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Data Cloud Hitbox Visualization

Furil

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Notes:
Smash 4 hitboxes are interpolated, so imagine a line between a hitbox's current position and it's last. It hits that area too.
Example: http://i.imgur.com/wEBKNpI.gif
This makes Cloud's upair especially good when falling since it will cover area slightly above it too. And that lingering dair...

There are potentially bugs in any of these, so let me know if you notice anything particuarly off and I'll check.

I can get grabs, but I am unsure on the correctness, so I'm omitting them for now.

I don't know where to find the limit break data, so the specials here are the regular. (do the limit break have different hitbox positions?)

Yes, the inside of his cape is made of hair.


Green boxes are which bones are intangible.



Not the projectile.
I don't have the coming down part yet, sorry.
edit note: The giant extended hitbox at the end is a windbox

Thank you
 
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HFlash

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This is amazing. How did you go about getting this if you don't mind me asking?
 

lmntolp

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Sakurai said in an interview that cross slash animations/hitboxes were coded differently facing right or left, because in order to write out the japanese character, the move couldn't be mirrored like any other move. I wonder what the hitboxes look like when facing left. Are they exactly the same shape, but shifted instead of mirrored?
 

Sinister Slush

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People wanted Raiden to replace Snake if he didn't come back.
But don't worry, Papa Sakurai wouldn't leave you in the dust so here's someone else that's edgy with big hitboxes just like Snack.


 

lmntolp

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People wanted Raiden to replace Snake if he didn't come back.
But don't worry, Papa Sakurai wouldn't leave you in the dust so here's someone else that's edgy with big hitboxes just like Snack.
That end of the finishing touch hitbox is probably just the windbox, not the damaging hitbox. The uair is still ridiculous though and his sword is super wide in general.
 

lmntolp

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Cloud's windbox is big, just wait until G&W's hitboxes come out.

Also, which hitboxes do you think belong to the fair spike? I'm guessing it's the little circle inside the area that doesn't move with the sword, but I'm not sure.
 

GHNeko

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**** how did i come to this thread so late.

Kreygasm.

EDIT: I'll reupload these as gfycats so that we can look at the hitbox data one by one.

When I post them, I ask for OP to add in the gfycat links instead.
 
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CrimsonRick117

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Some of these look ridiculous and I love it, but Dairs Hitbox is so bad lol...
 

FlynnCL

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Down aerial's lingering hit is really interesting. Oh, and of course up aerial and up smash's hit areas are absolutely crazy when attempting to account for interpolation...

I'm surprised that forward aerial hits so high above him. I thought there was a blindspot.
 
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Smoking_Hot_BBQ

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We should contact praxis so he can add this to smashpad. This is really helpful.
 

GHNeko

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TIME FOR GFYCAT LINKS.





Green boxes are which bones are intangible.


http://gfycat.com/NextLateGraysquirrel





And there you go!

Gimme a sec to add in direct links.

EDIT: Direct links added in.
EDIT2: Fix'd some urls so all of them should work now
 
Last edited:

Fireboy

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I would really like to know what part of the hit box of his Fair/Dair is the spike, I have never fully understood that.
 

~Skelly~

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Great input on your part Furil Furil . This'll definitely help out on fleshing out Cloud.

I agree with HFlash HFlash , this needs a sticky.
 

tracking

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This is really cool! I can't wait to see more characters have hitbox visualizations, especially greninjas...

EDIT: Is it possible to show the hurtboxes of the characters as well? That'd be nice (also for greninja b/c his crouch is way higher than it shows, same with Dsmash).
 
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GHNeko

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Furil Furil Can you obtain the hitboxes pictures with the landing detection dot active? If you look at the mewtwo example, there is the dot between mewtwo's feet that is used to determine landing collision.

If not, do you know how I can go about getting the gifts myself?
 

Tetra-76

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Looking at the gfycat, it looks like Finishing Touch doesn't have a hitbox on frame 18 :


Kurogane Hammer says it does, and it just seems weird to me that it wouldn't have a hitbox for just one frame... Can you look into that?
 

Tetra-76

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I counted, and the Fair frame data is the same as what's written on Kurogane Hammer, I'm not sure what you're referring to.
 

Furil

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Looking at the gfycat, it looks like Finishing Touch doesn't have a hitbox on frame 18 :
Kurogane Hammer says it does, and it just seems weird to me that it wouldn't have a hitbox for just one frame... Can you look into that?
That is interesting... Let's see...
So here is the code for the first hit box stuff.
On frame 18 there is an unknown command (0x7698BB42). My parser interpreted it as "remove previous hitbox" which I added back when first building this because Lucas' down smash uses it, and it made sense I guess. (Maybe it modifies it in some other way?)
I don't actually remember the reason for thinking that.

Here is what Finishing touch looks like without that command:
I guess it's because it looked weird that the last hitbox there would stay for so long.
I am unsure of which is correct. Finish Touch and Lucas' down smash are the only attacks I've seen use that command so far.
Could someone try to test this? Like run into Cloud after he's done swinging and see if the hit connects?

Code:
Asynchronous_Timer(Frames=16)
Set_bit(Unknown=0x2100000D)
Extended_Special_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=1, Unknown=0x50, Unknown=0x1A1, Unknown=0x0, Unknown=0x3C, Unknown=10, Unknown=0, Unknown=10, Unknown=13, Unknown=0x0, Unknown=0, Unknown=2, Unknown=1, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x1, Unknown=0x3, Unknown=0x1, Unknown=0xA, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=10, Unknown=9)
0x6F52E135
0x00000016
Asynchronous_Timer(Frames=17)
Extended_Special_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=1, Unknown=0x50, Unknown=0x1A1, Unknown=0x0, Unknown=0x3C, Unknown=8, Unknown=0, Unknown=20, Unknown=9, Unknown=0x0, Unknown=0, Unknown=2, Unknown=1, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x1, Unknown=0x3, Unknown=0x1, Unknown=0xA, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=16, Unknown=10)
Asynchronous_Timer(Frames=18)
0x7698BB42
0x00000000
0x0000002A
Unknown_684(Unknown=0x0, Unknown=0.1)
Asynchronous_Timer(Frames=19)
Extended_Special_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=1, Unknown=0x50, Unknown=0x186, Unknown=0x0, Unknown=0x3C, Unknown=8, Unknown=0, Unknown=16, Unknown=-11.5, Unknown=0x0, Unknown=0, Unknown=2, Unknown=1, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x1, Unknown=0x3, Unknown=0x1, Unknown=0xA, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=10, Unknown=-11)
0x6F52E135
0x00000016
Asynchronous_Timer(Frames=20)
0x7698BB42
0x00000000
0x0000002A
Unknown_684(Unknown=0x0, Unknown=0.1)
Asynchronous_Timer(Frames=27)
0x67E8E687
Clear_bit(Unknown=0x2100000D)
Extended_Special_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=0x169, Unknown=0x64, Unknown=0x50, Unknown=0x0, Unknown=13, Unknown=0, Unknown=15, Unknown=16, Unknown=0x0, Unknown=0, Unknown=2, Unknown=1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0xA, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x1, Unknown=0x1, Unknown=0x1, Unknown=0, Unknown=15, Unknown=-16)
Asynchronous_Timer(Frames=32)
Remove_All_Hitboxes()
Script_End()
Edit:
Kurogane also lists the late hit to only be there on frame 19.

The code here doesn't seem to suggest it's removal...
On frame 19 change hitbox 0 into that hitbox
unknown command
2 unknown command on frame 20
On frame 27, change into windbox.

Either I'm missing something or kurogane hammer made an error...
Code:
Asynchronous_Timer(Frames=19)
Extended_Special_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=1, Unknown=0x50, Unknown=0x186, Unknown=0x0, Unknown=0x3C, Unknown=8, Unknown=0, Unknown=16, Unknown=-11.5, Unknown=0x0, Unknown=0, Unknown=2, Unknown=1, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x1, Unknown=0x3, Unknown=0x1, Unknown=0xA, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=10, Unknown=-11)
0x6F52E135(0x00000016)
Asynchronous_Timer(Frames=20)
0x7698BB42(0x00000000, 0x0000002A) // what is this?
Unknown_684(Unknown=0x0, Unknown=0.1)
Asynchronous_Timer(Frames=27)
 
Last edited:

Tetra-76

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I just tested it in training mode, I really wish I had a capture card to show you the results.

First of, I tried getting hit where the sword is on frame 18, since it'd make sense for a hitbox to be there. Couldn't get it to work, I'd either phase through it, or get hit on frame 19 instead. I also tried getting hit on the front, where the hitbox would be if it stayed in the same as it is on frame 17, just like in your new GIF. I managed to pause right on frame 17, with Mega Man falling down on Cloud, his feet almost touching the green trail (a pixel or two away from a phantom hit I'm pretty sure), but when I pressed L again to unpause, I didn't get hit, either. Finally, I tested to see if the late hitbox lingered until the windbox, like on your GIF, and nope, it definitely doesn't.

So in short, it looks like your first GIF was correct, and there is no hitbox on frame 18, as weird as it sounds. Unless it's some very special property, or I messed up myself, you can't get hit by Finishing Touch on that frame.

I guess it explains some of those seemingly random Finishing Touch misses.
 

KuroganeHammer

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That is interesting... Let's see...
So here is the code for the first hit box stuff.
On frame 18 there is an unknown command (0x7698BB42). My parser interpreted it as "remove previous hitbox" which I added back when first building this because Lucas' down smash uses it, and it made sense I guess. (Maybe it modifies it in some other way?)
I don't actually remember the reason for thinking that.

Here is what Finishing touch looks like without that command:
I guess it's because it looked weird that the last hitbox there would stay for so long.
I am unsure of which is correct. Finish Touch and Lucas' down smash are the only attacks I've seen use that command so far.
Could someone try to test this? Like run into Cloud after he's done swinging and see if the hit connects?

Code:
Asynchronous_Timer(Frames=16)
Set_bit(Unknown=0x2100000D)
Extended_Special_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=1, Unknown=0x50, Unknown=0x1A1, Unknown=0x0, Unknown=0x3C, Unknown=10, Unknown=0, Unknown=10, Unknown=13, Unknown=0x0, Unknown=0, Unknown=2, Unknown=1, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x1, Unknown=0x3, Unknown=0x1, Unknown=0xA, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=10, Unknown=9)
0x6F52E135
0x00000016
Asynchronous_Timer(Frames=17)
Extended_Special_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=1, Unknown=0x50, Unknown=0x1A1, Unknown=0x0, Unknown=0x3C, Unknown=8, Unknown=0, Unknown=20, Unknown=9, Unknown=0x0, Unknown=0, Unknown=2, Unknown=1, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x1, Unknown=0x3, Unknown=0x1, Unknown=0xA, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=16, Unknown=10)
Asynchronous_Timer(Frames=18)
0x7698BB42
0x00000000
0x0000002A
Unknown_684(Unknown=0x0, Unknown=0.1)
Asynchronous_Timer(Frames=19)
Extended_Special_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=1, Unknown=0x50, Unknown=0x186, Unknown=0x0, Unknown=0x3C, Unknown=8, Unknown=0, Unknown=16, Unknown=-11.5, Unknown=0x0, Unknown=0, Unknown=2, Unknown=1, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x1, Unknown=0x3, Unknown=0x1, Unknown=0xA, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=10, Unknown=-11)
0x6F52E135
0x00000016
Asynchronous_Timer(Frames=20)
0x7698BB42
0x00000000
0x0000002A
Unknown_684(Unknown=0x0, Unknown=0.1)
Asynchronous_Timer(Frames=27)
0x67E8E687
Clear_bit(Unknown=0x2100000D)
Extended_Special_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=0x169, Unknown=0x64, Unknown=0x50, Unknown=0x0, Unknown=13, Unknown=0, Unknown=15, Unknown=16, Unknown=0x0, Unknown=0, Unknown=2, Unknown=1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x0, Unknown=0x3, Unknown=0x0, Unknown=0xA, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x1, Unknown=0x1, Unknown=0x1, Unknown=0, Unknown=15, Unknown=-16)
Asynchronous_Timer(Frames=32)
Remove_All_Hitboxes()
Script_End()
Edit:
Kurogane also lists the late hit to only be there on frame 19.

The code here doesn't seem to suggest it's removal...
On frame 19 change hitbox 0 into that hitbox
unknown command
2 unknown command on frame 20
On frame 27, change into windbox.

Either I'm missing something or kurogane hammer made an error...
Code:
Asynchronous_Timer(Frames=19)
Extended_Special_Hitbox(Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=1, Unknown=0x50, Unknown=0x186, Unknown=0x0, Unknown=0x3C, Unknown=8, Unknown=0, Unknown=16, Unknown=-11.5, Unknown=0x0, Unknown=0, Unknown=2, Unknown=1, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x2, Unknown=0x1, Unknown=0x3, Unknown=0x1, Unknown=0xA, Unknown=0x3F, Unknown=0x0, Unknown=0xF, Unknown=0x0, Unknown=0x1, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0x0, Unknown=0, Unknown=10, Unknown=-11)
0x6F52E135(0x00000016)
Asynchronous_Timer(Frames=20)
0x7698BB42(0x00000000, 0x0000002A) // what is this?
Unknown_684(Unknown=0x0, Unknown=0.1)
Asynchronous_Timer(Frames=27)
Talk to me because I can't figure out WTF the move is either, LOL
 

KuroganeHammer

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OK, random thought time, Lucas's dsmash cannot hit opponents more once it hits someone. Perhaps this command is a "remove hitbox but don't allow the next added hitbox to hit opponents too" command?

It's worth mentioning that when I added Cloud's data, I originally had it listed as no hitbox on frame 18, but then I thought, that can't be right, because there's pretty much no recorded instance of a single hit move having no hitboxes randomly between it. So I'm happy to accept that's the reason for the command. Seems useless though, why not just make it a normal hitbox the whole way through? Furil Furil
 

Lavani

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That's probably accurate. On most moves where IDs between hitboxes aren't different you don't get the late values hitting if the early ones already did, but on a move like Wario's nair (or really, pretty much any multihit) where there's a break between hitboxes the ID isn't relevant.
 

KuroganeHammer

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But what I can't understand is... why put a break in the hitbox? All you had to do was put the first hitbox there, then delete the old or change the value on frame 18.

I will never understand this poorly coded game SERIES tbh.
 
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