KayLo!
Smarter than your average wabbit.
**I haven't done the screenshots for Pika's trip getup yet. I'll add them at some point..... if I remember. x.x
**Ctrl + F to find the move you want quickly.
Tons of credit to K Prime for making the visible hitbox .pac for Pikachu.
http://www.mediafire.com/?zmnzzmyogzg
Video (also by K Prime):
http://www.youtube.com/watch?v=JW6ss0NqtsA
**Keep in mind that hitboxes stretch from frame to frame, so these screenshots and videos aren't 100% accurate. However, they give a good enough idea, and until there's a way to show this "stretching," it's the best we've got (just use your imagination!). For more detailed info on what I mean, the quotes below explain it pretty well:
People should keep in mind that hitboxes interpolate ("stretch") between the locations of the previous frame's and current frame's hitbox locations.
The hitboxes aren't perfect circles because they're a combination of two different locations, as you can see above -- the higher stretched portion is the location where the fist was the previous frame. Magus has confirmed that hitboxes work similarly in Brawl.
Not a big deal, but something to keep in mind.
**Wide shots with Zelda added for size comparison.SHeLL/Magus is right. Enable Debug Pause, choose Snake and ZSS (ZSS's jab comes out in one frame which makes it ideal for this sort of thing.) PSA shows Snake's up-tilt as having hitboxes in front of him during frames 6-7 and then they suddenly shift to being on top of him starting on frame 8. Make ZSS stand right in front of where Snake's up-tilt hitboxes will appear. Do Snake's up tilt, and on frame 7 input a jab with ZSS (so the jab shows up on frame 8.) You'll see that even though the screen shows the hitboxes as being above Snake, ZSS's jab will clank showing that the hitbox is still in front of Snake too.
Jab
Dash Attack
Ftilt
(First image is max range, second + third show how the hitbox "contracts" during the animation.)
Straight-angled:
Up-angled:
Down-angled:
Dtilt
Part 1:
Part 2:
Vertical Range:
Utilt
Part 1:
Part 2:
Part 3:
Fsmash
Part 1:
Part 2:
Part 3:
Dsmash
Initial hitboxes:
Final hitbox:
Usmash
Part 1:
Part 2:
Part 3:
Part 4:
Part 5:
Reason why it loses horizontal range :
Nair
Sweetspot:
Non-sweetspot:
Fair
Initial hitboxes:
Final hitbox:
Dair
Aerial hitbox:
Landing hitbox:
Uair
Part 1:
Part 2:
Part 3:
Part 4:
Bair
Initial hitboxes:
Final aerial hitboxes:
Landing hitbox:
Skull Bash
Thunder (T2 only)
Vertical Range:
Standing Grab
Dash Grab
Pivot Grab
Ledge Attack (<100%)
Part 1:
Part 2:
Ledge Attack (>100%)
Get Up Attack (Front)
Part 1:
Part 2:
Get Up Attack (Back)
Part 1:
Part 2:
Dash Attack
Ftilt
(First image is max range, second + third show how the hitbox "contracts" during the animation.)
Straight-angled:
Up-angled:
Down-angled:
Dtilt
Part 1:
Part 2:
Vertical Range:
Utilt
Part 1:
Part 2:
Part 3:
Fsmash
Part 1:
Part 2:
Part 3:
Dsmash
Initial hitboxes:
Final hitbox:
Usmash
Part 1:
Part 2:
Part 3:
Part 4:
Part 5:
Reason why it loses horizontal range :
Nair
Sweetspot:
Non-sweetspot:
Fair
Initial hitboxes:
Final hitbox:
Dair
Aerial hitbox:
Landing hitbox:
Uair
Part 1:
Part 2:
Part 3:
Part 4:
Bair
Initial hitboxes:
Final aerial hitboxes:
Landing hitbox:
Skull Bash
Thunder (T2 only)
Vertical Range:
Standing Grab
Dash Grab
Pivot Grab
Ledge Attack (<100%)
Part 1:
Part 2:
Ledge Attack (>100%)
Get Up Attack (Front)
Part 1:
Part 2:
Get Up Attack (Back)
Part 1:
Part 2: