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The Royal Archives [Peach's Hitbox Repository]

Toomai

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


THE ROYAL ARCHIVES
PEACH'S HITBOX REPOSITORY

CURRENT COINAGE: 100

DISCLAIMER
(read this you ruffians)

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.

Finally - yes, I'm aware that this board already has some hitbox images. But if I recall correctly, they're small and have the inconveniences I've described above - and some of the important frames are missing from them.

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
(it begins)

Peach's Hurtboxes


Hurtbox 1: Hip
Hurtbox 2: Chest
Hurtbox 3: Head
Hurtbox 4: Right upper arm
Hurtbox 5: Left upper arm
Hurtbox 6: Right lower arm
Hurtbox 7: Left lower arm
Hurtbox 8: Right upper leg
Hurtbox 9: Left upper leg
Hurtbox 10: Right lower leg
Hurtbox 11: Left lower leg

It may be a bit hard to tell in this pose, but Peach's upper arms are considered as thick as those poofy shoulder things. I'm also not really sure why they decided that - there's no easy way to put this - Peach has a big bum. Seriously, it covers half her thighs in a standing position. (It's also slightly asymmetrical.)

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

Jab

Hit 1

Hitbox 0: 3% damage, angle of 74, 20/100 fixed knockback, attached to left lower arm, Hand/Normal
Hitbox 1: 3% damage, angle of 78, 20/100 fixed knockback, attached to left lower arm, Hand/Normal
Hitbox 2: 3% damage, angle of 78, 20/100 fixed knockback, attached to left upper arm, Hand/Normal
Hitbox 3: 3% damage, angle of 78, 20/100 fixed knockback, attached to right upper arm, Hand/Normal

Why does the hand hitbox have an angle 4 degrees less vertical, what's the dang point.

Hit 2

Hitbox 0: 3% damage, angle of *, 30/100 knockback, attached to left lower arm, Hand/Normal
Hitbox 1: 3% damage, angle of *, 30/100 knockback, attached to left lower arm, Hand/Normal
Hitbox 2: 3% damage, angle of *, 30/100 knockback, attached to left lower arm, Hand/Normal
Hitbox 3: 3% damage, angle of *, 30/100 knockback, attached to left lower arm, Hand/Normal

Aaaaaand nothing special about this hit.

F-Tilt

Clean


Hitbox 0: 13% damage, angle of 90, 35/85 knockback, attached to right upper leg, Foot/Normal
Hitbox 1: 11% damage, angle of 100, 35/85 knockback, attached to right lower leg, Foot/Normal
Hitbox 2: 10% damage, angle of 80, 35/85 knockback, attached to right lower leg, Foot/Slash

Late

Hitbox 0: 6% damage, angle of 90, 55/50 knockback, attached to right upper leg, Foot/Normal
Hitbox 1: 6% damage, angle of 90, 55/50 knockback, attached to right lower leg, Foot/Normal
Hitbox 2: 6% damage, angle of 90, 55/50 knockback, attached to right lower leg, Foot/Normal

Interesting variety on the clean hit. Late hit not so much.

U-Tilt


Hitbox 0: 13% damage, angle of 65, 60/70 knockback, attached to nothing, Magic/Normal, cannot clang
Hitbox 1: 10% damage, angle of 65, 60/70 knockback, attached to nothing, Magic/Normal

Quick note here: These are coded as special hitboxes, but as far as I can tell they don't use any special hitbox characteristics.

D-Tilt

On grounded targets

Hitbox 0: 10% damage, angle of 270, 60/100 knockback, attached to left hand, Hand/Normal, 30% trip chance
Hitbox 2: 10% damage, angle of 270, 60/100 knockback, attached to left hand, Hand/Normal, 30% trip chance
Hitbox 3: 10% damage, angle of 270, 60/100 knockback, attached to left hand, Hand/Normal, 30% trip chance

On aerial targets

Hitbox 1: 10% damage, angle of 80, 15/100 knockback, attached to left hand, Hand/Normal, 30% trip chance
Hitbox 2: 10% damage, angle of 270, 60/100 knockback, attached to left hand, Hand/Normal, 30% trip chance
Hitbox 3: 10% damage, angle of 270, 60/100 knockback, attached to left hand, Hand/Normal, 30% trip chance

Whoa, that main hitbox loses serious power if the opponent doesn't have both feet on the ground. You almost have to be facing the wrong way to get surprise meteors.

Dash

Hit 1

Hitbox 0: 4% damage, angle of *, 30/50 knockback, attached to nothing, Hand/Normal
Hitbox 1: 4% damage, angle of *, 30/50 knockback, attached to nothing, Hand/Normal
Hitbox 2: 4% damage, angle of *, 30/50 knockback, attached to nothing, Hand/Normal

Hit 2

Hitbox 0: 4% damage, angle of 65, 50/125 knockback, attached to nothing, Hand/Slash
Hitbox 1: 4% damage, angle of 65, 50/125 knockback, attached to nothing, Hand/Slash
Hitbox 2: 4% damage, angle of 65, 50/125 knockback, attached to nothing, Hand/Slash

Pretty disappointing how the first hit isn't designed to lead into the second.

U-Smash

Clean

Hitbox 0: 15% damage (21% fully charged) (+4 on shield), angle of 90, 40/100 knockback, attached to right hand, Hand/Normal
Hitbox 1: 17% damage (23.8% fully charged) (+4 on shield), angle of 90, 40/100 knockback, attached to right upper arm, Hand/Normal
Hitbox 2: 8% damage (11.2% fully charged) (+4 on shield), angle of 75, 30/100 knockback, attached to nothing, Hand/Normal, cannot clang
Hitbox 3: 8% damage (11.2% fully charged) (+4 on shield), angle of 75, 30/100 knockback, attached to nothing, Hand/Normal, cannot clang

Late

Hitbox 0: 12% damage (16.8% fully charged) (+4 on shield), angle of 90, 40/100 knockback, attached to right hand, Hand/Normal
Hitbox 1: 10% damage (16.8% fully charged) (+4 on shield), angle of 90, 40/100 knockback, attached to right upper arm, Hand/Normal

Because the sourspots of the clean hit are at the bottom of the stack, if you can hit with any part of the sweetspot that's not covered by the top hitbox, you'll get the sweetspot even if the sourspots connect.

D-Smash


Hitbox 0: 5% damage (7% fully charged), angle of 145, 38/80 knockback, attached to nothing, Spin/Slash, 20% trip chance
Hitbox 1: 5% damage (7% fully charged), angle of 145, 38/80 knockback, attached to nothing, Spin/Slash, 20% trip chance
Hitbox 2: 5% damage (7% fully charged), angle of 145, 38/80 knockback, attached to nothing, Spin/Slash, 20% trip chance
Hitbox 3: 5% damage (7% fully charged), angle of 145, 38/80 knockback, attached to nothing, Spin/Slash, 20% trip chance

All four hits use the same hitboxes, so I'm not taking four similar pictures. This particular frame is the first frame of connection (frame 6).

F-Smash

Golf club



Hitbox 0: 15% damage (21% fully charged), angle of *, 50/70 knockback, attached to left hand grip, Weapon/Normal
Hitbox 1: 15% damage (21% fully charged), angle of *, 50/70 knockback, attached to neck, Weapon/Normal
Hitbox 2: 15% damage (21% fully charged), angle of *, 50/70 knockback, attached to left hand grip, Weapon/Normal
Hitbox 3: 15% damage (21% fully charged), angle of *, 50/70 knockback, attached to left hand grip, Weapon/Normal
Hitbox 4: 15% damage (21% fully charged), angle of *, 50/70 knockback, attached to nothing, Weapon/Normal

That huge area-covering hitbox only exists on that one frame. I guess they didn't want any dead space in the attack and so put in an artifical filler.

Frying pan



Hitbox 0: 18% damage (25.2% fully charged), angle of 80, 30/68 knockback, attached to left hand grip, Weapon/Normal
Hitbox 1: 18% damage (25.2% fully charged), angle of 80, 30/68 knockback, attached to left hand grip, Weapon/Normal
Hitbox 2: 18% damage (25.2% fully charged), angle of 80, 30/68 knockback, attached to neck, Weapon/Normal
Hitbox 3: 18% damage (25.2% fully charged), angle of 80, 30/68 knockback, attached to nothing, Weapon/Normal

Again, there's a coverage hitbox here.

Tennis racket



Hitbox 0: 12% damage (16.8% fully charged), angle of 28, 40/60 knockback, attached to left hand grip, Weapon/Normal
Hitbox 1: 12% damage (16.8% fully charged), angle of 28, 40/60 knockback, attached to left hand grip, Weapon/Normal
Hitbox 2: 12% damage (16.8% fully charged), angle of 28, 30/60 knockback, attached to left hand grip, Weapon/Normal
Hitbox 3: 12% damage (16.8% fully charged), angle of 28, 30/60 knockback, attached to neck, Weapon/Normal
Hitbox 4: 13% damage (18.2% fully charged), angle of 28, 40/100 knockback, attached to nothing, Weapon/Normal

I certainly wasn't expecting this when I was doing the documentation - it's the area-covering hitbox that's the sweetspot, and the racket's handle is weaker than the head.

Nair

Clean

Hitbox 0: 13% damage, angle of *, 20/90 knockback, attached to right hand, Hand/Normal
Hitbox 1: 13% damage, angle of *, 20/90 knockback, attached to left hand, Hand/Normal
Hitbox 2: 13% damage, angle of *, 20/90 knockback, attached to hip, Hand/Normal

Late


Hitbox 0: 10% damage, angle of *, 0/100 knockback, attached to right hand, Hand/Normal
Hitbox 1: 10% damage, angle of *, 0/100 knockback, attached to left hand, Hand/Normal
Hitbox 2: 9% damage, angle of *, 0/100 knockback, attached to hip, Hand/Normal

The frames I chose here are: First frame of clean hit, first frame of late hit, and last frame of late hit. As Peach spins around the hitboxes on her wrists track around as well; it's not worth my while to capture their complete revolutions.

Fair




Hitbox 0: 15% damage, angle of *, 60/68 knockback, attached to left lower arm, Weapon/Normal, always knocks forwards
Hitbox 1: 15% damage, angle of *, 60/68 knockback, attached to left upper arm, Weapon/Normal, always knocks forwards

Nothing too unusual here.

Bair

Clean

Hitbox 0: 14% damage, angle of *, 30/80 knockback, attached to nothing, Butt/Normal
Hitbox 1: 13% damage, angle of *, 30/80 knockback, attached to nothing, Butt/Normal

Late

Hitbox 0: 7% damage, angle of *, 10/70 knockback, attached to nothing, Butt/Normal
Hitbox 1: 7% damage, angle of *, 10/70 knockback, attached to nothing, Butt/Normal

For those who were unaware: yes, Body and Butt are considered different types by the game. Presumably they set Body stickers to work on both after they decided that Butt stickers weren't worth it. (This also happened for Hand/Elbow, Foot/Knee, and a few others.)

Uair


Hitbox 0: 13% damage, angle of 80, 0/100 knockback, attached to left lower leg, Foot/Normal
Hitbox 1: 12% damage, angle of 80, 0/100 knockback, attached to left lower leg, Foot/Normal
Hitbox 2: 11% damage, angle of *, 0/100 knockback, attached to hip, Foot/Normal

This is the middle frame of the attack, in case you're wondering.

Dair

Hits 1-3

Hitbox 0: 3% damage, angle of 70, 13/30 knockback, attached to nothing, Foot/Normal
Hitbox 1: 3% damage, angle of 70, 13/30 knockback, attached to nothing, Foot/Normal

Hit 4

Hitbox 0: 5% damage, angle of 70, 40/120 knockback, attached to nothing, Foot/Normal
Hitbox 1: 5% damage, angle of 70, 40/120 knockback, attached to nothing, Foot/Normal

Since the first three hits use the same hitboxes I didn't think it was worth it to capture them individually. One thing's for sure, though - they're dang big.

Shield



Can't really say much about this.

Grabs

Standing


Running


Pivot


There's really no reason for Peach's grab range to be this short; it's like she's trying to grab with her elbow or something. On the other hand it makes the pivot grab's range seem that much longer.

Pummel


Hitbox 0: 2% damage, angle of 80, 30/100 fixed knockback, attached to left foot, Foot/Normal, cannot clang, always knocks forwards
Hitbox 1: 2% damage, angle of 80, 30/100 fixed knockback, attached to left lower leg, Foot/Normal, cannot clang, always knocks forwards
Hitbox 2: 2% damage, angle of 80, 30/100 fixed knockback, attached to left hand, Foot/Normal, cannot clang, always knocks forwards

It's a pummel. They're generally uninteresting.

F-Throw

Hit 1

Hitbox 0: 2% damage, angle of 80, 10/0 knockback, attached to right hand, Hand/Normal, cannot clang, always knocks forwards

Throw

Throw: 8% damage, angle of 45, 45/83 knockback, Throwing/Normal

Dat slap.

B-Throw

Hit 1

Hitbox 0: 2% damage, angle of 70, 10/200 knockback, attached to nothing, Butt/Normal, cannot clang, always knocks backwards

Throw

Throw: 9% damage, angle of 140, 70/40 knockback, Throwing/Normal

I haven't looked at this in-depth, but it's interesting how this move causes opponents to face the wrong way (i.e. away from the stage as they're trying to recover). I'm guessing it has something to do with throw physics, since I've never seen it happen for hitboxes.

U-Throw

Hit 1

Hitbox 0: 2% damage, angle of 80, 20/100 fixed knockback, attached to right hand, Hand/Normal, cannot clang, always knocks forwards

Throw

Throw: 6% damage, angle of 88, 70/56 knockback, Throwing/Normal

Not sure how they got away with such a small hitbox on the first hit, but I've never heard of any character escaping it, so okay.

D-Throw

Hit 1

Hitbox 0: 0% damage, angle of 270, 20/100 fixed knockback, attached to hip, Butt/Normal, cannot clang, always knocks forwards

Throw

Throw: 7% damage, angle of 108, 60/60 knockback, Throwing/Normal

Yeah that's right, this move has a meteor smash in it. Completely useless as a meteor even in team battles because of its position and feebleness, but there nevertheless.

Floor (back)

Hit 1

Hitbox 0: 6% damage (+1 on shield), angle of *, 70/50 knockback, attached to right toes, Foot/Normal, cannot clang
Hitbox 1: 6% damage (+1 on shield), angle of *, 70/50 knockback, attached to right lower leg, Foot/Normal, cannot clang
Hitbox 2: 6% damage (+1 on shield), angle of *, 70/50 knockback, attached to chest, Foot/Normal, cannot clang

Hit 2

Hitbox 0: 6% damage (+1 on shield), angle of *, 70/50 knockback, attached to right toes, Foot/Normal, cannot clang
Hitbox 1: 6% damage (+1 on shield), angle of *, 70/50 knockback, attached to right lower leg, Foot/Normal, cannot clang
Hitbox 2: 6% damage (+1 on shield), angle of *, 70/50 knockback, attached to chest, Foot/Normal, cannot clang

Floor attacks are uninteresting in general.

Floor (front)

Hit 1

Hitbox 0: 6% damage (+1 on shield), angle of *, 70/50 knockback, attached to left lower leg, Foot/Normal, cannot clang
Hitbox 1: 6% damage (+1 on shield), angle of *, 70/50 knockback, attached to left lower leg, Foot/Normal, cannot clang
Hitbox 2: 6% damage (+1 on shield), angle of *, 70/50 knockback, attached to chest, Foot/Normal, cannot clang

Hit 2

Hitbox 0: 8% damage (+1 on shield), angle of *, 70/50 knockback, attached to right lower leg, Foot/Normal, cannot clang
Hitbox 1: 8% damage (+1 on shield), angle of *, 70/50 knockback, attached to right lower leg, Foot/Normal, cannot clang
Hitbox 2: 6% damage (+1 on shield), angle of *, 70/50 knockback, attached to chest, Foot/Normal, cannot clang

This floor attack on the other hand is rather unique in that it doesn't deal 6% damage through and through.

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.

Edge (fast)



Hitbox 0: 6% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to hip, Butt/Normal

Pretty self-explanatory.

Edge (slow)


Hitbox 0: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to left toes, Foot/Normal
Hitbox 1: 8% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to left lower leg, Foot/Normal
Hitbox 2: 8% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to chest, Foot/Normal

Surprisingly good range here.

Toad

Counter hurtbox


Counter attack

Hitbox 0: 3% damage, angle of 45, 40/180 knockback, attached to center of spore object, Typeless/Normal, indirect, absorbable, reflectable, always knocks forwards

When activated, this counter fires a total of 6 spores at various angles. I think this image catches two at maximum range.

Peach Bomber

Detector

Inert hitbox 0: attached to hip

Hitbox

Hitbox 0: 15% damage (+6 on shield), angle of 23, 50/40 knockback, attached to hip, Butt/Normal

Basically, it works like this: The hitbox does not exist until the detector hits an enemy. Pretty unnecessary implementation if you ask me.

Parasol

Hit 1

Hitbox 0: 5% damage, angle of 80, 150/100 fixed knockback, attached to head, Umbrella/Normal
Hitbox 1: 5% damage, angle of 90, 150/100 fixed knockback, attached to nothing, Umbrella/Normal

Hit 2

Hitbox 0: 1% damage, angle of 80, 90/100 fixed knockback, attached to right hand grip, Umbrella/Normal, rehit rate of 8, always knocks forwards
Hitbox 1: 1% damage, angle of -, 100/100 fixed knockback, attached to right lower arm, Umbrella/Normal, rehit rate of 8, always knocks forwards
Hitbox 2: 1% damage, angle of 90, 130/100 fixed knockback, attached to hip, Umbrella/Normal, rehit rate of 8, always knocks forwards

Hit 3

Hitbox 0: 4% damage, angle of 60, 60/120 knockback, attached to right lower arm, Umbrella/Normal, always knocks forwards
Hitbox 1: 4% damage, angle of 60, 60/120 knockback, attached to right hand grip, Umbrella/Normal, always knocks forwards

Hit 4

Hitbox 0: 3% damage, angle of 80, 23/28 knockback, attached to right hand grip, Umbrella/Slash

Yes, Umbrella has its own type. Don't know why they were thinking of making umbrella stickers at some point.

Vegetable

Turnips

Hitbox 0: X% damage, angle of 30, 30/35 knockback, attached to center of turnip, Weapon/Normal, 0.4x freeze frames, indirect, rehit rate of 100, reflectable, always knocks forwards

Damage values/Probabilities


Alright, first thing you gotta know is that items do damage based on how fast they're moving on impact. It's still unknown what exactly the formula is, but what is known is that the damages provided here are the base damages - it's impossible to deal less damage than the base. Also note that some characters have weaker item throws.

Mr. Saturn

On grounded targets

Hitbox 1: 3% damage (+42 on shield), angle of 270, 10/50 knockback, attached to item's center, Weapon/Normal, rehit rate of 180, reflectable, always knocks forwards

On aerial targets

Hitbox 0: 3% damage (+42 on shield), angle of *, 10/50 knockback, attached to item's center, Weapon/Normal, rehit rate of 180, reflectable, always knocks forwards

For the curious: That's the same amount of shield damage as a non-fully charged Shield Breaker.

Bob-omb

Detector

Inert hitbox: attached to item's center, reflectable

Explosion

Hitbox 0: 25% damage (+2 on shield), angle of *, 30/90 knockback, attached to item's center, Explosive/Flame, rehit rate of 180

It's hard to say how long the explosion hitbox lasts for.

Beam Sword

Jab

Hitbox 0: 5% damage (+2 on shield), angle of *, 10/80 knockback, attached to item, Energy/Slash, always knocks forwards
Hitbox 1: 4% damage (+2 on shield), angle of *, 10/80 knockback, attached to item, Energy/Slash, always knocks forwards
Hitbox 2: 4% damage (+2 on shield), angle of 30, 10/80 knockback, attached to item, Energy/Slash, cannot clang, always knocks forwards
Hitbox 3: 5% damage (+2 on shield), angle of *, 10/80 knockback, attached to left shoulder, Energy/Slash, always knocks forwards

I'll tell you this right up front: As far as I can tell, battering item hitboxes is unexplored territory; I'm taking some pretty heavy guesses here. That said it's looking pretty sensible so far.

F-Tilt

Hitbox 0: 8% damage (+4 on shield), angle of *, 30/80 knockback, attached to item, Energy/Slash
Hitbox 1: 7% damage (+4 on shield), angle of *, 30/80 knockback, attached to item, Energy/Slash
Hitbox 2: 7% damage (+4 on shield), angle of *, 30/80 knockback, attached to item, Energy/Slash, cannot clang
Hitbox 3: 8% damage (+4 on shield), angle of *, 30/80 knockback, attached to left shoulder, Energy/Slash
Hitbox 4: 7% damage (+4 on shield), angle of *, 30/80 knockback, attached to item, Energy/Slash, cannot clang

One of the things I'm guessing on is the shoulder hitbox. It actually starts attached to the sword as the rearmost hitbox, but then a command in Peach's file says something about "hitbox 3", "left shoulder bone", and "[0,0,0]". I'm assuming it's a "move hitbox to here" command. (All other shoulder hitboxes for the Beam Sword are like this.)

Dash

Clean

Hitbox 0: 7% damage, angle of 55, 55/60 knockback, attached to item, Energy/Slash
Hitbox 1: 7% damage, angle of 55, 55/60 knockback, attached to item, Energy/Slash
Hitbox 2: 7% damage, angle of 55, 55/60 knockback, attached to item, Energy/Slash
Hitbox 3: 7% damage, angle of 55, 55/60 knockback, attached to item, Energy/Slash

Late

Hitbox 0: 5% damage, angle of 55, 55/60 knockback, attached to item, Energy/Slash
Hitbox 1: 5% damage, angle of 55, 55/60 knockback, attached to item, Energy/Slash
Hitbox 2: 6% damage, angle of 55, 55/60 knockback, attached to item, Energy/Slash
Hitbox 3: 6% damage, angle of 55, 55/60 knockback, attached to item, Energy/Slash

Some Smashers have a stronger Beam Sword dash attack that deals 11% damage, 60/75 knockback, and has no late hit. Just a heads up.

F-Smash

Hitbox 0: 12% damage (16.8% fully charged) (+6 on shield), angle of *, 50/80 knockback, attached to item, Energy/Slash
Hitbox 1: 11% damage (15.4% fully charged) (+6 on shield), angle of *, 50/80 knockback, attached to item, Energy/Slash
Hitbox 2: 11% damage (15.4% fully charged) (+6 on shield), angle of *, 50/80 knockback, attached to item, Energy/Slash, cannot clang
Hitbox 3: 12% damage (15.4% fully charged) (+6 on shield), angle of *, 50/80 knockback, attached to left shoulder, Energy/Slash
Hitbox 4: 12% damage (16.8% fully charged) (+6 on shield), angle of *, 50/80 knockback, attached to item, Energy/Slash

Note the disappointing range. Also the random transcendent hitbox in the middle.

Thrown

Hitbox 0: 5% damage, angle of *, 10/100 knockback, attached to item's center, Energy/Slash, rehit rate of 180, reflectable, stretchy, always knocks forwards
Hitbox 1: 5% damage, angle of *, 10/100 knockback, attached to item's center, Energy/Slash, rehit rate of 180, reflectable, stretchy, always knocks forwards

"Stretchy" means that the hitbox is tube-shaped instead of spherical; I had a tough time figuring out how I was going to draw it.

Peach Blossom

Hit 1

Hitbox 0: 40% damage, angle of *, 0/0 knockback, attached to grip, Typeless/Normal, no freeze frames, unshieldable
Hitbox 1: 20% damage, angle of *, 0/0 knockback, attached to grip, Typeless/Normal, no freeze frames, unshieldable
Hitbox 2: 10% damage, angle of *, 0/0 knockback, attached to grip, Typeless/Normal, no freeze frames, unshieldable

Hit 2

Hitbox 0: 0% damage, angle of 0, 0/180 knockback, attached to grip, Typeless/Sleep, no freeze frames, unshieldable
Hitbox 1: 0% damage, angle of 0, 0/130 knockback, attached to grip, Typeless/Sleep, no freeze frames, unshieldable
Hitbox 2: 0% damage, angle of 0, 0/90 knockback, attached to grip, Typeless/Sleep, no freeze frames, unshieldable

Hit 3

Hitbox 0: 0% damage, angle of 0, 0/150 knockback, attached to grip, Typeless/Sleep, no freeze frames, unshieldable
Hitbox 1: 0% damage, angle of 0, 0/90 knockback, attached to grip, Typeless/Sleep, no freeze frames, unshieldable
Hitbox 2: 0% damage, angle of 0, 0/50 knockback, attached to grip, Typeless/Sleep, no freeze frames, unshieldable

Range of this is quite a bit less than I thought it would be. Of course Peach is so small in these pictures that accurate measurement is difficult; the outer bubbles are the same size for each hit but don't look it.
 

deepseadiva

Bodybuilding Magical Girl
Joined
Mar 11, 2008
Messages
8,001
Location
CO
3DS FC
1779-0766-2622
Wooooooow, this is so ****ing thorough...

Please, for the love of all that is holy, continue.
 

Xyless

Smash Master
Joined
Aug 21, 2006
Messages
3,656
Location
Chicago/Ann Arbor
Oh cool, someone finally made a very well organized visual representation of both the hitboxes AND the PSA information.

Hardcore thumbs up.
 

Nicole

Smash Champion
Joined
May 23, 2008
Messages
2,868
Location
MIDWEST
this is really nice, thanks!

could we ever get some pics of peach's hurtboxes? the people i play with always say that she has 'no hurtbox' and i'm kinda curious about that myself.
 

z00ted

The Assault of Laughter ﷼
Joined
Apr 18, 2010
Messages
10,800
Yeah, I'm with Nordal. Knowing the hitboxes of Peach's aerials are much more important than her grounded ones (save a few).

But take your time.. this is great!
 

Silly Kyle

Smash Champion
Joined
Aug 17, 2009
Messages
2,769
Location
Tucson, AZ
These pictures are something that all Peach players need to internalize and reference. Spacing is hella important. <3
 

~momentai~

Smash Journeyman
Joined
Dec 7, 2010
Messages
327
Yeah I love it!



Note that the Tennis Racket sweetspot is NOT the tip of the racket, but it's that huge *** hitbox.


:052:
lol, that kinda answers one of the questions I had. I always thought it was the very tip, and I usually get the sweetspot when I space for hitting with the tip... But according to this, it looks like the whole thing is the sweet spot... So those little hit bubbles inside the big one take priority over the giant hit box, and everything that's not one of those smaller hit boxes is the sweet spot? Gah, I've confused myself. But anyways, the other one is about the base knock back and knock back scaling. The number on the left is usually lower than the one on the right, with the exception of the late hit of the f-tilt. Does that mean that it gets weaker as the percent increases? And the final one is about the knock back scaling. Is a bigger number better? Why isn't Peach's jab 2 uber strong if it has as much knock back scaling as the sweet spot of the tennis racket? I basically just want to know how knock back scaling works.

Oh, and thanks for this! Keep it up! This is amazing!
 

Toomai

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So those little hit bubbles inside the big one take priority over the giant hit box, and everything that's not one of those smaller hit boxes is the sweet spot?
Correct. Hitboxes with lower ID numbers win out in ties (the sweetspot having an ID of 4, while the others are from 0 to 3).
The number on the left is usually lower than the one on the right, with the exception of the late hit of the f-tilt. Does that mean that it gets weaker as the percent increases? And the final one is about the knock back scaling. Is a bigger number better? Why isn't Peach's jab 2 uber strong if it has as much knock back scaling as the sweet spot of the tennis racket?
Knockback scaling is how much the hitbox's knockback increases at higher percentages. A move with high base knockback and low knockback scaling will start out powerfu land not increase in power much, while one with low base and high scaling will start very weak but grow quickly.

More importantly, however, is the damage dealt by the hitbox. Damage dealt is a quadratic factor in the knockback formula as far as I can tell (whereas most everything else is linear). A 20% hitbox will always outhit a 2% hitbox unless the knockback values are extremely skewed.

Anyway, I put up the air attacks. Grabs and throws are next.
 

Meru.

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the ppl u play are nubs lol

her hurtbox is extended on all of her moves.

I actually agree with the nubs.

One thing that is notable is the face that Peach always has hitboxes all over her body, something that many people refer to as "priority". Her hitboxes cover her everywhere so her moveset is reliable since it's just hard to beat all those hitboxes/not get hit by one. It's 99% hitbox and 1% hurtbox, despite being extended.

E.g vs Marth she may have a bit of trouble with spacing since his sword has more than enough range to slash through her hitboxes. On the other hand, throwing herself to him (with for instance her Bair) seems much safer: against him her hitboxes have fewer and smaller holes up close.

Oh, and she's quite thin, a luxury she shares with Zelda and Zero Suit Samus.


:052:
 

Toomai

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Took a while to find the counter hurtbox but finally did.

Only thing left now is the down special. Going to have to look into item physics a bit.
 

Toomai

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No, but I use Skype for instant-message stuff.

Also, just finished the down special stuff. Took a while because item research is lagging behind.
 

hotgarbage

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Just posting to say that this is incredible work

now back to not being here
 
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Quick question, I saw Usmash on the KO part said transcendent at the end. Is that implying her Usmash has transcendent priority like swords in this game?
 

Peachkid

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Probably the best and most informative thread the peach boards has seen in a long time.

I endorse the continuation of your work!
 

KuroganeHammer

It's ya boy
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Random thought;

If Turnips do damage/knockback based on how fast they're traveling, I wonder if stage flips like on Frigate Orpheon can affect this, similar to how Yoshi's Egg Roll OHKO's everything if it hits during the stage transition.
 
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