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The Hidden Block [Mario's Hitbox Repository]

Toomai

Smash Ace
Joined
Aug 17, 2006
Messages
769
Location
Someplace in Canada


THE HIDDEN BLOCK
MARIO'S HITBOX REPOSITORY

CURRENT COINAGE: 100

DISCLAIMER
(read this you Goombas)

The following is a combination of definite facts and approximate drawings. While the data is certain and the frames are almost certain, BrawlBox is a pain and some rotations are a tricky little piece of crap, so take the bubbles with a grain of salt.

INTRODUCTION
(text text text)

What's a hitbox repository, you ask? It's a place where you put hitbox-related data. Therefore, you'll see informative stuff here.

Note that this is manual drawing, not hacks. Any old sap nowadays can display hitboxes in-game, but they can only show position and size, and you can't see the character's body through them. I'm including some other info here. Not only can you see at a glance which hitbox is the sweetspot (thanks to the alongside numbers), but how big any disjoint is (transparency is cool yo) and an obvious yet unintrisuve angle indicator.

While you may be thinking "beh, this'll be approximate at best", you're not completely right. I lay out these images with up to eight decimal places of precision; usually the hardest part is measuring how big to draw things, which often makes errors obvious.

LEGEND
(the interpreter)

I don't exactly do things by the book all the time. Here's the legend of stuff to look for:

Angle: The angle of a hitbox is displayed as a line. Usually, the angle is given assuming the target is to the right of the attacker; the exception is for if the hitboxes are completely behind the attacker, for which the angle will be shown as reversed. The Sakurai angle is displayed as a star shape, while the autolink angle is displayed with a dash.
Clang: Most hitboxes have a solid border. Those that do not - that is, they have a dashed border - are transcendent.
Type/Effect: The colour of a hitbox and its angle indicator/border show its type and effect - usually this is only important in the Subspace Emissary, but it's also important if you want to know which hitboxes set things on fire and such. If there's demand I'll put a legend in, but it's mostly just there for a splash of colour.
Damage/Knockback: The numbers displayed for each hitbox are its damage, base knockback, and knockback scaling (in that order).
Layering: You can tell by the images that some hitboxes are "on top" of others. These are the hitboxes that "win out" if the target is hit by more than one of the attack's hitboxes at once.

THE REPOSITORY
(here-a we go)

Mario's Hurtboxes


Hurtbox 1: Waist
Hurtbox 2: Head
Hurtbox 3: Right upper arm
Hurtbox 4: Left upper arm
Hurtbox 5: Right lower arm
Hurtbox 6: Left lower arm
Hurtbox 7: Right upper leg
Hurtbox 8: Left upper leg
Hurtbox 9: Right lower leg
Hurtbox 10: Left lower leg

I'll have you know this up front: Mario's hurtbox is, for whatever reason, asymmetrical. His belly is 0.45 units off-center (for comparision, it's 5.3 units wide in this image), and his lower arms have a 0.4-unit difference in the Y-direction (that is, when he's in the T-pose, his right lower arm is higher than his left). The arms are probably a coding error (it'd be fixed by removing a minus sign), while the belly may be to compensate for his sideways standing animation or something.

The colours represent which zone the hurtbox is in: lower, middle, or upper.

Jab

Hit 1


Hitbox 0: 3% damage, angle of *, 15/100 fixed knockback, attached to left upper arm, Hand/Normal
Hitbox 1: 3% damage, angle of *, 10/100 fixed knockback, attached to chest, Hand/Normal
Hitbox 2: 3% damage, angle of 80, 15/100 fixed knockback, attached to left lower arm, Hand/Normal

Mario's jab 1 is generally unremarkable, although it has a surprising amount of depth. Unlike most other attacks, it's the middle hitbox that wins out in a tie. The body segment does slightly less knockback than the other two. The fist hitbox hits at an 80 degree angle instead of the Sakurai angle, so opponents at a distance will be lifted off the ground a bit, similar to Luigi's jab; however it's the lowest in the stack and therefore will not hit in close range.

Hit 2


Hitbox 0: 2% damage, angle of *, 18/100 fixed knockback, attached to right upper arm, Hand/Normal
Hitbox 1: 2% damage, angle of *, 15/100 fixed knockback, attached to chest, Hand/Normal
Hitbox 2: 2% damage, angle of 80, 25/100 fixed knockback, attached to right lower arm, Hand/Normal

Jab 2 is a bit more diverse than jab 1. The knockback is still fixed but rather varied; foes that are farther away will get sent a touch farther (nothing significant, but may be useful to know). The middle hitbox is still top of the stack here, making it most likely to hit in close range. Again, the fist sends opponents vertically instead of horizontally, and its range is pretty good.

Hit 3



Hitbox 0: 4% damage, angle of *, 30/95 knockback, attached to right lower leg, Foot/Normal
Hitbox 1: 4% damage, angle of *, 30/95 knockback, attached to right lower leg, Foot/Normal
Hitbox 2: 4% damage, angle of *, 30/95 knockback, attached to right lower leg, Foot/Normal

Part-wise, none of the bubbles are unique; they all deal the same damage and knockback. That said, the far hitbox shrinks in size as Mario's foot does (it's size 5 for two frames and size 3.6 for two frames); from what I can tell this is actually somewhat unique.

F-Tilt

Angled up

Angled side

Angled down

Hitbox 0: 8% damage, angle of *, 8/100 knockback (13/100 when angled down), attached to right lower leg, Foot/Normal
Hitbox 1: 8% damage, angle of *, 8/100 knockback (13/100 when angled down), attached to right upper leg, Foot/Normal
Hitbox 2: 8% damage, angle of *, 8/100 knockback (13/100 when angled down), attached to hip, Foot/Normal

To be honest there's not much I can say about the f-tilt, since all the hitboxes are the same. However, it is interesting to note it does minimally more knockback when angled down - seriously, what's the point of that. I suppose at higher percentages it can change things.

U-Tilt




Hitbox 0: 7% damage, angle of 96, 28/130 knockback, attached to neck, Hand/Normal
Hitbox 1: 7% damage, angle of 96, 28/130 knockback, attached to right lower arm, Hand/Normal
Hitbox 2: 7% damage, angle of 96, 28/130 knockback, attached to right lower arm, Hand/Normal

Not much to say here either, except that it has more base knockback and almost as much knockback scaling as Luigi's f-smash. It only does half the damage though, so don't expect big things from it.

D-Tilt



Hitbox 0: 5% damage, angle of 80, 20/80 knockback, attached to right toes, Foot/Normal, 40% trip chance
Hitbox 1: 7% damage, angle of 80, 20/80 knockback, attached to right lower leg, Foot/Normal, 40% trip chance
Hitbox 2: 7% damage, angle of 80, 20/80 knockback, attached to hip, Foot/Normal, 40% trip chance

The d-tilt's sourspot is highest in the stack, so it'll hit in a tie. This explains why it can be a pain sometimes to get the 7% damage out of it, despite the fact it has twice the hitboxes. This does not explain why d-tilt sucks.

Dash

Clean

Hitbox 0: 9% damage (+1 on shield), angle of 110, 70/50 knockback, attached to Mario's movement, Foot/Normal
Hitbox 1: 9% damage (+1 on shield), angle of 80, 70/50, knockback, attached to Mario's movement, Foot/Normal

When I first made this image, I thought "well this explains a bit". The large hitbox almost completely eclipses the smaller one, making it a crapshoot should you actually connect with it, sending the enemy in the opposite direction. It's really too bad the window is so tiny; it would be great for mindgames if you could actually control (via timing) which one hits.

Late

Hitbox 0: 7% damage (+1 on shield), angle of 120, 45/30 knockback, attached to Mario's movement, Foot/Normal
Hitbox 1: 7% damage (+1 on shield), angle of 70, 45/30 knockback, attached to Mario's movement, Foot/Normal

As for the late hit...um, what the heck? Why would you put in a hitbox that is guarenteed to never hit anything? This may be a case of "it's the late hit, just make it smaller and lower the damage" without actually seeing the result.

U-Smash




Hitbox 0: 14% damage (19.6% fully charged), angle of 83, 32/90 knockback, attached to head, Head/Normal
Hitbox 1: 14% damage (19.6% fully charged), angle of 83, 32/90 knockback, attached to chest, Head/Normal

U-smash is pretty normal as far as important things go; both hitboxes are identical. Because of the animation, the move will hit faster if you're facing away from the opponent; note that I also reversed the angle indicators for that particular image for clarity, since it's pretty dang hard to hit someone standing in front of you on those frames. Mario's head is intangible for the same frames that the hitboxes exist.

D-Smash

Hit 1

Hitbox 0: 15% damage (21% fully charged), angle of *, 40/73 knockback, attached to nothing, Foot/Normal
Hitbox 1: 15% damage (21% fully charged), angle of *, 40/73 knockback, attached to nothing, Foot/Normal

Hit 2

Hitbox 0: 12% damage (16.8% fully charged), angle of *, 35/75 knockback, attached to nothing, Foot/Normal
Hitbox 1: 12% damage (16.8% fully charged), angle of *, 35/75 knockback, attached to nothing, Foot/Normal

There's nothing notable to say about this one.

F-Smash

Angled up

Hitbox 0: 15% damage (21% fully charged), angle of *, 25/100 knockback, attached to left lower arm, Hand/Normal
Hitbox 1: 15% damage (21% fully charged), angle of *, 25/100 knockback, attached to right shoulder, Hand/Normal
Hitbox 2: 18% damage (25.2% fully charged), angle of *, 25/90 knockback, attached to left wrist, Hand/Flame, indirect, cannot clang

Angled side

Hitbox 0: 14% damage (19.6% fully charged), angle of *, 25/100 knockback, attached to left lower arm, Hand/Normal
Hitbox 1: 14% damage (19.6% fully charged), angle of *, 25/100 knockback, attached to right shoulder, Hand/Normal
Hitbox 2: 17% damage (23.8% fully charged), angle of *, 25/90 knockback, attached to left wrist, Hand/Flame, indirect, cannot clang

Angled down

Hitbox 0: 13% damage (18.2% fully charged), angle of *, 25/100 knockback, attached to left lower arm, Hand/Normal
Hitbox 1: 13% damage (18.2% fully charged), angle of *, 25/100 knockback, attached to right shoulder, Hand/Normal
Hitbox 2: 16% damage (22.4% fully charged), angle of *, 25/90 knockback, attached to left wrist, Hand/Flame, indirect, cannot clang

First off, the middle hitbox is at the top of the stack, while the sweetspot is at the bottom. While this means the sourspot takes precedence if both parts connect, the size of the sweetspot (just over twice the radius of the middle hitbox) makes it easy to hit with when spaced correctly. Flat characters can crouch under an f-smash that's angled up, but otherwise doing so has no drawback, and should probably always be done. (Side note: The hitboxes look strangely spaced out. It's not like anything will avoid being hit if they squeeze inside, but...)

Nair

Clean

Hitbox 0: 10% damage, angle of *, 20/100 knockback, attached to right lower leg, Foot/Normal
Hitbox 1: 10% damage, angle of *, 20/100 knockback, attached to left lower leg, Foot/Normal

Late

Hitbox 0: 5% damage, angle of *, 13/90 knockback, attached to right lower leg, Foot/Normal
Hitbox 1: 5% damage, angle of *, 13/90 knockback, attached to left upper leg, Foot/Normal

First off, let me say that it's dang hard to do these images for sex kicks; it's near impossible to tell what frame it is. Other than that, it's pretty clear how much the nair's range changes between the two stages; if you don't know the clean hit lasts 4 frames.

Fair

Early

Hitbox 0: 12% damage, angle of *, 30/80 knockback, attached to right lower arm, Hand/Normal

Clean

Hitbox 0: 13% damage, angle of 280 (that is, -80), 20/75 knockback, attached to right upper arm, Hand/Normal
Hitbox 1: 13% damage, angle of 280 (that is, -80), 20/75 knockback, attached to right lower arm, Hand/Normal

Late

Hitbox 0: 10% damage, angle of *, 20/80 knockback, attached to right upper arm, Hand/Normal
Hitbox 1: 10% damage, angle of *, 20/80 knockback, attached to right lower arm, Hand/Normal

Fair is a pretty cool guy, eh KOs peeps and doesn't afraid of anything.

Bair

Clean

Hitbox 0: 12% damage, angle of *, 10/95 knockback, attached to right lower leg, Foot/Normal
Hitbox 1: 12% damage, angle of *, 10/95 knockback, attached to right upper leg, Foot/Normal

Late

Hitbox 0: 7% damage, angle of *, 7/90 knockback, attached to right lower leg, Foot/Normal
Hitbox 1: 7% damage, angle of *, 7/90 knockback, attached to right upper leg, Foot/Normal

Bair ain't very interesting hitbox-wise, but only doing this for interesting attacks would leave out half a character's moveset.

Uair




Hitbox 0: 11% damage, angle of 45, 9/100 knockback, attached to right upper leg, Foot/Normal
Hitbox 1: 11% damage, angle of 45, 9/100 knockback, attached to right lower leg, Foot/Normal

Because the hitboxes don't change size or position relative to the bones as the animation goes on, the ending segment doesn't perfectly match up with the visuals (the hitboxes are designed to mesh with the max extension on most of these kinds of attacks).

Dair

Hits 1-5 (I ain't doin' 5 individiual indistinct images here)

Hitbox 0: 1% damage, angle of 94, 10/100 fixed knockback, attached to nothing, Spin/Normal, 1.5x SDI ability
Hitbox 1: 1% damage, angle of 94, 10/100 fixed knockback, attached to nothing, Spin/Normal, 1.5x SDI ability
Hitbox 2: 1% damage, angle of 94, 10/100 fixed knockback, attached to nothing, Spin/Normal, 1.5x SDI ability

Hit 6

Hitbox 0: 7% damage, angle of 75, 80/80 knockback, attached to nothing, Spin/Normal

Landing hit

Hitbox 0: 2% damage, angle of *, 60/100 fixed knockback, attached to nothing, Foot/Normal
Hitbox 1: 2% damage, angle of *, 60/100 fixed knockback, attached to nothing, Foot/Normal

Dair's repeated hits have pretty cool range bottom-side. (No, there's no way that's an error; the hitbox's center is actually placed below Mario's baseline.) The last hit is also kind of big. While you probably don't care, it's kind of weird how the landing hit is considered a Foot attack.

Shield



Okay so it's not a hitbox. It's still a bubble with a size.

Grabs

Standing


Running


Pivot


Not much to say here.

Pummel


Hitbox 0: 3% damage, angle of *, 30/100 fixed knockback, attached to nothing, Head/Normal, cannot clang, always knocks forwards

Can't say much about this that isn't obvious.

F-Throw


Throw: 9% damage, angle of 45, 60/65 knockback, Normal

I don't particulary care if throws aren't hitboxes; I'm still doing this thing for them.

B-Throw

Collision

Hitbox 0: 8% damage, angle of *, 20/100 knockback, attached to victim, Throwing/Normal, cannot clang

Throw

Throw: 12% damage, angle of 45, 70/63 knockback, Normal

As far as I can tell, the swing collision hitbox is the same size no matter who the target is.

U-Throw


Throw: 8% damage, angle of 90, 70/72 knockback, Normal

The highest knockback scaling of Mario's throws.

D-Throw


Throw: 6% damage, angle of 80, 75/50 knockback, Normal

Eh, I got nothing.

Floor (back)

Hit 1

Hitbox 0: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to right ankle, Foot/Normal, cannot clang
Hitbox 1: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to left ankle, Foot/Normal, cannot clang
Hitbox 2: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to right lower leg, Foot/Normal, cannot clang

Hit 2

Hitbox 0: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to right ankle, Foot/Normal, cannot clang
Hitbox 1: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to left ankle, Foot/Normal, cannot clang
Hitbox 2: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to right lower leg, Foot/Normal, cannot clang
Hitbox 3: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Foot/Normal, cannot clang

What a big cluster. Floor attacks in general aren't very impressive.

Floor (front)

Hit 1

Hitbox 0: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Hand/Normal, cannot clang
Hitbox 1: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Hand/Normal, cannot clang
Hitbox 2: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Hand/Normal, cannot clang

Hit 2

Hitbox 0: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Hand/Normal, cannot clang
Hitbox 1: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Hand/Normal, cannot clang
Hitbox 2: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Hand/Normal, cannot clang

The shorter-ranged of Mario's two floor attacks.

Floor (trip)

Hit 1

Hitbox 0: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Foot/Normal
Hitbox 1: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Foot/Normal
Hitbox 2: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Foot/Normal

Hit 2

Hitbox 0: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Foot/Normal
Hitbox 1: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Foot/Normal
Hitbox 2: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Foot/Normal

Nothing to say here, other than the usual "why is sitting down considered worse than lying down" tripe.

Edge (fast)


Hitbox 0: 8% damage (+1 on shield), angle of 45, 110/100 fixed knockback, attached to right ankle, Foot/Normal, cannot clang
Hitbox 1: 8% damage (+1 on shield), angle of 45, 110/100 fixed knockback, attached to left ankle, Foot/Normal, cannot clang
Hitbox 2: 6% damage (+1 on shield), angle of 45, 110/100 fixed knockback, attached to head, Foot/Normal, cannot clang
Hitbox 3: 6% damage (+1 on shield), angle of 45, 110/100 fixed knockback, attached to nothing, Foot/Normal, cannot clang

Not really sure what the fourth (bottom-most) hitbox is doing there, but otherwise this is pretty expected.

Edge (slow)


Hitbox 0: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to nothing, Foot/Normal, cannot clang
Hitbox 1: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to nothing, Foot/Normal, cannot clang
Hitbox 2: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to nothing, Foot/Normal, cannot clang
Hitbox 3: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to nothing, Foot/Normal, cannot clang

Nothing to say about this one. Both edge attacks appear to have about the same range.

Fireball


Hitbox 0: 5% damage, angle of *, 30/25 knockback, attached to fireball's center, Typeless/Flame, 0.3x freeze frames, indirect, absorbable, reflectable, always knocks forwards

Hitbox 0: 5% damage, angle of *, 22/20 knockback, attached to fireball's center, Typeless/Flame, 0.3x freeze frames, indirect, absorbable, reflectable, always knocks forwards

Hitbox 0: 5% damage, angle of *, 11/15 knockback, attached to fireball's center, Typeless/Flame, 0.3x freeze frames, indirect, absorbable, reflectable, always knocks forwards

That's right, the fireball does more knockback at the start of its life. It's strong for 6 frames, then middling for 11 frames, and then weak after that. The difference is minor but I'm sure you've seen it. The fireball also gets a bit smaller at the same time - its size goes from 2.4 to 2.2 and then 2.

Cape


Hitbox 0: 8% damage (+4 on shield), angle of 110, 0/0 knockback, attached to nothing, Weapon/Reverse, cannot clang, 30% trip chance
Hitbox 1: 8% damage (+4 on shield), angle of 110, 0/0 knockback, attached to nothing, Weapon/Reverse, cannot clang, 30% trip chance

Hitbox 0: 6% damage (+4 on shield), angle of 110, 0/0 knockback, attached to nothing, Weapon/Reverse, cannot clang, 30% trip chance
Hitbox 1: 6% damage (+4 on shield), angle of 110, 0/0 knockback, attached to nothing, Weapon/Reverse, cannot clang, 30% trip chance

Yup, the aerial version has a bigger hitbox. It can also reflect for 3 frames longer. Speaking of reflection, it may not be based on the hitboxes - the hitboxes are only out for 3 frames, but the move's defensive collision events are 25 (grounded) or 28 (aerial) frames apart. Also, I don't see the point in giving the move an angle if it does no knockback.

Super Jump Punch


Hitbox 0: 5% damage, angle of 70, 130/100 fixed knockback, attached to nothing, Arm/Coin
Hitbox 1: 5% damage, angle of 90, 140/100 fixed knockback, attached to nothing, Arm/Coin

Hitbox 0: 1% damage, angle of 74, 150/100 fixed knockback, attached to nothing, Arm/Coin
Hitbox 1: 1% damage, angle of 90, 150/100 fixed knockback, attached to nothing, Arm/Coin

Hitbox 0: 1% damage, angle of -, 90/100 fixed knockback, attached to nothing, Arm/Coin
Hitbox 1: 1% damage, angle of -, 120/100 fixed knockback, attached to nothing, Arm/Coin

Hitbox 0: 3% damage, angle of 60, 52/145 knockback, attached to nothing, Arm/Coin
Hitbox 1: 3% damage, angle of 60, 52/145 knockback, attached to nothing, Arm/Coin

HOLY DOOLEY DISJOINT!

F.L.U.D.D.


Hitbox 0: 0% damage, angle of 55, 32/100 knockback, attached to each bit of water, Weapon/Water, indirect, reflectable, always knocks forwards

This is a Water-effect attack, so its knockback changes a bit when used on PT's Pokémon. But it's not a Water-type attack (it's Weapon), so Water stickers won't have any effect. (I think that's how it works...) Charging the move increases the knockback; I think a fully-charged FLUDD does approximately 1.9x knockback. Using the move, regardless of charge, produces exactly 12 blobs of water.

Mario Finale


Hitbox 0: 3% damage, angle of 32, 40/100 knockback, attached to bigger fireball, Typeless/Flame, indirect, cannot clang, 0.7x SDI ability, 0.2x freeze frames, rehit rate of 7, unshieldable, always knocks forwards
Hitbox 1: 2% damage, angle of 32, 40/100 knockback, attached to smaller fireball, Typeless/Flame, indirect, cannot clang, 0.7x SDI ability, 0.2x freeze frames, rehit rate of 7, unshieldable, always knocks forwards

EAT IT, PENGUINFACE
 

A2ZOMG

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You beat me to those.

But whatever. Thanks. I'll get precise hitbubbles later.
 

A2ZOMG

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Those hitbubbles should be taken with a grain of salt, since they are drawings. the main thing you learn about them is precise angle properties.
 

ThatGuy

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The angled up ftilt appears to have more horizontal range than the other two, and the angled down ftilt appears to have as much horizontal range as straight. Is this correct?
 

A2ZOMG

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As I said, you have to take the hitbubbles with a grain of salt. The only thing you actually know from this is how many hitbubbles make up a hitbox, and what angle they send someone.
 

Toomai

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The angled up ftilt appears to have more horizontal range than the other two, and the angled down ftilt appears to have as much horizontal range as straight. Is this correct?
I think they all have about the same horizontal range; certainly not enough of a difference to worry over.

Yes, they are drawings, and shouldn't be taken as the inarguable truth, but I use at least 3 decimals of precision (often 5 or even 8) when I make these things. After I take the snapshots, I use BrawlBox to pinpoint where all the relevant bones are in the picture. Next I use the bone positionings to calculate the scale of the image, then I grab the hitbox data from PSA/OpenSA2 and draw the bubbles. So while it's not exact like an in-game hack would be, I'd like to think it's pretty dang close.

Next up to do are smashes, then aerials.
 

Matt07

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Wow at Down Smash, and Forward Smash O_o.

The second hit of Down Smash looks like it has a much bigger hitbox then the first.
 

UberMario

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I was surprised by DSmash's range aswell, it doesn't even seem to connect with the visible model. 0_o
 

-Sensei-

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Holy forward smash! And that is amazing about the second hit of down smash. Deceiving range.
 

Toomai

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The second hit of Down Smash looks like it has a much bigger hitbox then the first.
The bubbles on the two hits are the same size, but the outer one on hit 2 is a bit farther away from Mario's center than the outer one of hit 1.
I was surprised by DSmash's range aswell, it doesn't even seem to connect with the visible model. 0_o
I think on the frame before the image, Mario's right foot is big enough to fit in the center of the outer bubble. Still, the hitboxes remain with that shape on that frame, so yes, it's a bit of a "ghost" hit.
 

Toomai

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How do you read the knockbacks? like XX/YY
XX is the base knockback, which is how much knockback the move does in general. YY is the knockback scaling, which is how fast an attack's power increases as damage does. For moves with fixed knockback, the knockback scaling is pretty much always 100, so I'm not sure if it means anything in that case.
 

JuxtaposeX

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Alright, thanks. So basically d-smashing someone near a walk-off at early percentage would kill better than f-smashing them. Also, does that mean that a unsweetspotted f-smash actually knocks them back further than a sweetspotted one?
 

Toomai

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Also, does that mean that a unsweetspotted f-smash actually knocks them back further than a sweetspotted one?
Nope. As far as I know, damage dealt is a quadratic factor in the knockback formula, whereas current damage, base knockback, and knockback scaling are all linear. In other words, the reason the f-smash's sweetspot has lower scaling is so that the extra damage given doesn't affect the difference in knockback as much as it otherwise would.
 

A2ZOMG

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Knockback and damage share a linear relationship. Take two moves that share the same knockback values but one move does twice as much damage as the other. The more damaging move sends the opponent twice the distance.

And I know from personal experimentation that D-smash hitboxes are not placed correctly. D-smash hit 1 has the exact same horizontal range as Jab1, but D-smash hit 2 does in fact reach further than D-smash hit 1 (but definitely not that far, if it was that far, I would be using it all the time to space against Metaknight). Most of the hitboxes listed here are displayed very "generously" anyway. There are like over a dozen of things off the top of my head that I know from hours of experimentation are logically in contradiction with the displayed hitbubbles.
 

Toomai

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Someplace in Canada
I know from personal experimentation that D-smash hitboxes are not placed correctly.
If it'll illustrate things more properly, I will try harder to take a picture of the move on the frames the hitboxes appear (where Mario's feet are bigger and a bit more outstretched) instead of just any frame where the hitboxes exist.
Most of the hitboxes listed here are displayed very "generously" anyway. There are like over a dozen of things off the top of my head that I know from hours of experimentation are logically in contradiction with the displayed hitbubbles.
Would you care to give me a list?
 

A2ZOMG

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*If Mario's Jab hitboxes were that big, I'm pretty certain sweetspot Jab1 and Jab2 would link properly on DDD (although we don't have a closeup photo of that). They barely don't due to the way DDD's hurtbox shifts when getting Jabbed.
*I've had obscure (mostly impractical) cases where Jab3 whiffs (due to DI or in combination of obscure situations with the Jab sourspot pushes people out), and it probably wouldn't be whiffing if Jab3 hitbox was that big.
*Jab1 range = D-smash hit 1 range. I tested this like a zillion times in the wifi waiting room getting glancing blows with both Jab and D-smash.
*D-smash hit 2 range suggested appears bigger than F-smash range...or the range of a lot of things.
*The difficulty of connecting Jab -> D-smash on several characters should be a statement as to how little range D-smash hit 1 actually has.
*F-smash definitely doesn't anti-air nearly as well as the hitbox suggests

Okay only 6 main points...Up-smash and tilts honestly are reasonably placed (people should note the disjoint on D-tilt and U-tilt, both of which ARE accurate). But the point is I have very strong reasons to believe that a good number of the hitboxes do not make logical sense for how they actually work.
 

Douhneill

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How did you get the hitboxes anyway? Because I'm pretty sure there's a PSA where you can get them to be visible as a cross-reference if you aren't doing so already.
 

Toomai

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How did you get the hitboxes anyway? Because I'm pretty sure there's a PSA where you can get them to be visible as a cross-reference if you aren't doing so already.
I used PSA/OpenSA2 to get the data, which I then used to manually draw the circle on the images (using BrawlBox to know where the bones are). Yeah, there are ways to have the game display altered Super Scope shots as hitboxes, but I find that such has three main disadvantages:
  1. The character's body is obscured by the bubbles, making it hard to see what kind of range the attack has.
  2. The bubble can only have colour, while I'm going for a more complete image by showing damage and angle and such.
  3. It's a ton of work.
Anyway, I've been looking into frame-by-frame stuff, so the next update will be changing some of the images (such as d-smash) to the frame in which the attack first hits, instead of just any frame where the hitboxes are out; this should give a more lined-up visual.
 

Toomai

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Alright, the new and improved images are starting to trickle in; just the jab so far, but I'm sure you'll agree that they make far more sense than they did before (I'm guessing my measurement method was skewed when I made the original images, it took a few tries to get something consistent going). Stay tuned as things improve.
 

Toomai

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Alright, I've managed to re-do all the images so far, using an improved measurement method. F-smash looks a bit split though...I am assuming that changing the size of a bone doesn't change the size of any hitboxes attached to it, since that's the only way things like jab 3 make sense. Next up will be aerials, followed by grabs/throws, floor attacks and edge attacks, and finally specials.
 

A2ZOMG

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Mhm, the new images do in fact make a lot more sense. Thanks for the contributions.
 

Toomai

Smash Ace
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Air attacks complete.

Now I gotta go find out how to take a picture of a shield at full strength without special effects getting too much in the way.
 
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