Outside of joke hitboxes or ones that extend much farther than his fist, I can't really see how you could make the hitbox in a way that doesn't turn this move useless.I suppose one could cheat a little and go with the "effect" route, having a punch-trail explod/effect for the attack so that it can extend their hitbox beyond where his fist actually is. without making things look too weird.
I'd prefer to cheat the system in slightly... different way.Made in Paint, used green and yellow colors just to not mix up with other hitboxes.
Bronko said, September 24, 2017, 08:46:19 amRedo the sprites.this. Don't think you can make good hitboxes for it that mame visial sense without a redraw
Necrobump my niggasWelcome back to the stage of history! This time, I took a suggestion from a friend to make a hitbox for this move in particular:And this is the frame you shall work with:And this is my interpretation:I'm sure you guys have way better hitboxes than mine, but this is for experimentation to see how you guys view your hitboxes and test some philosophies and have fun with it... So yeah, go ham!
Okay so this one requires a bit of an explanation behind the thought process and why I had to do multiple submissions. Being familiar with JJBA, this is obviously a multi-hit move, so it would only make sense for the hitboxes to either be all over the place, or generalize the position of the hitboxes. Mulithit moves like this typically have a gap in between where there is no red clsn, as evidenced by A, which is also used for the startup frames of the attack, whilst B and C are the hitboxes that it would transition to as more hits progress, in order to compensate for push velocities. Since this is obviously not an anti-air, the last frame (D) is placed a bit lower and longer on the final hit to give it that final oomph.
Shouldnt the Blue(hurt box) be in sync with the red(attack)? Say if red is 2x2, so should be the blue?
Question, are people here actually using good hitbox practices here, or are we being sarcastic with our placement?
I take it you don't like any of them (which ones are you talking about, by the way?), so how would you make them?
I don't have much to add since I've never made a character in mugen b4, but Pikachu guy might be talking about what I've noticed when I was making my mugen characters:When I make characters using only red hit boxes they always win the match.When I make characters using only blue hit boxes they always lose.The solution is I make all my characters to only use red hit boxes. That's why their AI is so strong, even at difficulty level 1.