Theory: Tekken has so many issues w/ Fahkumram bc 3D models are infinitely harder to simulate than 2D models. A rule of thumb is Total # of Collision Checks = (# of Hitboxes) x (# of Hurtboxes). Bc we need T7 to run at 60FPS, best we can do is approximate the shapes of characters
Complexity is further exacerbated bc this is Namco's 1st time using the Unreal Engine & implementing Cinematic RAs, Slow Mo & Mirror Image mechanics. I think this is why we don't have rollback netcode. Replays always break w/ new patches This wouldn't happen if u had save states
Solving the hitbox detection issues of T7 requires an extreme mastery of Geometry, Linear Algebra & Calculus. Not to mention applying these mathematical concepts to computer code. Here are 2 good sources for further reading: https://askagamedev.tumblr.com/post/166361339146/a-question-on-hitboxes-why-are-hitboxes-a http://www.r-5.org/files/books/computers/algo-list/realtime-3d/Christer_Ericson-Real-Time_Collision_Detection-EN.pdf