Empyrean
Smash Champion
While we wait for actual hitbox/hurtbox visualization to become a thing, I figured it might be a good idea to test and see how much disjoint Corrin's moves pack. Specifically, moves that have parts of his/her body transform often have special effects that mask the underlying hurtbox so their disjoint may be hard to assess visually.
For those who don't know what "disjoint" means, here it is as defined by the Smash Dictionary:
Without further ado, here are images for the moves I tested. Note that some of these might not be 100% accurate, as trying to get a phantom hit/glancing blow for every move proved quite hard and beyond my own abilities. For the moves without a phantom hit/glancing blow, the pictures shown indicate the spacing after which moving the character just a few pixels would get Corrin hit.
Jab 1:
As an added bonus, I also tested jab's range: roughly a character length away.
Rapid Jab:
It seems with rapid jab Corrin's head or foot might be hit before his/her arm.
Dragon Fang Shot Bite
Notice the glancing blow near the tip of another Corrin's fsmash charge hitbox. This move was particularly tricky to test, as it is most likely to clank with anything that isn't transcendent or flagged with "trample" (like Corrin's fsmash charge or Mac's ftilt, among others).
Fsmash:
Dsmash (back hit):
Upsmash:
I couldn't find other horizontal projectiles that could pass over Corrin during upsmash. Note that the upsmash charge animation has a lower hurtbox, but not meaningful enough to make a difference in most cases (except for Link's full charge arrow that can't hit Corrin during the charge but can during the actual move).
Dragon Lunge:
Notice the glancing blow.
Testing was done with the CPU set on control, 1/4x speed with frame advance. The Super Star item was used for moves that would obviously hit the opponent before they could attack.
Bair and Up-B could also use some testing but both are beyond what I can do alone, unfortunately.
Hope this helps!
For those who don't know what "disjoint" means, here it is as defined by the Smash Dictionary:
Even though Corrin has great range, some of his/her moves can leave him/her open for retaliation. This isn't a problem with most of the moveset since a given move will likely clank with (or even beat) most other moves, but since Fsmash and Dragon Lunge (DL) have item priority, they will often lose to any hitbox. Given that both attacks are integral parts of Corrin's kit, knowing where the hurtboxes end is useful and allows for wiser spacing."Disjointed"/"Disjoint"- Where an attack has a hitbox that extends far away from any hurtboxes and is not a projectile.
Without further ado, here are images for the moves I tested. Note that some of these might not be 100% accurate, as trying to get a phantom hit/glancing blow for every move proved quite hard and beyond my own abilities. For the moves without a phantom hit/glancing blow, the pictures shown indicate the spacing after which moving the character just a few pixels would get Corrin hit.
Jab 1:
As an added bonus, I also tested jab's range: roughly a character length away.
Rapid Jab:
Dragon Fang Shot Bite
Fsmash:
Dsmash (back hit):
Upsmash:
Dragon Lunge:
Testing was done with the CPU set on control, 1/4x speed with frame advance. The Super Star item was used for moves that would obviously hit the opponent before they could attack.
Bair and Up-B could also use some testing but both are beyond what I can do alone, unfortunately.
Hope this helps!