Bl@ckChris
Smash Hero
Playing this game has shown me a certain discrepancy between hitboxes while moving and standing hitboxes. as we all know, a fox nairing in place has the hitbox of..well...fox. but if that fox gets a running start on FD, the effective hitbox of that same move, nair, becomes significantly larger. This difference is huge, and i've been wondering if anyone has done any sort of research regarding these effective hitboxes to find which moves have more or less true coverage, given a running start.
As a ganon main, i feel like ganon's effective hitboxes aren't as big as some of falcons or foxes, which is interesting considering the standing hitboxes of ganon are huge. i feel like falcons can even abuse effective hitboxes to the point of being able to get dair's and knees whether they don't tech, tech in place, or tech roll away, all with the same dair. that interests me, considering i don't think any of ganons hitboxes are effective to that sort of range (except side b, which kind of has its own odd rules of homing).
long story short, has anyone looked at the total area a falcon or fox nair covers and compared it to some of the larger standing hitboxes of the game, like a running ganon nair or a running ganon fair?
As a ganon main, i feel like ganon's effective hitboxes aren't as big as some of falcons or foxes, which is interesting considering the standing hitboxes of ganon are huge. i feel like falcons can even abuse effective hitboxes to the point of being able to get dair's and knees whether they don't tech, tech in place, or tech roll away, all with the same dair. that interests me, considering i don't think any of ganons hitboxes are effective to that sort of range (except side b, which kind of has its own odd rules of homing).
long story short, has anyone looked at the total area a falcon or fox nair covers and compared it to some of the larger standing hitboxes of the game, like a running ganon nair or a running ganon fair?