone's broken, no one's fun."

      • 5 months ago
        Anonymous

        A game with only two buttons for normals, a lose 70% health to do easier tod's than in Strive mechanic, slower actual movement than anything released in the past 4 years barring maybe gbfvs, and the only supers being a shitty once a round 8 second cutscene is just as sterile if not more.

      • 5 months ago
        Anonymous

        if you played a game where you couldnt do anything for a minute because of a counter hit, you would be upset too

      • 5 months ago
        Anonymous

        It had the DNA of 8ing's 00s output mixed with the low-execution trend of the mid-late 10s through today, so that was kind of inevitable, especially since 8ing's work in the 00s already had pretty simple button layouts and a lack of motions in high-damage high-character power games anyway.

        It's probably one of their weaker fighters but it's still just fun (if you get to play)

      • 5 months ago
        Anonymous

        It had the DNA of 8ing's 00s output mixed with the low-execution trend of the mid-late 10s through today, so that was kind of inevitable, especially since 8ing's work in the 00s already had pretty simple button layouts and a lack of motions in high-damage high-character power games anyway.

        It's probably one of their weaker fighters but it's still just fun (if you get to play)

        Whenever I hit this button I cum.

        • 5 months ago
          Anonymous

          my death as a ranger

          • 5 months ago
            Anonymous

            Repent

        • 5 months ago
          Anonymous

          Can you still find people to tussle with in this game or do you mainly stick to singleplayer?

          • 5 months ago
            Anonymous

            If you sit in Ranked for a while in certain times or trawl for a lobby you can find someone and the netcode is at least good, but not really. I also have it on PS4 instead of PC because I didn't have a good rig when it came out so it's probably worse for me. Haven't even tried in a little while.

            • 5 months ago
              Anonymous

              I wonder if the DLC will pull anybody back or not.

              • 5 months ago
                Anonymous

                It has minor bumps, and major tournaments still run it and have support by OGs. The game's biggest saving grace is that Yipes likes it (probably because it's basically the exact same design staff as Marvel 3).

          • 5 months ago
            Anonymous

            You can find people sometimes but it's mostly pretty dead. Actually dead I mean, not Ganker's usual meme definition of a dead fighting game. It's actual discord fighter tier at this point.

            • 5 months ago
              Anonymous

              Skullgirls is legitimately a cursed game. I dont think I’ve ever seen another game with worse luck. Evo online was literally its chance to show off how good its net code was, and then that shit got cancelled because of the drama with Mr. Wizard.

              • 5 months ago
                Anonymous

                Skullgirls did actually get its EVO year in an in-person year. It was TFH that got fricked, and now they aren't even going to finish the story mode. The Z Engine is dead with only three games to its name.

    • 5 months ago
      Anonymous

      I'm actually sad that this game died off so hard. It was moronic but it was fun. Felt a lot less sterile than other modern fighting games.

      >lets make our game COOL and then not balance anything at all
      >wtf everyone is leaving???
      They should have made some kind of single player or PVE focused fighting game. It's clear it was not meant to be played 1v1. You can tell the original IP was a beat-em-up.

      • 5 months ago
        DoctorGreen

        >and then not balance anything at all
        >>wtf everyone is leaving???
        moron

        • 5 months ago
          Anonymous

          Your game sucks spergy, play something good instead.

  34. 5 months ago
    Anonymous
  35. 5 months ago
    Anonymous

    Play old Melty and you'll understand why that's moronic. The Necos are so small that most combo routes don't work on them.

  36. 5 months ago
    Anonymous

    I would marry this sweep

    • 5 months ago
      Anonymous

      ok but counter argument

      • 5 months ago
        Anonymous

        Ah, the NOPE kick.

        • 5 months ago
          Anonymous

          ok but counter argument

          I would marry this sweep

          He's the game's protagonist
          he gets to have the most moronic moves

          • 5 months ago
            Anonymous

            You say that when Alex has been starving for decades.

  37. 5 months ago
    Anonymous

    what do the colors mean

    • 5 months ago
      Anonymous

      red = ouchie
      blue = (you)
      green = gay zone

    • 5 months ago
      Anonymous

      Red is usually the damaging box
      Green is where your character takes damage if red collides with it
      White/Blue is where your character is actually "standing" for collision

      Sometimes it varies.

    • 5 months ago
      Anonymous

      >green
      hurtbox
      >red
      hitbox
      pretty sure other games have other properties i couldnt be assed to remember, like i think yellow in xrd is the collision box

  38. 5 months ago
    Anonymous
  39. 5 months ago
    Anonymous

    Someone post jamie's divekick.

    • 5 months ago
      Anonymous

      It's not just jamie's

      • 5 months ago
        Anonymous

        I mean jamies is still by far the worst out of those

  40. 5 months ago
    Anonymous

    Look how they massacred my boy

    • 5 months ago
      Anonymous

      People will look at how less disjointed the hitbox is, but what I want to know is why that hurtbox is so fricking gigantic it extends into the air.

      • 5 months ago
        Anonymous

        to compensate on how shit jump in's are in strive

    • 5 months ago
      Anonymous

      Punishment for how hard that man used to bully Pot mains.

      • 5 months ago
        Anonymous

        homosexual grappler players deserve every amount of bullying they get. Not for their choice of character type, they just are somehow the biggest homosexual of every fighting game fanbase.

        • 5 months ago
          Anonymous

          >they just are somehow the biggest homosexual of every fighting game fanbase.
          because they think characters with some of the most potent and simplest mixups ever conceived of in the genre should be able to constantly get in for free

        • 5 months ago
          Anonymous

          Thar's zoners and you fricking know it. Grapplers have to play a harder game than everyone else and get rewarded for it.

        • 5 months ago
          Anonymous

          Thar's zoners and you fricking know it. Grapplers have to play a harder game than everyone else and get rewarded for it.

          Rushdown monkeys are the worst because their characters always have good buttons and are rewarded for mashing as hard as possible

          • 5 months ago
            Anonymous

            You main Zangief don't you?

            • 5 months ago
              Anonymous

              You main Ken don't you?

              • 5 months ago
                Anonymous

                > Mains Chun Li cuz her ass is hot.

          • 5 months ago
            Anonymous

            this is the actual truth
            players go apeshit and riot when the best characters aren't unga bunga mixup machines
            for some reason having to "guess" against grapplers is bad and unfun even though rushdowns are just guessing but 10 fast little guesses in a row instead of 1 big one
            and nobody appreciates zoners because defense is "boring"

            • 5 months ago
              Anonymous

              >get to guess wrong 9 times in a row before dying, lots of interactions and opportunities to get back to neutral or reverse momentum
              vs
              >guess wrong twice and the round is over, no real interaction just flip a coin between grab and not grab whenever you're in range
              I wonder why people feel differently about these

    • 5 months ago
      Anonymous

      Man I forgot how moronic his outfit was in Xrd

    • 5 months ago
      Anonymous

      Why the hell is the weapon part of the blue box on the bottom?

      • 5 months ago
        Anonymous

        Movement is generally not as fast in Strive and Sin's specials no longer require any resources to use so if it didn't have any extended hurtbox there it would be too difficult for a lot of characters to deal with him just spamming it.

  41. 5 months ago
    Anonymous

    Pixel perfect collision is slow and difficult to adjust. With rectangles you can just move them if a characters range is to big or small, it's easy to manage and performant.

  42. 5 months ago
    Anonymous

    >has less end lag than Martha’s neutral b

  43. 5 months ago
    Anonymous

    Why don't fighting game developers just make the sprites/models be hitboxes?
    Is there really a need for all these anime tiddies?

  44. 5 months ago
    Anonymous

    Same reason headshot hitboxes aren't exact in FPS games; having leeway in terms of hitting specific parts makes games more enjoyable and less stressful.

  45. 5 months ago
    Anonymous

    [...]

    Yet still too complicated for Ganker.

    • 5 months ago
      Anonymous

      of course, Ganker can't even handle simple shooters like counter strike

      • 5 months ago
        Anonymous

        Ganker can't handle any shooter.

  46. 5 months ago
    Anonymous

    Because SF designers hacks think it is still 1987.

  47. 5 months ago
    Anonymous

    because the best-case scenario is that it doesn't feel any different from the current state of using big ol' boxes, and the more likely scenario is crap like that thing in Skullgirls where certain frames of Cerebella's run animation could dodge sweeps which was so unpleasantly janky that they had to patch in a massive dick hitbox for Cerebella

  48. 5 months ago
    Anonymous

    What the different colours for hitboxes even mean?

    • 5 months ago
      Anonymous

      What do you think?

      • 5 months ago
        Anonymous

        Red is attack hitbox
        Blue/green is your own
        No clue what the other colours could mean

        • 5 months ago
          Anonymous

          I think gray is physics collision

    • 5 months ago
      Anonymous

      red = the part that hits people
      green = the part where you get hit if a hitbox touches it
      blue = Collision box. The part that keeps people from walking through you.

  49. 5 months ago
    Anonymous

    Because it actually feels like bullshit in practice. It's been attempted several times, and always leads to a less enjoyable match while having to do way more work to get to it.

  50. 5 months ago
    Anonymous

    There would be skin/outfit advantage and imagine having to redo the hitbox for each new animation, new skin, new attack etc...
    It's just a mess it doesn't work for a competitive online game
    People don't care that much about coherence or realism in competitive online games, it just has to look cool.
    It should be the norm for offline solo games though

    • 5 months ago
      Anonymous

      >offline game doesn't need to look cool

  51. 5 months ago
    Anonymous
  52. 5 months ago
    Anonymous

    Does my character have a projectile?

    I WIN!

  53. 5 months ago
    Anonymous

    skull girls did that and it was not good

  54. 5 months ago
    Anonymous

    they have done that before
    becomes a nightmare to balance or fix since for any gameplay change you have to redraw all the frames

  55. 5 months ago
    Anonymous

    Hitboxes should match animations. Simple as.

  56. 5 months ago
    Anonymous

    I really liked DnF Duel.

    • 5 months ago
      Anonymous

      Be not ashamed.
      I got monkey paw'd big time by the first 8ing fighter since Marvel 3 being under Nexon.

    • 5 months ago
      Anonymous

      I'm planning on playing again for an hour once the magic e-girl comes out.

  57. 5 months ago
    Anonymous

    Fightcade, anyone? I'm also up for anything else so long as it's free.

  58. 5 months ago
    Anonymous
    • 5 months ago
      Anonymous

      Melee hurtboxes make sense and work very well.

      • 5 months ago
        Anonymous

        Hitspheres are dumb and games like Marvel3 would've been better with boxes.

  59. 5 months ago
    Anonymous

    she gonna be fun

  60. 5 months ago
    Anonymous

    Because it feels bad to play. Capcom fricked around with this a lot in the 90's, compare the contempary Marvel games to the SF3 games. SF3 uses multiple rectangles, but they're pretty close to the visuals. You still get the issue of some chara being better than others, at the time a single dev and a artist would work on a chara, the effect this had on SF3 is that Makoto and Chun are top tier, with hitboxes that don't match the sprites, and remy and Q are low tier, with attacks that match the sprites, and twelve is bottom tier with hitboxes that don't match the sprites. It really is just a matter of LVDO.

  61. 5 months ago
    Anonymous

    Higher consistency

  62. 5 months ago
    Anonymous

    You'd be surprised how shitty games feel with really small hurtboxes

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