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Data Falco Hitbox Visualization

Furil

Smash Apprentice
Joined
Jul 7, 2014
Messages
164
Smash 4 hit-boxes are interpolated, so imagine a line between a hit-box's current position and it's last. It hits that area too.
Example: http://i.imgur.com/wEBKNpI.gif

There are potentially bugs in any of these, so let me know if you notice anything particularly off and I'll check. There have been instances of weird hit-boxes that ended up being a bug.


No DTilt for now





Mini-FAQ:
Q: How did you make these?
A: I made a parser for animcmd commands and applied it to the model and animation from the 3DS version of the game.

Q: Can you do hurtboxes?
A: Not yet

Q: These don't look like the quality of the Wii U models, why?
A: These are 3DS models (and data). There isn't a difference in frame data between Wii U and 3DS.

Q: This attack looks wrong, is this actually correct?
A: Let me know which one and I'll check. It's possible for a bug or two to mess up stuff.

Q: The image isn't playing.
A: There are play, reverse, and frame advance buttons under the images. They may be hard to see.

Q: Can I use these for my guide?
A: Yes.

Thank you
 
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Ffamran

The Smooth Devil Mod
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Aug 25, 2014
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Awesome! Thank you, Furil. Just 3 things, though. One, it's Fire Bird; Fire Fox is Fox's Up Special. Two, Fair's landing hit is missing. I'm going to assume it was buggy and will be unavailable until later. Three, is it possible to show hitboxes that are transcendent as a different color or something? Just curious about that one.

Also, guessing Dtilt's probably got the stretchy limb thing that's stopping you from being able to show hitboxes properly, right? Was the reason why you put Fox on hold if remember correctly from the Hitbox Visualization thread.

On another note, sixriver was right, Falco's Up Smash is invincible from frames 7-20 and not 7-11. @KuroganeHammer.
 
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McDareth

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In the original notes they posted it stated that it was invincible for longer than frame 11. I just assumed that it was either he'd be hit during the bombomb test.

Thank you so much for these. I've been waiting for when you were able to do the Falco ones :D
 

Furil

Smash Apprentice
Joined
Jul 7, 2014
Messages
164
Awesome! Thank you, Furil. Just 3 things, though. One, it's Fire Bird; Fire Fox is Fox's Up Special. Two, was Fair's landing hit is missing. I'm going to assume it was buggy and will be unavailable until later. Three, is it possible to show hitboxes that are transcendent as a different color or something? Just curious about that one.

Also, guessing Dtilt's probably got the stretchy limb thing that's stopping you from being able to show hitboxes properly, right? Was the reason why you put Fox on hold if remember correctly from the Hitbox Visualization thread.

On another note, sixriver was right, Falco's Up Smash is invincible from frames 7-20 and not 7-11.
I actually just forgot to add Fair's landing hit.

I could probably change the color of the transcendent priority ones. Which parameter tells if they are transcendent?

Yeah, DTILT looks wrong to me right now, so I didn't bother including it.

Edit: Falco's USMASH has been fixed now!

question the green shade in falcos upsmash represents invulnerability right? what doses the yellow shade represents?
Green is intangible. Yellow is the color you get when red and green overlap ;)
 
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Lavani

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Oct 24, 2014
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I could probably change the color of the transcendent priority ones. Which parameter tells if they are transcendent?
"Clang=0" means transcendent.

EDIT: 7-20f leg intangibility looks right testing in-game. Here's a bomb not hitting his leg on frame 17:

 
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Emblem Lord

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Falco's hitboxes overall are quite...tame.

It's fitting though and is another reason why he is "honest."
 

Furil

Smash Apprentice
Joined
Jul 7, 2014
Messages
164
"Clang=0" means transcendent.

EDIT: 7-20f leg intangibility looks right testing in-game. Here's a bomb not hitting his leg on frame 17:

You're right!
I got a little confused; the CED command removes intangibility, not hit-box commands.
Fixed!
 

Ffamran

The Smooth Devil Mod
Joined
Aug 25, 2014
Messages
14,629
Yeah, DTILT looks wrong to me right now, so I didn't bother including it.
Someone mentioned it already, but Dtilt is disjointed, so even with limbs stretching, it would still look off. Unless there's something else wrong like bugs and glitches I'm not aware of because I'm not the one providing hitboxes to people nor do I know how to do any of this.

Falco's hitboxes overall are quite...tame.

It's fitting though and is another reason why he is "honest."
Outside of Dtilt, Fair, and Fair's landing hit, pretty much and it's been this way since Melee which you could even stretch to it's been this way since Fox existed in Smash. Funny how they had modest hitboxes and they terrorized games.

That Utilt tho, pretty big hitbox, thats why it beats so many aerials <3.
Falco's arms actually stretch during Utilt and also, his hands would be open which doesn't happen in the hitbox viewers here. Falco's hands would be open for jab 1, jab 2, Side Smash, and Nair as well. Also, while not as important, dash attack?, Ftilt, Fair, Blaster, Fire Bird, Falco Phantasm, Reflector, and a bunch of other moves. Some of them don't really matter like dash attack, Ftilt, and Blaster where his hand(s) being open is just part of the pose, but others do like on Fire Bird and Falco Phantasm where his hurtbox gets raised.



So, combine the fact that Falco also tiptoes -- actually looks more like he's floating --, and you've got an Utilt that has a lot of vertical reach. Also, Falco's Ftilt used to stretch his kicking leg. It did in Brawl, but not in Melee and Smash 4. Not as noticeable with it straight on, but more noticeable when it's angled. Check this thread for Brawl Falco's hitboxes: http://smashboards.com/threads/falcos-hitboxes-complete-credit-to-toomai.317402/.

Normal, unangled.


Angled up.


Angled down.

Edit: Falco's legs also stretch during Down Smash, but it happens really quickly and I don't think it's a big stretch unlike Fox's.
 
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GNCFalco

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please if you can put down tilt, shine, lasers,grabs (all of them),rapid jab (multi hits and final hit),side B,would be great and the same for fox!
 

NotAnAdmin

Smash Journeyman
Joined
Jun 21, 2014
Messages
426
Thanks for all your hard work.
I have a question, for aerials, do the hitboxes "drift" like how they did in Melee? or is it still too early to know?
 

Ffamran

The Smooth Devil Mod
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Thanks for all your hard work.
I have a question, for aerials, do the hitboxes "drift" like how they did in Melee? or is it still too early to know?
Do you mean like this what Furil said in the OP? This gif: http://imgur.com/wEBKNpI? I think Furil should be answering, but there is a gif linked at the top talking about Smash's hitboxes being interpolated... whatever that means.
 
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Ffamran

The Smooth Devil Mod
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Aug 25, 2014
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14,629
So, Um....



Is that hit box in the Z axis or ?????
Don't know, but I do figure it's probably just a Brawl copy-paste which is apparently been a thing since Brawl for Falco. Disjointed in Brawl too and Toomai was able to get the stretch parts for moves that stretched his limbs like Ftilt which didn't happen in Melee and doesn't happen in Smash 4. Link: http://smashboards.com/threads/falcos-hitboxes-complete-credit-to-toomai.317402/.


A lot Falco's hitboxes are still Melee's unless they're changed moves like Side Smash, but even then, his Smash 4 Up Smash started out with a similar hitbox placement as his Melee and Brawl Up Smash. For example, Falco's dash attack always had its hitboxes on his leg around the knee area leaving out his foot. It wasn't until Smash 4 where they made the clean hit have a different hitbox that covers his entire leg.
Looks like feet don't have hurtboxes?


The larger circle is the clean hit and the late hit is the smaller one. It's more circular than in Melee...


Clean hit is frame 8 and late hit is frame 12.


This is in contrast to Fox who since probably 64, has hitboxes that pretty much cover everything.


Nothing for Brawl, but Brawl Fox's frame data lists 3 hitboxes, 2 on bones 13 and 1 on bone 11 for both clean and late hits: http://opensa.dantarion.com/autoframe/FitFox.php.

This is similar for Smash 4, but the bone ID's have different numbers; 2 on bones 5 and 1 on bone 3 for both clean and late hits: http://opensa.dantarion.com/s4/mastercore3/dump/160/fox. Clean hit on frame 4 and late hit on frame 8.

Hitboxes being placed weirdly isn't an uncommon thing. Also, I noticed this recently, but didn't say anything: Falco's tail is missing in for the Smash 4 hitbox visualizations. Fox's isn't.
 
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Furil

Smash Apprentice
Joined
Jul 7, 2014
Messages
164
So, Um....

Is that hit box in the Z axis or ?????
No. It seems the hitbox appeared a frame earlier than it was supposed to. This is a bug I still haven't managed to fix yet... It doesn't happen to every animation.

I can't fix it right now, but I will as soon as I can.

Also, I noticed this recently, but didn't say anything: Falco's tail is missing in for the Smash 4 hitbox visualizations. Fox's isn't.
Haha, I accidentally hid it. Maybe that explains why DTILT doesn't work.
 

Ffamran

The Smooth Devil Mod
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Messages
14,629
No. It seems the hitbox appeared a frame earlier than it was supposed to. This is a bug I still haven't managed to fix yet... It doesn't happen to every animation.

I can't fix it right now, but I will as soon as I can.


Haha, I accidentally hid it. Maybe that explains why DTILT doesn't work.
I remember people talking about how frame speed multipliers causes issues with moves. Didn't BJN39 mention that in Zelda's? I remember there was some talk about how Zelda's Ftilt startup change was weird since it was supposed to be a frame earlier on paper than in-game or something. Considering Falco's was given a 0.67 frame speed multiplier to make it frame 7 from its original frame 10 startup, it might be causing some issues. 10 * 0.67 leads to a frame 6.7 which isn't possible? If it was given a 0.8 or 0.6 frame speed multiplier making it frame 8 or frame 6, it might have worked better. I don't know why they didn't just make it either of those. Just a frame slower or faster. It's not like it was frame 100 and it needed to be frame 70 or something.
FrameSpeedMultiplier(0.670000)
AsynchronousTimer(4.000000)#frame 4
?SetBit(0x2100000d)
AsynchronousTimer(8.000000)#frame 8
FrameSpeedMultiplier(1.000000)
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x9, Damage=10.000000, Angle=0x41, KBG=0x5a, FKB=0x0, BKB=0x23, Size=5.000000, X=6.000000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x9, Damage=10.000000, Angle=0x4b, KBG=0x5a, FKB=0x0, BKB=0x23, Size=4.200000, X=0.500000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x2, Part=0x0, Bone=0x3, Damage=10.000000, Angle=0x55, KBG=0x5a, FKB=0x0, BKB=0x23, Size=4.000000, X=0.000000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x0, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
SynchronousTimer(5.000000)#frame 13
RemoveAllHitboxes()
SynchronousTimer(11.000000)#frame 24
?ClearBit(0x2100000d)
End()

Fair also has a frame speed multiplier, 0.75, but it seems like they made the entire animation faster. So, 12 * 0.75 is 9 which becomes the windup, 10 is the startup, the first active frame, and everything is sped up until its recovery after all its hitboxes are removed.
FrameSpeedMultiplier(0.750000)
AsynchronousTimer(6.000000)#frame 6
?SetBit(0x2100000d)
AsynchronousTimer(12.000000)#frame 12
Hitbox6_14FCC7E4(Id=0x0, Bone?=0x0, unk?=0x0, Damage=1.000000, Angle=0x16e, BKB=0x64, WKB?=0x3c, KBG=0x0, Size=5.000000, X=0.000000, Y=5.500000, 12.000000, 0x2, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x0, 0x3, 0x3, 0x1, 0x1, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x4, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
Hitbox6_14FCC7E4(Id=0x1, Bone?=0x0, unk?=0x0, Damage=1.000000, Angle=0x16e, BKB=0x64, WKB?=0x3c, KBG=0x0, Size=5.000000, X=0.000000, Y=5.500000, 8.000000, 0x2, 0x0, 1.000000, 1.000000, 0x1, 0x1, 0x0, 0x0, 0x3, 0x3, 0x1, 0x1, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x4, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0)
AsynchronousTimer(35.000000)#frame 35
RemoveAllHitboxes()
Hitbox8_7075DC5A(0x0, 0x0, 0x0, 4.000000, 0x169, 0x91, 0x0, 0x37, 6.000000, 0.000000, 5.500000, 12.000000, 0x2, 0x0, 2.500000, 1.000000, 0x1, 0x1, 0x0, 0x2, 0x3, 0x3, 0x1, 0x1, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x40b00000, 0x41000000)
SynchronousTimer(2.000000)#frame 36
RemoveAllHitboxes()
FrameSpeedMultiplier(1.000000)
AsynchronousTimer(54.000000)#frame 54
?ClearBit(0x2100000d)
End()

Also, yes, it would explain why Dtilt doesn't work if his tail isn't there. :p
 
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teluoborg

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No. It seems the hitbox appeared a frame earlier than it was supposed to. This is a bug I still haven't managed to fix yet... It doesn't happen to every animation.

I can't fix it right now, but I will as soon as I can.
Alright that explains it, thanks. Even with that correction made it still hits very far backwards.
 

Blue-Bird

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Wow this is amazing, very helpful and neatly organized too. Will the rest of his moves be added eventually?
 
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Jiom

Smash Journeyman
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Sep 18, 2008
Messages
474
Always thought Falco's dash attack was a little more disjointed, anyway it's so nice to see that F smash hitbox, I'm a big fan of that move.
 
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