History Main / HitboxDissonance

14th Aug '16 8:52:36 PM UmbrellasWereAwesome
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* The player models in ''VideoGame/{{Halo 3}}'', along with ''VideoGame/HaloReach'', had this, with a mix between being silly and slightly realistic: Shooting a player's gun would hurt the player, while you could also stick with gun with a grenade. It seems like this returned "hitbox" mechanic returned in 4.

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* The player models in ''Franchise/{{Halo}}'' games from ''VideoGame/{{Halo 3}}'', along with ''VideoGame/HaloReach'', 3}}'' onward (including ''VideoGame/HaloReach'' and ''VideoGame/Halo4'') had this, with a mix between being silly and slightly realistic: Shooting a player's gun would will hurt the player, while you could can also stick with a gun with a grenade. It seems like this returned "hitbox" mechanic returned in 4.grenade.
14th Aug '16 12:32:23 PM nombretomado
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*** ''{{DJMAX}} Trilogy'' has the TECH stat, which ''[[GameBreaker expands the timing windows]].''

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*** ''{{DJMAX}} ''VideoGame/{{DJMAX}} Trilogy'' has the TECH stat, which ''[[GameBreaker expands the timing windows]].''
20th Jul '16 10:39:30 PM Unityd3v
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* ''VideoGame/{{Overwatch}}'' has extra large hitboxes for projectile weapons. This has led to situations where characters like [[ArcherArchetype Hanzo]] can effectively get headshots around corners.
** ''[[Creator/BlizzardEntertainment Blizzard]]'''s reasoning for this is to allow characters with projectile weapons a fair chance with dealing with some of the more mobile characters in the game, many of which have abilities which make hitting them with projectile weapons pretty hard.
6th Jul '16 5:46:40 AM LondonKdS
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* In ''VideoGame/NekoAtsume'', this can be a problem with the special cats, as their costumes and poses mean that they appear in a different place in relation to the toys than normal cats but their hitboxes are still in the normal place. Sometimes you have to touch the toy instead of the cat in order to take actions.
5th Jul '16 4:22:08 PM morenohijazo
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[[folder:Puzzle Game]]
* ''VideoGame/TheTalosPrinciple'': The shock balls can interrupt lasers that pass just above them but shouldn't be interrupted according to their visible models.
[[/folder]]
5th Jun '16 11:27:05 PM Gadjiltron
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** The Engineer doesn't have a hitbox for his crotch, while the rest of the classes do. Examined [https://www.youtube.com/watch?v=Si2YGyURTio in this video]. This has persisted up to this time of writing (June 2016). The absence of this hitbox is a little less noticeable than other dissonance instances due to the crotch being a relatively small portion of the whole model.
4th Jun '16 9:45:53 AM nombretomado
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** The GAMBOL AscendedGlitch in ''BeatmaniaIIDX'' deserves a special mention. Originally, it was one of the easiest charts in the game, but a bug caused it to have much tighter timing windows than any other song in the game, making it easy to clear but extremely hard to score well on it. The song has since been "fixed" to use the standard timing windows with the same chart on Normal difficulty, but retains its Hyper difficulty with the bugged timing windows, as well as having an added Another difficulty chart in the PS2 version of ''IIDX 11: RED'', with the ''exact same chart'' but with ridiculously small timing windows that make it quite hard to clear. Newer installments in the series now have the "GAMBOL Judge Hyper" and "GAMBOL Judge Another" EasterEgg codes, which allow you to use the tightened timing windows on ''any song at all''.

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** The GAMBOL AscendedGlitch in ''BeatmaniaIIDX'' deserves a special mention. Originally, it was one of the easiest charts in the game, but a bug caused it to have much tighter timing windows than any other song in the game, making it easy to clear but extremely hard to score well on it. The song has since been "fixed" to use the standard timing windows with the same chart on Normal difficulty, but retains its Hyper difficulty with the bugged timing windows, as well as having an added Another difficulty chart in the PS2 [=PS2=] version of ''IIDX 11: RED'', with the ''exact same chart'' but with ridiculously small timing windows that make it quite hard to clear. Newer installments in the series now have the "GAMBOL Judge Hyper" and "GAMBOL Judge Another" EasterEgg codes, which allow you to use the tightened timing windows on ''any song at all''.
2nd Jun '16 11:02:50 PM MyFinalEdits
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* In ''VideoGame/BlazBlue'', the hitbox for Ragna's [[LimitBreak Carnage Scissors]] is much taller than the graphics would suggest.
** It is even more noticeable with Hakumen's Yukikaze. The thing hits the entire horizontal plane and even double jumping will not save you unless you have moves that rocket you farther up screen.

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* In ''VideoGame/BlazBlue'', the hitbox for Ragna's [[LimitBreak Carnage Scissors]] is much taller than the graphics would suggest.
**
suggest. It is even more noticeable with Hakumen's Yukikaze. The thing hits the entire horizontal plane and even double jumping will not save you unless you have moves that rocket you farther up screen.



* ''[[VideoGame/StreetFighterIV Super Street Fighter IV]]'': In a shocking {{nerf}} to fan favorite Makoto, who in Street Fighter 3 was able to pull combos like [[http://www.youtube.com/watch?v=pRwadFHfLhM this]], her EX Grab didn't extend past half her arm's length; they've since fixed this in Arcade Edition.
** This trope was almost averted in ''Street Fighter IV'', the developers wanted to do 3D polygon collision instead of hitboxes. However, negative feedback from fans resulting in the game playing this straight.
* ''VideoGame/MarvelVsCapcom3'' has quite a few of these. Most notable is [[TheIncredibleHulk Hulk's]] standing H, which can hit an opponent directly behind him, even though he's swinging his fist the opposite way.

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* ''[[VideoGame/StreetFighterIV Super Street Fighter IV]]'': In a shocking {{nerf}} to fan favorite Makoto, who in Street Fighter 3 was able to pull combos like [[http://www.youtube.com/watch?v=pRwadFHfLhM this]], her EX Grab didn't extend past half her arm's length; they've since fixed this in Arcade Edition.
** This trope was almost averted in
Edition. In ''Street Fighter IV'', the developers wanted to do 3D polygon collision instead of hitboxes. However, negative feedback from fans resulting in the game playing this straight.
* ''VideoGame/MarvelVsCapcom3'' has quite a few of these. these.
**
Most notable is [[TheIncredibleHulk Hulk's]] standing H, which can hit an opponent directly behind him, even though he's swinging his fist the opposite way.
2nd Jun '16 11:01:14 PM MyFinalEdits
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*** Additionally, lag could result in environmental hazards causing player death. If there is any amount of lag, sometimes you might wind up getting burned by fire you aren't standing in (on your side). Additionally, rule of thumb is that you shouldn't try to be ''next'' to the fire. Video game physics or not, if there is any lag then you might wind up accidentally getting burned by fire that you are clearly not inside.

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*** Additionally, lag ** Lag could result in environmental hazards causing player death. If there is any amount of lag, sometimes you might wind up getting burned by fire you aren't standing in (on your side). Additionally, rule of thumb is that you shouldn't try to be ''next'' to the fire. Video game physics or not, if there is any lag then you might wind up accidentally getting burned by fire that you are clearly not inside.



** Players often shout abuse at the Plesioth. Its hitboxes are ''grossly'' misaligned, which makes dodging its attacks extremely irritating. Its "hipcheck" -- an attack where it slams you with its hip -- is infamous for having a hitbox several meters bigger than the creature's body. Most people, even the most dedicated swordmasters, decide to make a bow ''solely'' to be able to snipe the Plesioth from beyond its wonky hitboxes' range.
*** As of ''[=MH3U=]'', Plesioth's hitboxes have remained largely intact and unchanged. Some of the new attacks have better hitboxes but the dreaded tail whip and hipcheck still have horribly large hitboxes that hit the player even if the player is several feet under the actual model of the attack.

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** Players often shout abuse at the Plesioth. Its hitboxes are ''grossly'' misaligned, which makes dodging its attacks extremely irritating. Its "hipcheck" -- an attack where it slams you with its hip -- is infamous for having a hitbox several meters bigger than the creature's body. Most people, even the most dedicated swordmasters, decide to make a bow ''solely'' to be able to snipe the Plesioth from beyond its wonky hitboxes' range.
***
range. As of ''[=MH3U=]'', Plesioth's hitboxes have remained largely intact and unchanged. Some of the new attacks have better hitboxes but the dreaded tail whip and hipcheck still have horribly large hitboxes that hit the player even if the player is several feet under the actual model of the attack.



** Diablos has another problem in that it can hit you with its club tail even if said club is lying severed on the ground.
*** In 2nd Generation games Diablos also could hit the player with its tail whip if they stood in front of its left foot for some strange reason. It would hit before Diablos even turned its body for the tail whip.

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** Diablos has another problem in that it can hit you with its club tail even if said club is lying severed on the ground.
***
ground. In 2nd Generation games Diablos also could hit the player with its tail whip if they stood in front of its left foot for some strange reason. It would hit before Diablos even turned its body for the tail whip.



*** Dalamadur is far from the only monster to do this - Gravios uses a smaller attack, and the beam ''will'' clip through objects.
2nd Jun '16 3:59:02 PM Nicoaln
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*** Additionally, lag could result in environmental hazards causing player death. If there is any amount of lag, sometimes you might wind up getting burned by fire you aren't standing in (on your side). Additionally, rule of thumb is that you shouldn't try to be ''next'' to the fire. Video game physics or not, if there is any lag then you might wind up accidentally getting burned by fire that you are clearly not inside.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.HitboxDissonance