• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Samus hitbox extreme points

which of the following moves Samus has reaches the furthest?

  • u-tilt

  • f-tilt

  • d-tilt

  • D-Smash

  • F-Smash


Results are only viewable after voting.

Kataquax

Smash Cadet
Joined
Apr 9, 2016
Messages
32
Some extreme points of some attacks Samus has:


  • u (x1|y1) highest point that still gets hit by the move [higher y =^= move reaches higher]
  • f (x2|y2) farthest point that still gets hit by the move (in facing direction) [higher x =^= move reaches further]
  • b (x3|y3) farthest point that still gets hit by the move (in non-facing direction) [lower x =^= move reaches more backwads (if x>0 the move does not extend in non-facing direction)]
  • d (x4|y4) lowest point that still gets hit by the move [lower y =^= move reaches lower (if y>0 the move does not extend downwards)]
the point (0|0) is the point Samus is standing on
y-axis is upwards
x-axis is facing direction
bouth scaled in Melee meter

i did the messurement by moving the plattforms on custom battelfield (20xx 4.05) since they can only be moved by ~0.1Melee meter the messurement has a tolerance of +-0.05 Melee meter


if you found a mistake i made pls tell me so i can edit and correct it :)
i assume you have 20xx 4.05 and two controllers
as example we test f(x|y) of Marths d-tilt

go to:
VS. Mode > Debug Menu > STAGE MOD CODES > CUSTOM BATTLEFIELD > CUSTOM BATTLEFIELD 1

move the left and right platform close together and check that the SIZE MULTIPLIER is the same.
e.g.
<LEFT PLATFORM>
VERTICAL OFFSET: 30.0
HORIZONTAL OFFSET: -10.0
SIZE MULTIPLIER: 0.8

<RIGHT PLATFORM>
VERTICAL OFFSET: 25.0
HORIZONTAL OFFSET: 10.0
SIZE MULTIPLIER: 0.8


go back to the Main Menu
VS. Mode > Melee
choose Marth and Pichu
press start
press D-pad down
choose CUSTOM BATTLEFIELD 1


press D-pad down to activate infinite shield.
put Marth on the left platform and Pichu on the right one.
walk slowly to the right edge with bouth until the get in that "almost falling of the cliff"-animation.
Pichu holds shield (not angled)
Marth does his d-tilt, you will see that Pichu got hit.
end the match.
go to Custom Rules > Additional Rules > Random Stage
set every stage off but Battlefield ( Custom 1) (this will save you some time! and if you didn't already toggle 'skip resultscreen' to on in the debug menu)


go back to the VS. Mode menu
now we adjust the horizontal offset of right platform
Debug Menu > STAGE MOD CODES > CUSTOM BATTLEFIELD > CUSTOM BATTLEFIELD 1

<LEFT PLATFORM>
VERTICAL OFFSET: 30.0
HORIZONTAL OFFSET: -10.0
SIZE MULTIPLIER: 0.8

<RIGHT PLATFORM>
VERTICAL OFFSET: 25.0
HORIZONTAL OFFSET: 40.0
SIZE MULTIPLIER: 0.8

go back, start a new match with Marth and Pichu (you don't have to choose BFc1 just press start (so much saved time))

press D-pad down to activate infinite shield.
put Marth on the left platform and Pichu on the right one.
walk slowly to the right edge with bouth until the get in that "almost falling of the cliff"-animation.
Pichu holds shield (not angled)
Marth does his d-tilt, you will see that Pichu was not hit.
end the match.


now we do a binary search by adjusting the horizontal offset of the right platform until we find two values that are just 0.1 Melee-meter apart such that the one is close enought for Pichu to get hit and the other is just far enought for Pichu to not get hit.

in our example you will find a horizontal offset of 23.3 and 23.4

now we test for the lowest and highest vertica offset for the right platform such that 23.3 is still close enougth for Marths d-tilt to hit Pichu
Do a binary search for bouth of these vertical offsets.

lowest 23.1
to low 23.0

highest 29.6
to high 29.7

now we take the middle of the higest and lowest (23.1+29.6)/2=26.35 rounded 26.4

now we set the vertical offset to this value and test if we can move Pichu further away but still hit it

23.7 is the new max horizontal offset
now we repeat and search for the highet and lowest points for that horizontal offset.

you repeat until you don't hit Pichu if you move him further away.

in our example we get:
with horizontal offset of 23.7

highest: 27.7
to high: 27.8
lowest: 25.3
to low: 25.2

the middle is (27.7+25.3)/2=26.5

and we test again the maximal horizental offset for the vertical offset 26.5
and as result we get 23.7 like befor. That shows we are done with moving the platform.
We add 0.05+23.7=23.75 because we are moving the platform by 0.1 steps

now we take the difference of the two platforms.

horizontal diff: h=23.75-(-10.0)=33.75
vertical diff: v=26.5-30.0=-3.5

then we calculate the shield of Pichu in

you tested for point f do: (h-6.2|v+6.175)
you tested for point u do: (h+0.85|v-0.85)
you tested for point d do: (h+0.85|v+13.2)
you tested for point b do: (h+7.9|v+6.175)

in our case we tested for f so we get (33.75-6.2|-3.5+6.175)=(27.55|2.675)

and now we get f(27.55|2.675)

if you did this for a different move please share your result(s) so we can all enjoy them :)

  • u (3.75|15.60)
  • f (18.5|12.075)
  • b (0.35|12.075)
  • d (3.75|8.65)
  • u (16.40|18.10)
  • f (20.55|10.075)
  • b (|)
  • d (15.85|1.25)
  • u (4.15|29.90)
  • f (22.85|2.875)
  • b (-1.95|18.275)
  • d (17.85|-2.15)
  • u (17.90|23.20)
  • f (21.75|19.275)
  • b (|)
  • d (|)
  • u (|)
  • f (24.25|12.575)
  • b (|)
  • d (|)
  • u (|)
  • f (22.35|4.375)
  • b (|)
  • d (18.55|0.45)
  • u (|)
  • f (22.35|2.475)
  • b (|)
  • d (16.50|-3.35)
  • u (5.60|31.10)
  • f (|)
  • b (|)
  • d (|)
  • u (15.40|19.60)
  • f (19.55|15.375)
  • b (|)
  • d (|)
  • u (|)
  • f (22.55|9.225)
  • b (|)
  • d (|)
  • u (|)
  • f (20.95|2.775)
  • b (|)
  • d (16.80|-1.65)
  • u (|)
  • f (19.25|1.975)
  • b (|)
  • d (14.65|-2.65)
  • u (|)
  • f (|)
  • b (-17.85|1.975)
  • d (-13.10|-2.65)

1: U-smash
2: u-tilt
3: ua f-tilt

1: na f-tilt
2: u-tilt
3: na F-smash

1: d-tilt
2: D-smash I & II
3: u-tilt

  • u (|)
  • f (27.55|2.675)
  • b (|)
  • d (|)
 
Last edited:

Litt

Samus
Joined
Feb 2, 2013
Messages
1,863
Location
CT
Some extreme points of some attacks Samus has:

"da f-tilt"
  • u (|)
  • f (21.20|3.25)
  • b (|)
  • d (18.50|0.45)
Hey Kataquax, are you sure that down angled f-tilt does not reach below the stage?
 
Last edited:

Kataquax

Smash Cadet
Joined
Apr 9, 2016
Messages
32
yes
i just retested it for you <3

you can retest it yourself:
put on custom BF the right platform on VO=14.4 and HO=-21.1 and SM=0.1
the left platform stays normal but SM=0.1

put pichu on the right and samus on the left platform
make infinite shield
let them bouth walk right till they get in that "almost falling"animation
pichu makes hard-shiled samus will not hit with da f-tilt

put the right platform 0.1 higher (VO=14.5)
repeat
samus will hit with da f-tilt

platform diffference is 27.2-14.45=12.75
pichus shield is at its highest point 13.2 mm higher than the platform he is standing on
so the highest point is higher than the platform samus is standing on
 
Last edited:

Litt

Samus
Joined
Feb 2, 2013
Messages
1,863
Location
CT
yes
i just retested it for you <3

you can retest it yourself:
put on custom BF the right platform on VO=14.4 and HO=-21.1 and SM=0.1
the left platform stays normal but SM=0.1

put pichu on the right and samus on the left platform
make infinite shield
let them bouth walk right till they get in that "almost falling"animation
pichu makes hard-shiled samus will not hit with da f-tilt

put the right platform 0.1 higher (VO=14.5)
repeat
samus will hit with da f-tilt

platform diffference is 27.2-14.45=12.75
pichus shield is at its highest point 13.2 mm higher than the platform he is standing on
so the highest point is higher than the platform samus is standing on
Interesting, thanks for the double check. I'm a little surprised at how little the da fsmash goes below the stage vs dtilt, if only samus had g&w dtilt
 

Litt

Samus
Joined
Feb 2, 2013
Messages
1,863
Location
CT
Some extreme points of some attacks Samus has:

  • u (x1|y1) highest point that still gets hit by the move [higher y =^= move reaches higher]
  • f (x2|y2) farthest point that still gets hit by the move (in facing direction) [higher x =^= move reaches further]
  • b (x3|y3) farthest point that still gets hit by the move (in non-facing direction) [lower x =^= move reaches more backwads (if x>0 the move does not extend in non-facing direction)]
  • d (x4|y4) lowest point that still gets hit by the move [lower y =^= move reaches lower (if y>0 the move does not extend downwards)]
the point (0|0) is the point Samus is standing on
y-axis is upwards
x-axis is facing direction
bouth scaled in Melee meter

i did the messurement by moving the plattforms on custom battelfield (20xx 4.05) since they can only be moved by ~0.1Melee meter the messurement has a tolerance of +-0.05 Melee meter


if you found a mistake i made pls tell me so i can edit and correct it :)

  • u (3.70|13.35)
  • f (17.70|10.95)
  • b (1.40|10.95)
  • d (3.70|8.65)
  • u (16.35|15.85)
  • f (19.40|8.95)
  • b (|)
  • d (15.80|1.25)
  • u (4.10|27.65)
  • f (21.70|1.75)
  • b (-0.9|17.15)
  • d (17.80|-2.15)
  • u (17.85|20.95)
  • f (20.6|18.15)
  • b (|)
  • d (|)
  • u (|)
  • f (23.10|11.45)
  • b (|)
  • d (|)
  • u (|)
  • f (21.20|3.25)
  • b (|)
  • d (18.50|0.45)
  • u (|)
  • f (21.20|1.35)
  • b (|)
  • d (16.45|-3.35)
  • u (5.55|28.85)
  • f (|)
  • b (|)
  • d (|)
  • u (15.35|17.35)
  • f (18.40|14.25)
  • b (|)
  • d (|)
  • u (|)
  • f (21.40|8.10)
  • b (|)
  • d (|)
  • u (|)
  • f (19.80|1.65)
  • b (|)
  • d (16.75|-1.65)
  • u (|)
  • f (18.10|0.85)
  • b (|)
  • d (14.6|-2.65)
  • u (|)
  • f (|)
  • b (-16.8|0.85)
  • d (-13.15|-2.65)

1: U-smash
2: u-tilt
3: ua f-tilt

1: na f-tilt
2: u-tilt
3: na F-smash

1: d-tilt
2: D-smash I & II
3: u-tilt
Kataquax Kataquax am I not seeing correctly or is dash attack not included on this list? Also would you consider doing the heights/distances of missiles & mini/full charge shot at:
* ground level
* apex short hop height
* apex full hop height
& Possibly the time homing/smash missiles/mini & full charge shot stay out for duration wise

and possible the apex height of bomb when release in standing position?

If you could get to these, that would be awesome!
 

Kataquax

Smash Cadet
Joined
Apr 9, 2016
Messages
32
Litt Litt yes I didn't do dash attack
I could do it but that would be the dash attack at the edge so Samus ' stands' on the edge of the platform

I can do the missiles and (charged) shot but only grounded
(the times are already somewhere on smashboards iirc [edit: https://smashboards.com/threads/samus-hitboxes-and-frame-data.320253/ ])

I am not really sure what you mean with the bomb
I could try to find the highest platform that is high enough so if Samus stands under and does the down B the bomb lays on the platform and then I can test the upwards exertion of that hitbox

Or did you mean something completely different? :D

However this will take some time of testing so don't expect me to be as fast as most time :D (testing takes a thousand times more than retesting)
 
Last edited:

Litt

Samus
Joined
Feb 2, 2013
Messages
1,863
Location
CT
Litt Litt yes I didn't do dash attack
I could do it but that would be the dash attack at the edge so Samus ' stands' on the edge of the platform

I can do the missiles and (charged) shot but only grounded
(the times are already somewhere on smashboards iirc)

I am not really sure what you mean with the bomb
I could try to find the highest platform that is high enough so if Samus stands under and does the down B the bomb lays on the platform and then I can test the upwards exertion of that hitbox

Or did you mean something completely different? :D

However this will take some time of testing so don't expect me to be as fast as most time :D (testing takes a thousand times more than retesting)
the bomb when you execute in mid air drops from your center of mass and then you fall with it, but when you do it on the ground, samus rises up in morphball form, and I was curious as to the height off the ground the bomb hitbox is when it is created

and of course, take your time. I was just asking for when you get a chance
 

Thor

Smash Champion
Joined
Sep 26, 2013
Messages
2,009
Location
UIUC [school year]. MN [summer]
Kataquax Kataquax Out of pure curiosity, could you do Marth fsmash, Marth dtilt, and Sheik ftilt as well [and maybe Sheik dtilt/Marth ftilt]? I sometimes run into those characters as Samus [I'll sometimes switch off my meh Link for my bad Samus because the MU is sooooo much easier and they'll switch off game 3] and having those references would be nice [I can only hazard a mediocre guess as to what those ranges actually are].

If not that's fine, but those are 3 (5) pretty big pokes that would be useful info. Feel free to tag me or quote me as to if you'll do it or not [if that works better for you].
 

Litt

Samus
Joined
Feb 2, 2013
Messages
1,863
Location
CT
Kataquax Kataquax Out of pure curiosity, could you do Marth fsmash, Marth dtilt, and Sheik ftilt as well [and maybe Sheik dtilt/Marth ftilt]? I sometimes run into those characters as Samus [I'll sometimes switch off my meh Link for my bad Samus because the MU is sooooo much easier and they'll switch off game 3] and having those references would be nice [I can only hazard a mediocre guess as to what those ranges actually are].

If not that's fine, but those are 3 (5) pretty big pokes that would be useful info. Feel free to tag me or quote me as to if you'll do it or not [if that works better for you].
Id suggest requesting that in the Sheik and Marth's respective forums
 

Thor

Smash Champion
Joined
Sep 26, 2013
Messages
2,009
Location
UIUC [school year]. MN [summer]
Id suggest requesting that in the Sheik and Marth's respective forums
I assumed Kataquax was doing this as a Samus player because I only saw this sort of thread on the Samus boards and not any of the other forums (and therefore had a distinct testing method, hence the values given), but I suppose I should be asking elsewhere...
 

Kataquax

Smash Cadet
Joined
Apr 9, 2016
Messages
32
i am sorry guys i made a mistake with my messurement :(
the mistake wont make that much a difference... like d-tilt will still be the move with the most downwards extention and up-smash the one with the most upwards
but it still is not correct and i am currently thinking how to solve it
 

Kataquax

Smash Cadet
Joined
Apr 9, 2016
Messages
32
Thor Thor

Marth d-tilt

  • f (27.55|2.675)


i am going to edit and correct the samus one.
Litt Litt
da-ftilt has still no downwards extention :/
 

Litt

Samus
Joined
Feb 2, 2013
Messages
1,863
Location
CT
Thor Thor

Marth d-tilt

  • f (27.55|2.675)


i am going to edit and correct the samus one.
Litt Litt
da-ftilt has still no downwards extention :/
Kataquax Kataquax this is a difficult one to test/determine, that may change how I edgeguard with samus depending how low this move reaches below stage.

How low does fair reach below stage?
(I am talking about last hit of fair which has samus reaching the lowest)
 

Kataquax

Smash Cadet
Joined
Apr 9, 2016
Messages
32
I made a tutorial how to messure the hitboxes of grounded moves so Thor Thor and everyone else can test the moves that are interesting for them themself
 

Litt

Samus
Joined
Feb 2, 2013
Messages
1,863
Location
CT
Some extreme points of some attacks Samus has:


  • u (x1|y1) highest point that still gets hit by the move [higher y =^= move reaches higher]
  • f (x2|y2) farthest point that still gets hit by the move (in facing direction) [higher x =^= move reaches further]
  • b (x3|y3) farthest point that still gets hit by the move (in non-facing direction) [lower x =^= move reaches more backwads (if x>0 the move does not extend in non-facing direction)]
  • d (x4|y4) lowest point that still gets hit by the move [lower y =^= move reaches lower (if y>0 the move does not extend downwards)]
the point (0|0) is the point Samus is standing on
y-axis is upwards
x-axis is facing direction
bouth scaled in Melee meter

i did the messurement by moving the plattforms on custom battelfield (20xx 4.05) since they can only be moved by ~0.1Melee meter the messurement has a tolerance of +-0.05 Melee meter


if you found a mistake i made pls tell me so i can edit and correct it :)
i assume you have 20xx 4.05 and two controllers
as example we test f(x|y) of Marths d-tilt

go to:
VS. Mode > Debug Menu > STAGE MOD CODES > CUSTOM BATTLEFIELD > CUSTOM BATTLEFIELD 1

move the left and right platform close together and check that the SIZE MULTIPLIER is the same.
e.g.
<LEFT PLATFORM>
VERTICAL OFFSET: 30.0
HORIZONTAL OFFSET: -10.0
SIZE MULTIPLIER: 0.8

<RIGHT PLATFORM>
VERTICAL OFFSET: 25.0
HORIZONTAL OFFSET: 10.0
SIZE MULTIPLIER: 0.8


go back to the Main Menu
VS. Mode > Melee
choose Marth and Pichu
press start
press D-pad down
choose CUSTOM BATTLEFIELD 1


press D-pad down to activate infinite shield.
put Marth on the left platform and Pichu on the right one.
walk slowly to the right edge with bouth until the get in that "almost falling of the cliff"-animation.
Pichu holds shield (not angled)
Marth does his d-tilt, you will see that Pichu got hit.
end the match.
go to Custom Rules > Additional Rules > Random Stage
set every stage off but Battlefield ( Custom 1) (this will save you some time! and if you didn't already toggle 'skip resultscreen' to on in the debug menu)


go back to the VS. Mode menu
now we adjust the horizontal offset of right platform
Debug Menu > STAGE MOD CODES > CUSTOM BATTLEFIELD > CUSTOM BATTLEFIELD 1

<LEFT PLATFORM>
VERTICAL OFFSET: 30.0
HORIZONTAL OFFSET: -10.0
SIZE MULTIPLIER: 0.8

<RIGHT PLATFORM>
VERTICAL OFFSET: 25.0
HORIZONTAL OFFSET: 40.0
SIZE MULTIPLIER: 0.8

go back, start a new match with Marth and Pichu (you don't have to choose BFc1 just press start (so much saved time))

press D-pad down to activate infinite shield.
put Marth on the left platform and Pichu on the right one.
walk slowly to the right edge with bouth until the get in that "almost falling of the cliff"-animation.
Pichu holds shield (not angled)
Marth does his d-tilt, you will see that Pichu was not hit.
end the match.


now we do a binary search by adjusting the horizontal offset of the right platform until we find two values that are just 0.1 Melee-meter apart such that the one is close enought for Pichu to get hit and the other is just far enought for Pichu to not get hit.

in our example you will find a horizontal offset of 23.3 and 23.4

now we test for the lowest and highest vertica offset for the right platform such that 23.3 is still close enougth for Marths d-tilt to hit Pichu
Do a binary search for bouth of these vertical offsets.

lowest 23.1
to low 23.0

highest 29.6
to high 29.7

now we take the middle of the higest and lowest (23.1+29.6)/2=26.35 rounded 26.4

now we set the vertical offset to this value and test if we can move Pichu further away but still hit it

23.7 is the new max horizontal offset
now we repeat and search for the highet and lowest points for that horizontal offset.

you repeat until you don't hit Pichu if you move him further away.

in our example we get:
with horizontal offset of 23.7

highest: 27.7
to high: 27.8
lowest: 25.3
to low: 25.2

the middle is (27.7+25.3)/2=26.5

and we test again the maximal horizental offset for the vertical offset 26.5
and as result we get 23.7 like befor. That shows we are done with moving the platform.
We add 0.05+23.7=23.75 because we are moving the platform by 0.1 steps

now we take the difference of the two platforms.

horizontal diff: h=23.75-(-10.0)=33.75
vertical diff: v=26.5-30.0=-3.5

then we calculate the shield of Pichu in

you tested for point f do: (h-6.2|v+6.175)
you tested for point u do: (h+0.85|v-0.85)
you tested for point d do: (h+0.85|v+13.2)
you tested for point b do: (h+7.9|v+6.175)

in our case we tested for f so we get (33.75-6.2|-3.5+6.175)=(27.55|2.675)

and now we get f(27.55|2.675)

if you did this for a different move please share your result(s) so we can all enjoy them :)

  • u (3.75|15.60)
  • f (18.5|12.075)
  • b (0.35|12.075)
  • d (3.75|8.65)
  • u (16.40|18.10)
  • f (20.55|10.075)
  • b (|)
  • d (15.85|1.25)
  • u (4.15|29.90)
  • f (22.85|2.875)
  • b (-1.95|18.275)
  • d (17.85|-2.15)
  • u (17.90|23.20)
  • f (21.75|19.275)
  • b (|)
  • d (|)
  • u (|)
  • f (24.25|12.575)
  • b (|)
  • d (|)
  • u (|)
  • f (22.35|4.375)
  • b (|)
  • d (18.55|0.45)
  • u (|)
  • f (22.35|2.475)
  • b (|)
  • d (16.50|-3.35)
  • u (5.60|31.10)
  • f (|)
  • b (|)
  • d (|)
  • u (15.40|19.60)
  • f (19.55|15.375)
  • b (|)
  • d (|)
  • u (|)
  • f (22.55|9.225)
  • b (|)
  • d (|)
  • u (|)
  • f (20.95|2.775)
  • b (|)
  • d (16.80|-1.65)
  • u (|)
  • f (19.25|1.975)
  • b (|)
  • d (14.65|-2.65)
  • u (|)
  • f (|)
  • b (-17.85|1.975)
  • d (-13.10|-2.65)

1: U-smash
2: u-tilt
3: ua f-tilt

1: na f-tilt
2: u-tilt
3: na F-smash

1: d-tilt
2: D-smash I & II
3: u-tilt

  • u (|)
  • f (27.55|2.675)
  • b (|)
  • d (|)
Yo, pretty sure Fair is the lowest reaching move below a stage. All the below pics are of the same freeze frame, just different angles to look at
upload_2016-9-24_14-54-58.png

upload_2016-9-24_14-55-15.png

upload_2016-9-24_14-55-24.png
 
Last edited:

Kataquax

Smash Cadet
Joined
Apr 9, 2016
Messages
32
the red hotbox view is missleading sometimes (e.g. forward extention of da-ftilt vs ua-ftilt)

i'm going to try to put a number on the downward extention of the last fair hit. It wont be a exact number but something like "it has at least x MeleeMeter donwards extention"
 

Kataquax

Smash Cadet
Joined
Apr 9, 2016
Messages
32
Litt Litt
fair d( ?? | -5.0 or less)

dair d( ?? | -6.3 or less)

So it has a better downwards extention than d-tilt.
Now what is your new edgeguarding plan? ^^
 

Litt

Samus
Joined
Feb 2, 2013
Messages
1,863
Location
CT
Litt Litt
fair d( ?? | -5.0 or less)

dair d( ?? | -6.3 or less)

So it has a better downwards extention than d-tilt.
Now what is your new edgeguarding plan? ^^
really dair extends lower? i am assuming samus is facing forwards?

Also the timing of fair is pretty difficult to achieve to get the 5th hit out before just landing, are you sure you optimized the fair hit before measuring hitbox distance downward?

gimme a few days and ill get back to you on the plan
 
Last edited:
Top Bottom