Is this true? (VF2 vs. VF3 hit detection)

Discussion in 'The Vault' started by Yamcha, Nov 28, 2001.

  1. Yamcha

    Yamcha Well-Known Member

    This came up in another board regarding VF2 vs. VF3, and the guy wrote this:

    "In relation to hit detection, VF2 did it off the skeletons, which meant it was a bit odd at first, but it was consistant and worked perfectly every time as soon as you learned it. VF3 worked more off a skin detection, and since that still hasn't been perfected, there are many hits which connect that shouldn't, and it varies in detection. "

    I've never heard of the skeleton detection vs. skin detection before, maybe someone more in the know can enlighten me.
     
  2. CreeD

    CreeD Well-Known Member

    I dunno if it's true or not, but I find VF4's hit detection seemed very solid and reliable.

    I guess the original poster on that board was saying that in VF2 a limb doesn't hit unless it passes through the enemy's limb or torso. To me that means that VF2 is going to detect hits less frequently, and that sounds about right. Example: In VF4 any move that causes leg flop animation like Kage's u/f+K+G... following with d+P afterwards is reliable. It rarely (never?) hit in VF3. Also more moves hit OTB in VF3 than VF2, and more are hitting OTB in 4 than in any other version.

    I can think of only one instance where hit detection makes moves hit when it seems like they shouldn't - In VF2, 3, and 4 a lot of PPK combos look like they shouldn't connect low to the ground, but they do. I think there's another thread where Yupa noticed that Sarah's PPK hits really low to the ground, the K hits even though the second P doesn't. Hit detection is one of those things I never have a problem with unless my opponent is lion.
     
  3. Yupa

    Yupa Well-Known Member

    I can think of only one instance where hit detection makes moves hit when it seems like they shouldn't - In VF2, 3, and 4 a lot of PPK combos look like they shouldn't connect low to the ground, but they do. I think there's another thread where Yupa noticed that Sarah's PPK hits really low to the ground, the K hits even though the second P doesn't. Hit detection is one of those things I never have a problem with unless my opponent is lion.

    I don't think it's anything special about PPK. PPP also works in those combos with only the first and third punch hitting. I just switched to PPK as a brain dead way to do more damage. I really should change to something like PG --> punt kick for even more damage.
     
  4. ice-9

    ice-9 Well-Known Member

    Where did you get this from? I can't be 100% sure about this, as I'm partly guessing, partly repeating from faint memory, but in VF2 every character had the same skeleton/poly model, and the hit-detection was based on that. In VF3 however, each character had a differently sized poly model depending on their supposed size (i.e. Wolf's model is bigger than Pai's).

    I don't think the skin thing makes a difference--i.e. in both cases hit detection is based on contact from the surface of the poly model.
     
  5. Sudden_Death

    Sudden_Death Well-Known Member

    then again, I wonder why the weird stuff on VF2 lau anf jeffry (the 1p vs 2p thingy)....
     
  6. Mr. Bungle

    Mr. Bungle Well-Known Member

    Those had nothing to with hit detection...

    From my VF2 codes guide:

    Deficient Characters:
    2P (purple) Lau cannot float as well as 1P (green) Lau. And 2P (jungle) Jeffry's pounces are shorter in range than 1P (sweatpants) Jeffry's.

    The backstory behind this is quite interesting. These are not bugs. These were intended differences. In earlier versions of VF2, all of the characters were to differ in one way or another, depending on which outfit they were in. Here's a list:

    Jeffry: 1P outfit Jeff has greater pounce range.
    Kage: something involving his f,f+K+G and f,f+P+K+G moves.
    Lau: 1P outfit Lau has better floating ability.
    Lion: d+K low kick - 1P outfit Lion would always knock down on 1st hit.
    Pai: df+P chop - 1P outfit Pai would stagger with her df+P even on regular (standing) hit, apparently similar to Jacky's df+P.
    Sarah: differences in f+K knee being counterable - 1P outfit PK counterable, 2P outfit throw counterable.
    Shun: something involving his sidekick stagger.

    All but the Lau and Jeffry items were eliminated. Why they were left in is unknown - oversight or intentional?
     
  7. Robyrt

    Robyrt Well-Known Member

    Yupa: If the third punch hits, you should IIRC be able to do the flipkick too (or knee on mid/lights)... of course, PG-flipkick/punt kick-sidekick does more damage, but it's always nice to know a PPPK will connect if you're not sure about stances.
     
  8. Yupa

    Yupa Well-Known Member

    Yep. Also against heavy weights I've used low punch - double low kick.
     

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