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.
[[Image:Cps2hitboxanatomy.png|250px|thumb|right|Properties of Capcom radial rectangles.]]
With the exception of the Warzard and Street Fighter III Series, the hitboxes are radial rectangles, defined by an X radius, a Y radius, an X pos, and a Y pos. The X and Y radii are unsigned bytes, whereas the X pos and Y pos are signed bytes. This means that all lengths and heights are effectively even, though an element with a nonzero X radius and a Y radius of 0 will yield a hitbox that is 1px in height. Likewise, an element with a nonzero Y radius and an X radius of 0 will yield a hitbox that is 1px in width. Note that these two scenarios are the only exceptions to the rule. Thus, the unit hitbox for most traditional Capcom games is a 2✕2 rectangle with an X radius of 1, a Y radius of 1, an X pos of 0, and a Y pos of 0. When translated to L,T,R,B coordinates, the values are -1,-1,1,1.
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==Street Fighter II Series==
==Street Fighter II Series==
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=Renda, aka. Rapid-Fire=
=Renda, aka. Rapid-Fire=
Certain standing and crouching light normals in Capcom games have a property that allows them to cancel repeatedly into themselves, or into other normals using the same button. This is generally known as "Renda," or "Rapid-Fire." This property is applied on a move-per-move basis. It is generally possible during the entire active and recovery phases of the attack, and can be done regardless of whether the attack whiffs or makes contact. Typically a move with this property can renda into itself or into other ground normals that are performed with the same button (regardless of whether the other normal shares the renda property.) It is also possible to renda from a standing normal to a crouching normal and vice-versa. Unlike normal to special cancels, the input is typically not accepted during hitpause, meaning that the timing for contacted rendas is both later and stricter in comparison. Certain games apply special properties to normals that have been renda'ed into, such as Vampire Savior which grants them medium hitstun. Rendas, in MUGEN terms, are animElem based and typically occur starting from the first active attack frame (there are some exceptions such as Sasquatch's c.MP renda error in Vampire Hunter), not time-based as many authors tend to get incorrect, so in other words, the quicker your frames of startup leading to the first active attack frame, the quicker you can renda.
Certain standing and crouching light normals in Capcom games have a property that allows them to cancel repeatedly into themselves, or into other normals using the same button. This is generally known as "Renda," or "Rapid-Fire." This property is applied on a move-per-move basis. It is generally possible during the entire active and recovery phases of the attack, and can be done regardless of whether the attack whiffs or makes contact. Typically a move with this property can renda into itself or into other ground normals that are performed with the same button (regardless of whether the other normal shares the renda property.) It is also possible to renda from a standing normal to a crouching normal and vice-versa. Unlike normal to special cancels, the input is typically not accepted during hitpause, meaning that the timing for contacted rendas is both later and stricter in comparison. Certain games apply special properties to normals that have been renda'ed into, such as Vampire Savior which grants them medium hitstun.


="Raging Demon" Inputs=
="Raging Demon" Inputs=
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=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[https://web.archive.org/web/20221218211029/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.
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.
=Jump Physics=
In general, Capcom characters' backward jumps have a higher horizontal velocity than their forward jumps. Thus backward jumps cover a longer horizontal distance than forward ones. This is a tradition that dates all the way back to Final Fight. The initial vertical velocity also varies between forward, neutral and backward jumps. Both forward and backward jumps also tend to include a very small horizontal deceleration value, which causes the character's horizontal speed to slowly decrease over the course of the jump arc.


=Life=
=Life=
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==Combo Scaling==
==Combo Scaling==
From X-Men: Children of The Atom onward, as combo systems became more complex and more integral to Capcom's fighting games, a system was implemented that gradually reduced damage over the course of a single combo so as to prevent easy touch of death combos. Although the specifics vary, the general rule is that the current hit count of the combo factors into each hit's damage, with the reduction becoming higher as the hit count increases. Other factors may also play into the exact amount of reduction. For example a normal that comprises the 5th hit of a combo may have its damage reduced by a larger fraction than a super that comprised the 5th hit of a combo.
From X-Men: Children of The Atom onward, as combo systems became more complex and more integral to Capcom's fighting games, a system was implemented that gradually reduced damage over the course of a single combo so as to prevent easy touch of death combos. Although the specifics vary, the general rule is that the current hit count of the combo factors into each hit's damage, with the reduction becoming higher as the hit count increases. Other factors amy also play into the exact amount of reduction. For example a normal that comprises the 5th hit of a combo may have its damage reduced by a larger fraction than a super that comprised the 5th hit of a combo.


Note that games prior to X-Men (all versions of Street Fighter II and the original Darkstalkers) had ''no combo scaling whatsoever'', meaning an attack will do just as much damage as the 20th hit of a combo as it would raw.
Note that games prior to X-Men (all versions of Street Fighter II and the original Darkstalkers) had ''no combo scaling whatsoever'', meaning an attack will do just as much damage as the 20th hit of a combo as it would raw.
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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 exceptions to this are Marvel vs. Capcom 2, which uses a 480p coordinate space, and Capcom vs. SNK 2, which uses an underlying coordinate space of 358✕224 for its position data (with the exception of hitboxes). 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).
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).

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