History Main / HitboxDissonance

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.
31st May '16 4:20:35 PM Nicoaln
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** The fel reaver in the Hellfire Citadel raid has a blitz attack that pushes everyone in front of it against the wall. The problem is, it also considers "Directly behind it", "To the sides of its hitbox" and "underneath it" to be "In front of it", meaning you can get caught even though intuitively it looks like you're nowhere near it.
21st May '16 5:38:11 PM ThePocket
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[[folder:Roguelike]]
* Flies and spiders in ''The Binding of Isaac'' have rather large hitboxes, making them far easier to aim at and only slightly harder to avoid. The real pain comes from [[{{Bizarrechitecture}} the walls]] [[MalevolentArchictecture themselves]], which have a bug that can sometimes make bits of the wall jut out slightly and trip you up.
[[/folder]]
14th May '16 12:23:01 AM RADIX
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* {{Averted}} to [[NotTheIntendedUse amusing effect]] with ''VideoGame/KingdomHearts2'''s Gummi Ship minigame. Your hitbox is determined from the actual shape of your customizable gummi ship, but the enemies still aim for the center, so if you build a donut-shaped ship, almost anything that isn't an explosion a grapple attack with [[GameBreaker go straight through you, harmlessly.]]

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* {{Averted}} to [[NotTheIntendedUse amusing effect]] with ''VideoGame/KingdomHearts2'''s Gummi Ship minigame. Your hitbox is determined from the actual shape of your customizable gummi ship, but the enemies still aim for the center, so if you build a donut-shaped ship, almost anything that isn't an explosion a or grapple attack with will [[GameBreaker go straight through you, harmlessly.]]
10th May '16 6:27:00 PM drbreakfast
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* In ''VideoGame/{{Minecraft}}'', all hitboxes are square regardless of the shape of the creature, leading to some weird situations. Cows, pigs, and sheep all look like they're one block wide and two blocks long, but they have 1x1 hitboxes, allowing them to fall into holes they shouldn't fit through. Conversely, horses appear to have about the same dimensions as cows but they have 2x2 hitboxes, meaning they cannot fit into gates or passages that they should be able to. This becomes a big problem if a horse gets into a boat, as the horse's hitbox is so huge that it is difficult to break the boat without killing the horse first.
1st May '16 9:04:59 AM Saber15
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* Some [[HumongousMecha mechs]] in the ''Videogame/MechWarrior'' series have this issue on certain [[SubsystemDamage components]]. The Uziel in ''Mechwarrior Living Legends'' had a cockpit hitbox that was physically impossible to damage without splash damage (later patched), and many mechs in ''Mechwarrior 4'' have odd hitbox locations, especially on asymmetrical mech. On the [[http://www.deviantart.com/download/130229435/MW4_Cauldron_Born_by_Walter_NEST.jpg Cauldron-Born]], the "Center Torso" hitbox is actually the projecting cockpit area, the Left Torso is only capable of being hit from the left side, and the Right Torso makes up the entire right side of the mech and can be hit from any angle. ''Mechwarrior Online'' has the mech hitboxes being constantly patched, but what really annoys people on this game is the terrain hitboxes that frequently are too big and don't match the terrain, it is a common sight seeing lasers being interrupted mid-air hitting phantom hitboxes near corners, cliff edges, trees, rocks and other objects in the terrain.

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* Some [[HumongousMecha mechs]] in the The ''Videogame/MechWarrior'' series have traditionally has this issue for game balance on certain [[SubsystemDamage components]]. the cockpits of its HumongousMecha, which were designed for a [[Tabletopgame/BattleTech tabletop boardgame]] where hitboxes are irrelevant. Typically, a [[SnipingTheCockpit mech's cockpit can only be sniped]] from the front, on a glass panel directly in front of where the pilot would be sitting, which prevents mechs with large canopies from becoming deathtraps. This presents some particularly silly looking situations like mechs with side windows shrugging off lethal Gauss Rifle slugs because they hit the side window which counts as a heavily armored torso section.
** Mechs with particularly odd silhouettes typically suffer from hitbox dissonance as the head-torso-arms-legs SubsystemDamage system was designed for humanoid mechs.
The Uziel Cauldron Born in ''Mechwarrior 4'' gets a double dosage of it, thanks to its asymmetrical aircraft-like body, where the entire left side of the mech can be shielded by the offset cockpit nose, which counts as either a center or right torso depending on where it is hit.
**
''Mechwarrior Living Legends'' had a number of oddities. The Uziel had its cockpit hitbox that was physically impossible armor completely buried in the torso armor for a few months, making it immune to any non-explosive weapon. Until the final update, small vehicles like the Chevalier tank and Harasser hovercraft took absurd amounts of damage from explosive weaponry thanks to SplashDamageAbuse causing a single rocket to damage without splash damage (later patched), and many mechs in ''Mechwarrior 4'' have odd hitbox locations, especially on asymmetrical mech. On the [[http://www.deviantart.com/download/130229435/MW4_Cauldron_Born_by_Walter_NEST.jpg Cauldron-Born]], the "Center Torso" hitbox is actually the projecting cockpit area, the Left Torso is only capable of being hit from the left side, and the Right Torso makes up the entire right side of the mech and can be hit from any angle. ''every'' armor section
**
''Mechwarrior Online'' has the mech hitboxes being constantly patched, but what really annoys people some particularly terrible hitbox dissonance on this game is the its terrain hitboxes that frequently are too big which is especially noticeable on city and don't match industrial areas. On most structures, the terrain, it is hitbox extends at least a common sight seeing lasers being interrupted mid-air hitting phantom hitboxes near corners, cliff edges, trees, rocks meter beyond the physical object, leading to huge amounts of frustration and other objects wasted shots on maps like HPG Manifold, which takes place in the terrain.a greebled-up industrial area.
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