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Marth's Hitboxes [WIP: Phase 1 - Hit Areas]

Pr0phetic

Dodge the bullets!
Joined
May 11, 2008
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So this project is a long time coming of mine, and it wouldn't be right without including you guys. Ok, we have a lot of work to do, especially since my partner has been inactive for months... Now this is were we start off: how we're gonna go about this in the first place!

So here is my draft that needs serious critique, the actually areas throughout the duration of Marth's jab(s), aerials, and tilts (not including his body unless necessary)!

DISCLAIMER: Picture heavy!!!








 

Browny

Smash Hater
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Mar 22, 2008
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Now heres a method I havent seen before...

Do you mind explaining how you did it? because to me it seems as if you simply traced the outline of his sword and determined that to be the hitbox which is not entirely accurate. (see what usmash looks like :p) and why does uair become flat over the top instead of being a smooth arc? Other things like dtilt having a larger tipper hitbox and dair hitting higher up behind him look slightly off to me. May I suggest you check out the way I mapped Sonic's hitboxes. It might not be entirely accurate (without debug codes to view hitboxes, what is?) but some other character boards have adopted the same approach.
 

Pr0phetic

Dodge the bullets!
Joined
May 11, 2008
Messages
3,322
Location
Syracuse, NY
Now heres a method I havent seen before...

Do you mind explaining how you did it? because to me it seems as if you simply traced the outline of his sword and determined that to be the hitbox which is not entirely accurate. (see what usmash looks like :p) and why does uair become flat over the top instead of being a smooth arc? Other things like dtilt having a larger tipper hitbox and dair hitting higher up behind him look slightly off to me. May I suggest you check out the way I mapped Sonic's hitboxes. It might not be entirely accurate (without debug codes to view hitboxes, what is?) but some other character boards have adopted the same approach.
Well 1) the arc of his sword actually does represent the areas where the hitbox is (for the most part) 2) Any error/inefficiency is my unsteady hand :(, hence draft (it'll be made much more sexier later).

Thanks for the suggestion! Looks good... :urg:
 

Steel

Where's my Jameson?
BRoomer
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Mar 30, 2008
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Los Angeles, CA
What's the point of doing it like this Rukkiko? We all know where his sword goes. I thought you were going to do the complete hit box so we could see exactly what hits. Like up smash is ****ed up and dsmash there's a hitbox on like Marth's head or some ****, do it how djbrowny did or see if you can get the debug code.
 

Pr0phetic

Dodge the bullets!
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May 11, 2008
Messages
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Syracuse, NY
What's the point of doing it like this Rukkiko? We all know where his sword goes. I thought you were going to do the complete hit box so we could see exactly what hits. Like up smash is ****ed up and dsmash there's a hitbox on like Marth's head or some ****, do it how djbrowny did or see if you can get the debug code.
KK, this is what I was hoping to see, how you guys think it should be done, I nearly abandoned this, but sprung some new hope. I'll leave these ugly pics up for more ideas, and come back to this after my GF leaves tomorrow.
 

Pr0phetic

Dodge the bullets!
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Wow anthony, l swear it looks like crayons at first LOL. Still awesome job, more details or like dj would be cooler. I mean even upsmash's i think his foot? is a hitbox lol
Usmash is such a awesome/homo move (depending on what end your facing it) his foot, his body, and the sword are all hitboxes, and have like a suction effect that automatically sweetspots lmao
 

Shaya

   「chase you」 
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It doesn't automaticly sweet spot.

I hate people thinking that.

The difference between tipper and non tipper hits is signifcant kill percent difference.

It also has a "SWEETSPOT" that can only be achieved if you hit with the body/sword hitbox at start up (i.e. not 2 hit from the feet suction) that does the 21%, has cinematic hitstun, and is sexy.
 

Raziek

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Looks pretty good, but the one for U-tilt appears to be missing that borked hitbox right behind him that kills obscenely early.

Also, I think his fair extends slightly behind him as well, I've hit people behind and below me before.
 

Inle~Orichas

Smash Journeyman
Joined
Jan 20, 2009
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Toronto, Ontario
Nair's hitboxes extend a bit further upward and downward, and D-tilt's hitbox extends downwards significantly more. I hope this thread will cover everything at some point, I'd like to see those hitboxes myself. Dancing Blade could be interesting as well as U-Smash...
 

phi1ny3

Not the Mama
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Apr 15, 2008
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It doesn't automaticly sweet spot.

I hate people thinking that.

The difference between tipper and non tipper hits is signifcant kill percent difference.

It also has a "SWEETSPOT" that can only be achieved if you hit with the body/sword hitbox at start up (i.e. not 2 hit from the feet suction) that does the 21%, has cinematic hitstun, and is sexy.
^This.
Look at the data, it helps clarify.
 
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