Might be old (video was uploaded in November).They will probably be better methods soon, but if you have the phone version of KoF XIII (currently unspecified if it's iOS or Android), it's possible to display the Contact and Hit Boxes for XIII. Probably won't be any use of this in the immediate future (since it was never discovered how it was done afaik), but I guess it can be useful for anyone who interested in making quality characters in 13's style (and 12 I guess).I'll try to find more information if I can.Download the hitbox viewer here:https://github.com/odabugs/kof13-hitboxesTo get the mod to work, you'll need to install four files. However, the last one can no longer be downloaded from the site due to changing the file types. Here's the needed exe:http://www.mediafire.com/download/h13s61bbfx2t43l/pydbg-1.2.win32-py2.7.exe
Thank mmcafe, I just stumbled upon it.... yeah that doesn't surprise me too much.I couldn't get anything else, but I know that there are programs that can run phone games from a CPU. Even if that wasn't the case, the Bandicam watermark shows that a video player can be used to get the frames CLSNs via frame skipping or something.Only thing now is how to mod XIII to get the CLSN data.
QuoteProbably won't be any use of this in the immediate future (since it was never discovered how it was done afaik)
The Steam Edition of KoF13 now has a hitbox viewer mod.Yeah, I couldn't resist.Other images: 01, 02I'd start experimenting now but have to work first.
Double posting for knowledge.What people have found in XIII's hitbox data:Spoiler: lots of pics (click to see content)Well as walt mentioned eariler, normal kyo:SHIN KYO (EX, whatever):Kyo still has Orochinagi invincibility in his charging state.HISHOUKEN! It also explains why trolling with Psycho Ball didn't work as well. Yuri needs a smacking projectile.This is why you should play HWA instead of joe.This too; Hurricane not-so-upper.(to be fair, the C and EX versions have better height).Mr.Overpowered himself.Daimon's df+C in '98Daimon's df+C in XIIIAnti airs suck so bad. Oddly enough, DPs are stronger in XIII than in prior games.At least Mature has a kinda decent anti-air.
Idk why, but something just feels.. off about these hitboxes (or maybe it's just me).Still, might as well take these (along with KI's) as a study guide, since I'm pretty much learning about hitbox placements and how they're used effectively.
Don't know about KI3 (will check Youtube one day) but XIII disobeys certain conventions, the two most notable being:1) Red should never pass Blue (outside a few exceptions).2) Red should always reach higher than Blue in anti-airs (one of the exceptions).While it's not "wrong," it doesn't honor the CLSN standards of older games. Also, projectile hitboxes are tiny (poor Andy) and could benefit from being a shade bigger (and certainly placed better).Small note: King's DF+D (slide command move) can go under projectiles in the older games. In XIII, doesn't work. Also, Kyo and Athena's far Standing D can normally leap over moves like Power wave and other low hitting attacks (also the case in CvS2). That was also removed.
1 has been defunct for a good while now. Most attacks in fighters have red coming out of the blue. It's how priority is determined.
1. was elecbyte overcompensating because a lot of people did completely the opossite on the early mugen days; attack would have only the red box with no blue box covering the limb at all.
Does that priority thing in mugen even do anything?The hit boxes in KOF 13 look exactly how I would expect them to look.
Souzune said, July 02, 2014, 06:56:22 pmDoes that priority thing in mugen even do anything?If one hitdef has a higher priority value than another then attacks simply don't trade, the higher priority will still hit and the other one is ignored. so nothing like conventional games
I realize I'm splitting hairs here, but it could be used to replicate the system Virtua Fighter uses, where higher damage attacks always take priority over lower damage attacks. Trades only ever occur in VF if the two attacks do the exact same damage.But yeah, as far as typical 2D fighters go, "priority" is generally an umbrella term for things like hitboxes, frame data, etc and not an actual numerical attribute of an attack. In MUGEN it IS though, which means that actually using it in most cases results in something less faithful to most games.edit: duh, forgot to add what I was originally going to post - this is a pretty awesome discovery!
This is mainly a frame data sheet for the cast used for competitive play and whatnot, but it does have good info on stun on normals and whatnot.https://docs.google.com/spreadsheets/d/172l3_VnNhnc-BDJK6mQqJew9EVZYVCR7F2aSrzhh65U/edit?pli=1#gid=1551678957QuoteHitstun: 15 Blockstun: 13 on all grounded A and B normals in the gameHitstun: 21 Blockstun: 19 on all grounded C and D normals in the gameBlockstun: 23 on all grounded CD attacks in the gameHitstun: 13 Blockstun: 13 on all hop and jump A and B normals in the gameHitstun: 13 Blockstun: 16 on all hop and jump C and D normals in the gameBlockstun: 19 on all hop CD attacks in the gameBlockstun: 23 on all jump CD attacks in the gameStates that there may be inaccuracies but considering NeoGeo KoF's numbers for hit/block stun, sounds credible enough.
Yup that looks right, during the time I spent with NGBC. I found that there was literally like 4 sets of velocities and 2 sets of hitstuns for everything in the game. There were occasional scenarios where shit was whack though.Consistency nigga
I'm finally getting around to using the hitbox viewer... after 19 months. D:Just wanna update that the last thing needed to get the viewer to work isn't easily accessible through the website. They changed the extension to whl files, which made it easier on them but a massive pain compared to opening an exe. Which is why I'm uploading the exe needed on mediafire (see first post). The first three things are still the same.But that's not all. I just might be in over my head, but I'm gonna attempt to make tables with this using Cheat Engine. I'm doing the tutorial thing now, just learned about pointers and stuff. Hope I can make decent headway in the coming days.