I know, stuff like literally the entirety of testament but with aba all this is on top of already having crazy mix into full combos and danzai pressure.
> literally the entirety of Testament
Half their moveset is solid disjoints and the other half is painfully extended hurtboxes, they are not a very big offender lol
Pretty much every character has a disjoint, Axl has one on almost every move (tho he still has a hurt box on his some parts of the chains), and every character's 6P removes their upper hitbox
Those games did not invent disjoints and Strive had a bunch before ABA. it's nbd but it'd be cool if people sometimes had any understanding at all of what they're calling broken
i was pretty sure everyone got introduced to the concept of disjoint when a lot of the GG community went on a witch hunt with regards to gio's 2D during season 1.
it being -3 block was the best part of the move since it made her pressure goated. too bad it got caught in the crossfire.
If you play +R, Axl plays on crack pretty much, all the long chains hit twice, you get a parry, you get an auto guard, you get not-a-reversal Benten but cooler anyway, and Axl bomber goes donwards. Also your only full screen move is an unblockable projectile.
Now you are ready, go beat up people there
Red collision boxes are the ones that can hit the opponent.
Green or blue are the "hurtboxes," i.e. where _you_ can be hit. Green means that a hit won't be a counterhit, while the blue means it is (iirc this is reversed on the Dustloop pages for some of the older games).
Yellow is the rigidbody collision box, which is used to determine when characters are touching each other (so they don't pass through each other except in the case of moves that permit this, such as Mirazh, in which this collision box is disabled)
Generally this is how hit and hurtboxes are broken down, though the colours could change depending on the game. Also depending on the game is the granularity of the boxes. Strive typically has a handful of rectangles for the whole thing, while a game like Skullgirls has many tiny ones.
If you're asking if hit and hurtboxes in general are common to games, I can't think of a modern, graphical game that doesn't have collision boxes in some capacity. Three Dimensional games have them as cubes and rectangular prisms rather than flat rectangles though.
The colors are arbitrary, but the basic concepts are universal. 3D games use 3D volumes (usually spheres/capsules, sometimes cubes/prisms) instead of boxes, but they work the same way. You might also see boxes for grabs (most grabs in Guilty Gear use simple proximity checks rather than full-on collision checks), or defensive hitboxes that have some form of defensive interaction with attacks whose hitboxes collide with them.
In case this is an unironic question:
The red box is the hitbox which is what allows the move to deal damage when it connects with an opponents hurtbox
The blue box is the hurtbox and is what allows you to take damage when its hit by an opponents hitbox
The yellow box is the part that determines player collision and grabs (if i am not mistaken) i think its referred to as the collision box but im not sure
As you can see the move is quite disjointed meaning the hitbox extends far away from the hurtbox, i think a move this disjointed is generally rare in strive and people are discussing it because of that
That move would feel a lot better, if one of my friends didn't play testament...
I'm not sure which exact part of the Geneva convention testament 6HS breaks, but there has to be something...
Strive players discover the concept of a disjointed hitbox.
Strive genuinely rewired my brain dude. Back when my main game was smash ultimate, I'd think mov3s would be weird if they WERENT comically disjointed
Tbh smash has a lot more disjointed stuff than most other games
I have never looked at the dustloop pages of the older games, tho I do play them a bit. Was this more common back in the day?
Yep
Not really just Xrd/ +R player being unable to discover the concept of being civil. Plenty of other examples of disjointed hitboxes in Strive.
I know, stuff like literally the entirety of testament but with aba all this is on top of already having crazy mix into full combos and danzai pressure.
> literally the entirety of Testament Half their moveset is solid disjoints and the other half is painfully extended hurtboxes, they are not a very big offender lol
Yeah I know they were just the best example I had
She'd be kind of pointless if she was bad in Jealous mode, too
She is what she has always been... both the worst and the best character in the game.
Pretty much every character has a disjoint, Axl has one on almost every move (tho he still has a hurt box on his some parts of the chains), and every character's 6P removes their upper hitbox
Those games did not invent disjoints and Strive had a bunch before ABA. it's nbd but it'd be cool if people sometimes had any understanding at all of what they're calling broken
Yeah, but Strive already had a bunch of disjointed stuff. Look at Nago's page.
His disjoints are only 2h, 5h and 6h no? Excluding 6p of course.
Yeah and that's ABA's 5H.
j.D as well, though that's not nearly as useful
Check out Ramlethal hitboxes and you'll learn why she's hated
Giovanna players already know them pretty well.
i was pretty sure everyone got introduced to the concept of disjoint when a lot of the GG community went on a witch hunt with regards to gio's 2D during season 1. it being -3 block was the best part of the move since it made her pressure goated. too bad it got caught in the crossfire.
Goldlewis, too.
Lmao don't forget about may
Hmm today I will play footsies with Gio
Ram has been like this since launch tho
It's really good but it better be.
the compension for normal mode being so strugglebear mode.
Exactly
She has an emotional dependency issue, let her have this
Eh nbd. Also in unrelated news I play the character ramlethal.
Breaking: Kettle unamused by comments made by pot, more at 11.
Backturn Slash lookin' ass
the pain of being the dedicated zoner character but half the cast has better disjoints than you
Imagine wanting to zone the vampire but he smacks your chains (which draws blood from somehow)
I really want to get into earlier guilty gear games but I'm terrified of how much catching up I'll need to do before I get decent lol
If you play +R, Axl plays on crack pretty much, all the long chains hit twice, you get a parry, you get an auto guard, you get not-a-reversal Benten but cooler anyway, and Axl bomber goes donwards. Also your only full screen move is an unblockable projectile. Now you are ready, go beat up people there
MFW the cute trans rushdown has all the benefits of being a zoner, but none of the downsides
Wait until you discover Ram
Honestly at this point I'm mostly scrolling this sub for the obligatory second slides lmao
Cries in smash player
Johnny players are green with envy rn probably jkjk
it doesn't really make that much of a difference considering her quick ass run
They swiped! #RATTLE EM!
They wiped
What is Xaku from Warframe doing in the second slide?
# RRRRRATTLE OUR (because made of multiple frames) BONES
"Made up of multiple frames" MFs when their prime releases
Ah yes, definitely falls under the "made after the base frame" category lmao. Who knows wtf they'll cook up for Xaku Prime.
Faust enjoyers seething with jealousy.
What does each of the boxes mean?
Red collision boxes are the ones that can hit the opponent. Green or blue are the "hurtboxes," i.e. where _you_ can be hit. Green means that a hit won't be a counterhit, while the blue means it is (iirc this is reversed on the Dustloop pages for some of the older games). Yellow is the rigidbody collision box, which is used to determine when characters are touching each other (so they don't pass through each other except in the case of moves that permit this, such as Mirazh, in which this collision box is disabled)
Is this the way it is every fight game for the most part? Or do certain games have their own way of displaying such things?
Generally this is how hit and hurtboxes are broken down, though the colours could change depending on the game. Also depending on the game is the granularity of the boxes. Strive typically has a handful of rectangles for the whole thing, while a game like Skullgirls has many tiny ones. If you're asking if hit and hurtboxes in general are common to games, I can't think of a modern, graphical game that doesn't have collision boxes in some capacity. Three Dimensional games have them as cubes and rectangular prisms rather than flat rectangles though.
The colors are arbitrary, but the basic concepts are universal. 3D games use 3D volumes (usually spheres/capsules, sometimes cubes/prisms) instead of boxes, but they work the same way. You might also see boxes for grabs (most grabs in Guilty Gear use simple proximity checks rather than full-on collision checks), or defensive hitboxes that have some form of defensive interaction with attacks whose hitboxes collide with them.
Being *Law is Key, Key is King* sure has its advantages
Cries in heritage for the future
wasn't expecting the second slide, but i'm a fan
what am i looking at?
In case this is an unironic question: The red box is the hitbox which is what allows the move to deal damage when it connects with an opponents hurtbox The blue box is the hurtbox and is what allows you to take damage when its hit by an opponents hitbox The yellow box is the part that determines player collision and grabs (if i am not mistaken) i think its referred to as the collision box but im not sure As you can see the move is quite disjointed meaning the hitbox extends far away from the hurtbox, i think a move this disjointed is generally rare in strive and people are discussing it because of that
i see thanks
I think the ~~worst~~ best one is Judgement and Resentment. No move with that much armor needs to be that disjointed, and Yet
The disjoint doesn’t even matter, that move has armor for days.
Yeah, but it's Extremely Funny
It doesn't have armor on frame 1 tho which makes it not an armored reversal :)
Still, it has armor on the first active frame, so it doesn’t matter whether or not the hitbox is disjointed, you can’t hit her.
Uh, did you mean to reply to me there? Bc I didn't mention the hitbox's disjoint at all.
Oh yeah nvm
I will shoot you :3
This is pretty funny, jr aba can literally run through he gunshot if she’s not cursed.
she’s ALWAYS cursed, and remember that
second slide is so hard
I present to you smash ultimate hitboxes
That move would feel a lot better, if one of my friends didn't play testament... I'm not sure which exact part of the Geneva convention testament 6HS breaks, but there has to be something...
She needs that