Posted by Bannana
in The Importance of Hitboxes/Hurtboxes and Why They Matter (Started by Bluekuma August 07, 2021, 01:10:02 pm
Board: M.U.G.E.N Discussion
Board: M.U.G.E.N Discussion
By kof 98 SNK started diversifying their hitboxes because the characters had unique animations but in a mainline series like Fatal Fury they used standardized hitbox patterns for idle, movement, move startup and recovery, and for active frames the same general strategy for how limbs are covered is used: the end of a limb, a hand or a foot, is given no hurtbox.
In general the quality of the move is not as important. In some games DP is given properties based on the fact that it is a DP, but in some SNK games the DP properties are not inherently equal, Hon Fu's DP is better than everyone else's because the standardized hurtboxes on startup frames give him an advantage due to how his hitboxes for the active frames comes out
This is easily one of my favorite examples of SNK bullshit because they nerfed this move from FF3 to RB2 and it was still a god move purely based on the fact that they didn't balance it through changing the hitboxes, but through animation timings and removing the hard invulnerability it had on FF3 and RB.
Rules according to frames, being plus or not, these are not determined in these games. A move comes out to be plus after the fact, it isn't planned (if it were, Kevin's normals wouldn't be broken), so the hitboxes cannot be planned around these situations.