There’s a mechanic in melee that I know players have noticed yet doesn’t seem well documented. So here is a review for what I’m referring to as aerial hitbox deformation.
Aerial hitboxes deform around your skeleton depending on how you’re traveling through the air (rising, falling, fading left, right, or neutral). A rough guess on how the game calculates hitbox deformation is it extends aerial hitboxes in the opposite direction of your character’s velocity vector in the xy-plane. Every aerial hitbox has a defined “neutral deformation”, which is what the hitbox look like at (x,y) velocity (0,0). From the examples below, I postulate that the neutral deformation of an aerial hitbox is the minimum size an aerial hitbox can be. I only have melee setup on CRT with 20xxTE for GameCube, and the mechanic covered in this post can definitely be explored further and with more precise tools.
Using frame-perfect pauses to show how drastic some of these aerial hitbox deformations can be, I think aerial hitbox deformation is a nontrivial consideration to factor in melee interactions. Of course, depending on the interaction, its effect may be more or less present.
First I will post some comparitive examples using Falco’s nair and varying the degree of drift on it. I’m using his nair since it has a static animation until it ends.
SH no drift nair, at the apex of jump (so Falco’s x velocity and y velocity both 0). Below is the neutral deformation of Falco’s nair
Falco no drift falling nair. The aerial hitbox deformation here is an upward extension
SH fade forward nair at apex of jump (X velocity negative, Y velocity 0). It’s subtle but there’s slightly less disjoint on the front of nair. The faster falco is drifting forward, the more the disjoint shrinks
SH fade back nair at apex of jump (X velocity positive, Y velocity 0). It’s subtle but there’s slightly more disjoint at the front of nair
This is the Falco nair hitbox you’ll find on the wiki. As you can see, whatever method they used to capture the hitbox shows Falco falling straight down while nairing. This is NOT what Falco’s nair hitbox looks like if he’s drifting in either direction and/or rising
In fact, this is what Falco’s nair would look like if he‘s, say, double jumping or rising with a FH
Finally, here is a brief example with Marth’s nair.
SH fade forward nair (fading left)
SH fadeback nair (fading right), same frame
Discussion.
As an immediate consequence, aerial hitbox deformation clearly buffs fadeback aerials, on top of all the other things fadeback aerials have going for them. Also, Puff’s Bair disjoint is menacing when she’s fading away at full momentum; this along with the previous examples motivates the following hypothesis: that the amount of extension on a deformation is proportional to the speed your character is drifting in. If so, then in rare cases, perhaps your character could even get some extra hitbox extension by inheriting speed from the knockback of an opponent’s attack. It would be very interesting to know if your aerials have extra disjoint when say sliding off a platform, since you’re traveling at high speed in that moment. Unfortunately don’t think it’s possible for me to test this by myself with my basic melee setup.
Here’s some basic examples of aerial hitbox deformations affecting interactions
* Aerial hitbox deformation explains why when two of the same character collide identical aerials at the same time, that the one fading more back most often wins
* It also might explain why, to do the Ginger nair, you always have to fade it back to avoid trading with Firefox
* For a non fadeback example, see Sheik’s nair OoS, which is buffed by aerial hitbox deformation since the downward extension as she rises helps cover her belly and hit grounded opponents below/in front of her
* In the Marth ditto, to avoid trading air-to-air while sharking under the other marth (you sometimes can get hit by the bottom of his fair or random falling dairs), avoid hitting him while rising up or fading in; you can probably practice saving double jumps to get that last second reverse in momentum to win air-to-air situations. Def lots of ways to use DJ Uair or DJ Bair to own Marth when he’s coming down
* Lots of characters can edgeguard using run off -> DJ aerial back onto stage, which is doubly buffed by this mechanic by extending aerial hitboxes both out and down
To play around with this mechanic, just turn on hitboxes and attack around in the air. It’s definitely fun to notice its role in the game as you play.
Bonus: Here’s Puff’s Bair hitbox deformation. First pic shows neutral deformation, second shows Bair while fading hard away. Showing f10 of Bair