Editing Research:Traditional Capcom
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There is only 1 push box, and in most games, there can only be at most 1 attack box. | There is only 1 push box, and in most games, there can only be at most 1 attack box. | ||
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==Street Fighter II Series== | ==Street Fighter II Series== | ||
The Street Fighter II series of games includes an additional hitbox type: throwable box. The throwable box is used to determine the region from which the character can be thrown. Later games simply use the push box as a throwable region. | |||
==Marvel Series== | ==Marvel Series== | ||
Like the Street Fighter II games, this series also has a throwable box, though this is almost unnoticeable since nearly every throwable box is identical to the push box anyway. | Like the Street Fighter II games, this series also has a throwable box, though this is almost unnoticeable since nearly every throwable box is identical to the push box anyway. | ||
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==Warzard and Street Fighter III Series== | ==Warzard and Street Fighter III Series== | ||
Warzard and SF3 follow different standards for hitboxes from any other traditional Capcom game. In addition to the standard boxes, characters may have more than one attack box, and more than 3 hurt boxes. There is also a new "trading" type, which work like a combination of a hurt box and an attack box. They are assigned a numeric priority to determine which attacks beat out others, and always lose to regular attack boxes. | Warzard and SF3 follow different standards for hitboxes from any other traditional Capcom game. In addition to the standard boxes, characters may have more than one attack box, and more than 3 hurt boxes. There is also a new "trading" type, which work like a combination of a hurt box and an attack box. They are assigned a numeric priority to determine which attacks beat out others, and always lose to regular attack boxes. | ||
=Hit Velocities= | =Hit Velocities= | ||
Traditional Capcom games are strange in that they do not use velocities for ground hits. Instead, a series of PosAdds is applied which decrease over time. Nishitani, one of the developers who worked on Street Fighter II, stated that this was because they could not get the hit behavior they desired otherwise[ | Traditional Capcom games are strange in that they do not use velocities for ground hits. Instead, a series of PosAdds is applied which decrease over time. Nishitani, one of the developers who worked on Street Fighter II, stated that this was because they could not get the hit behavior they desired otherwise[https://twitter.com/nin_arika/status/385952111713722369]. Although it is tedious, it is possible to recreate this behavior in M.U.G.E.N with TargetVelSets and a custom state. | ||
Air hit velocities and launchers, on the other hand, always use velocities. | Air hit velocities and launchers, on the other hand, always use velocities. | ||
=Animations= | =Animations= | ||
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=Coordinate Space= | =Coordinate Space= | ||
Nearly all traditional Capcom games use an underlying coordinate space of 384✕224, even when the output resolution is 480p. The only | Nearly all traditional Capcom games use an underlying coordinate space of 384✕224, even when the output resolution is 480p. The only exception to this is Marvel vs. Capcom 2, which uses a 480p coordinate space. As such, most sprites are also designed for the 384✕224 resolution with the exception of the new Capcom vs. SNK series sprites, which are 240p (and in some cases, old sprites are manually scaled). |