all the OCs with ass attacks, from Heavy-Hipped Hitboxes to full-on Crack Attacks and Booty Bunker Busters. I WILL draw these eventually. One of the characters has two actually. https://t.co/8dvHfaefn3

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This is fake news you are NOT telling me that this puny ass up-b hitbox is grabbing me from half the stage away https://t.co/u301kEt1Hd

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Is this the type of hitbox you're looking for? The fighting game kind?

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Me: Can you animate Shadow holding a Hitbox?

: How comically large can I make it?

Me: Yes

:

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no chad 1/4th screen hitbox yet 😔

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shitbox car sketch

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Ngl, I think I like Kaito's revamp design- man's hitbox is straight up disrespectful though

I still do kinda miss the tall figure in black that walked 100mph in the distance and 200mph when he saw you😔🙏... https://t.co/2ETutgm6jt

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a lil thread of takeaways from the footage here.

1.) This anti-air hit-grab (likely doesn't hit on block) lingers for 8-9 frames before Ekko moves into the hitbox. Compared to Potemkin, seems like this is much more active and reliable. https://t.co/xhkjsjGDzX

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I've made some updated hitboxes maybe this will bring this move in line with the other ones.

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Commission of hitbox Finished for

Thanks for support <3

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One quirk of Street Fighter 2 is that lows are determined by hitbox interactions. Thus some moves can be either lows or mids depending on the opponent or how they hit. Subsequent games simply give each move an innate flag for how they can be blocked.

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Thing is, if you count the startup as 11 frames, and the active window as 11~14, you're counting the 11th frame twice for no reason.

Attacks that are active frame 1
have 0 frames of startup. There's no pre-hitbox inactivity.

Nothing exists before this.

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That new thing on Pachys head-butting like Kangaroos hitbox is pretty interesting. Surprised no one is illustrating it.

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just a little fella with two sonic f smash hitboxes

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