Juggling was first encountered by accident in Champion Edition. Doing more makes the character perform the move but nothing new comes out. It's possible to pack sonic booms more closely than this but you'd need a more complicated setup. This is what allows attacks like the hadouken to be used harmlessly at point blank. In general, if an attack keeps the character stationary, the pushbox won't budge, even if you lean way forward during the move. Trying to hit the projectile limit in Rainbow Edition. Since the hit area is huge and it can negate any non-super projectile without being negated itself, this makes it an unreasonably hard move to punish if whiffed. His Yoga Inferno super, besides having a ridiculous number of invincibility frames, also leaves him headless for the duration. It does, however, have a momentary attack box behind him, which makes it possible to hit someone jumping over you. ST Dhalsim's upflame has no collision box, so it can't negate other projectiles, which would be limited to another upflame or Akuma's air fireball anyway. Furthermore, his Tomahawk startup is less safe and the body splash is horribly downgraded from Super. You can easily punch him in the head without touching him. Super Turbo-version T.Hawk has a famous stray hitbox on the recovery of his c.MP. A proper counterattack system wasn't implemented in a Capcom game until SFA3.Ĭhun's headstomp shifts her vulnerability boxes up high enough that she can fall through low tiger shots and block them safely on the ground. Weak boxes, being confusing and worthless, were abolished in Super and ST, but brought back in HSF2 for the CPS-1 modes. This property was not preserved in HSF2.Įach of the bosses in WW also has a weak box during their signature moves: boxer's TAP startup, claw's wall dive, Sagat's tiger uppercut recovery and dictator's psycho crusher active frames. The tall skinny pushbox on the WW Blanka ball is what causes it to bounce off knocked down opponents. (These boxes are absent in CE.) This makes WW Ken plainly better than WW Ryu, if there are no other differences. In this shot, we can see the weak box on Blanka's ball attack and the animation frame of Ryu's dizzy that leans farthest forward. The boxes are present in some form in the first three games but cause double damage only in World Warrior. Getting hit in the weak box causes you to take double damage, but only if an associated parameter has a certain value. There is a fourth box type peculiar to the CPS-1 games known as the weak box, colored yellow. Some characters lean way back, others not so much. Getting hit by different attacks causes different reel animations, and heavier attacks cause more exaggerated reeling. The green boxes are the areas that can never overlap and will cause characters to push each other. Blue is the area that can be hit by the opponent, and red is the area that can hit the opponent. Now as you play the game, hitboxes are superimposed on the sprites. Click the Browse button in the window, select the Lua file, and click Run. In FBA, click Game, Lua Scripting, and New Lua Script Window. In MAME-rr this is done with Ctrl-L by default. Launch the emulator and start any one of the SF2 games: World Warrior, Champion Edition, Hyper Fighting, Super, Super Turbo or Hyper Street Fighter II.Get the SF2 hitbox script and save it as a text file with the emulator.We recommend MAME because the boxes can cause slowdown in FBA, but it works fine in either.
Download and set up either MAME-rr or FBA-rr.Here is a sample of Street Fighter II hitboxes, made with the MAME-rr emulator and Lua script that I developed based on work by mz and felineki.Ī brief guide to seeing the hitboxes in action: