Harada Shares a Story About Fahkumram's Broken Launch

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Gundroog
2 min

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Harada Shares a Story About Fahkumram's Broken Launch
You're a big guy.

Remember when Fahkrumram came out, and everyone was really happy with how the character worked out in terms of both balance and polish? Me neither.

If you ask people who played the game around the time he released, they will be able to list off many issues, from his busted throw frame data, which gave you less time to react on top of the throw itself being strong, to his overall gimmick of kicking your face in with strong plus frame moves.

However, today we get a more nuanced look at what happened, thanks to Harada revealing a few behind the scenes details.

You should check out his post below for the complete overview, but one of the major reasons behind Fahkumram being such a janky character is surprisingly simple.

If you ever took interest in Tekken's "hitboxes" you know that it's not the standard affair that we're familiar with in 2D games. Instead, Tekken has a rather intricate system of collision and hitbox spheres, cylinders, and tubes.

Each character has a unique set of these hitboxes for all the major body parts. Despite how intricate it might sound, and all the "Ultra Instinct Tekken" moments you might have seen, many of these hitboxes are incredibly generous. Being too accurate would likely end up with the game feeling much more janky and inconsistent, especially when it comes to combos.

In a sense, that's almost what happened to Fahkumram. Upon release he had accurate collision, but his hitboxes were that of a much smaller character. Which meant that he'd still push you away as normal, but reaching him with your attacks would require extra effort.

Harada also provides some images to give us a rare peek into how these hitboxes look to developers, which is admittedly not far off from the fan made solution we had in Tekken 7.

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