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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
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
@leiadog11 Is this the type of hitbox you're looking for? The fighting game kind?
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
Marble Garden Hitboxes!
#SonicTheHedgehog https://t.co/s7w45FyaFz
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
@Arcsysmx I've made some updated hitboxes maybe this will bring this move in line with the other ones.
Commission of hitbox Finished for @OneShyPony_
Thanks for support <3
#mlp #brony
@JforJonas @Theryanneighbor @ultframedata 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.
That new thing on Pachys head-butting like Kangaroos hitbox is pretty interesting. Surprised no one is illustrating it.