Editing Research:Traditional Capcom
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=Hitbox Standards= | =Hitbox Standards= | ||
Every Capcom game has at a minimum the following box types: hurt boxes, attack box, throw box, and push box. Every ground animation has at least 3 hurt boxes: a head box, a body box, and a leg box. Aerial moves typically have 1-2 hitboxes, though some moves may use 3. The hit animation that plays when a character gets hurt is dependent upon which box is hit (except in M.U.G.E.N where it is not possible without a lot of work). Parrying in Street Fighter III: 3rd Strike also uses hitboxes to determine which types of moves can be parried when a move makes contact. | Every Capcom game has at a minimum the following box types: hurt boxes, attack box, throw box, and push box. Every ground animation has at least 3 hurt boxes: a head box, a body box, and a leg box. Aerial moves typically have 1-2 hitboxes, though some moves may use 3. The hit animation that plays when a character gets hurt is dependent upon which box is hit (except in M.U.G.E.N where it is not possible without a lot of work). Parrying in Street Fighter III: 3rd Strike also uses hitboxes to determine which types of moves can be parried when a move makes contact. | ||
There is only | There is only one push box, and there can only be at most 1 attack box. | ||
==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 | 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. | ||
=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. | 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. One of the developers of Street Fighter II{{Citation needed}} stated that this was because they could not get the hit behavior they desired otherwise. | ||
Air hit velocities and launchers, on the other hand, always use velocities. | Air hit velocities and launchers, on the other hand, always use velocities. | ||