Editing Research:Traditional Capcom

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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 1 push box, and in most games, there can only be at most 1 attack box.
There is only one 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.]]
[[Image:Cps2hitboxanatomy.png|250px|thumb|right|Properties of Capcom radial rectangles.]]

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