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Samus Hitbox Visualization

Furil

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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

There are potentially bugs in any of these, so let me know if you notice anything particuarly off and I'll check. There have been instances of weird hitboxes that ended up being a bug.
Samus' hitboxes are so simple that there is little margin for error anyway...





Um, this graphic for screw attack may be a bit misleading.
Basically the hitboxes get removed and added every 2 frames or so, so they are always there, but being refreshed. (and so I think interpolation won't affect when they get removed and re-added not that it really matters but still...)
Look here for reference: http://kuroganehammer.com/Smash4/Samus
 

Afro Smash

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Our hitboxes look pretty great for the most part, aside from maybe Dash Attack, and would be nice if Screw Attack hitbox actually surrounded Samus. Just makes it all the more frustrating that people can fall out of Up Smash and Fair so easily with those giant hitboxes

Edit: Could we also get a Zair hitbox Furil Furil
 
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KayJay

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A Hurtbox visualization would be much more interesting.
 

Seniks

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Thanks so much for this. I have to agree with Kay Jay too. I'm really interested in seeing her hurtboxes during moves. It would help when I'm deciding spacing options.
 

Bowserboy3

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Thanks so much for this. I have to agree with Kay Jay too. I'm really interested in seeing her hurtboxes during moves. It would help when I'm deciding spacing options.
I can only repeat what others have said here. A hurtbox visualisation would be very helpful.

As always, fantastic work here Furil Furil . It really has been exciting these past few days, coming here and looking which characters hitboxes are coming next. Thanks a lot!
 

Skitrel

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Furil has brought up in other threads that they would do the hurtboxes if someone could point out where that data is available in the code to be interpreted like this hitbox data. If anyone knows where it is then we can benefit from it.
 

iDreamTheater

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I'm with KayJay as well. Here's to hoping that hurtbox visualization isn't too far off!
 

Furil

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I'm sorry these aren't useful without hurtbox visuals :<
If I knew where to find that information I would include them...

I'll hold off on doing anymore until I can figure that out, I guess. If anyone has any ideas, then I would really appreciate it.
 

TreeFire80

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I'm sorry these aren't useful without hurtbox visuals :<
If I knew where to find that information I would include them...

I'll hold off on doing anymore until I can figure that out, I guess. If anyone has any ideas, then I would really appreciate it.
Dude, these are totally useful without hurtbox visuals. They would help, but there's definitely things to be learned from all the hitbox visualizations for the characters you've done. Even for someone like me who doesn't main any of the characters you've done. Keep up the amazing work!
 

DungeonMaster

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Really nice work, I do have some comments as I'm not entirely sure how you're extracting the info and converting into boxes because some of these are definitely incorrect.

D-smash has a much taller hurtbox onto the body, almost completely covers Samus.
D-tilt likewise, the hitbox on the body is quite a bit larger than what you show.
B-air has a late 9% hitbox.
Nair has a body hitbox in the reverse direction i.e. when it's ending, that sends forward.
D-air has a high body hitbox and does not mirror the arm, there are side sourspots, side gaps, a central spike, a (small) body spike.
F-tilt has a tip, shin, knee hitbox.
Up-air body hitbox extends a bit lower than visualized.
Z-air would be amazing as well.

Great work again, and hurtbox would be amazing.
 

Furil

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"D-smash has a much taller hurtbox onto the body, almost completely covers Samus."
Do you mean hitbox? I can't show hurtbox yet.
Could you give me an example of what you mean?

"D-tilt likewise, the hitbox on the body is quite a bit larger than what you show."
It has a size of 3.8 and the large one is 7.2

"B-air has a late 9% hitbox."
Bair does have a 9% hitbox. It's just replacing the ones there on the previous frame in the gif, so it appears like it doesn't change. The are the same size as the previous ones too.
The first 2 frames are the normal one, and the 9% are the last 3 frames.

"Nair has a body hitbox in the reverse direction i.e. when it's ending, that sends forward."
What do you mean by body hitbox?
All of Nair's hitboxes are attached to bone 8 (right knee).

"D-air has a high body hitbox and does not mirror the arm, there are side sourspots, side gaps, a central spike, a (small) body spike."
Um, I guess I'll check this one really fast.

"F-tilt has a tip, shin, knee hitbox."
Um, the boxes for f tilt are attached to left leg, right knee, and right foot. No others, it seems, but I'll check.
(hip, right leg, right knee) Eh, this seem to contradict what is being displayed.. I'll check once more. (maybe one is moved far from its bone)

"Up-air body hitbox extends a bit lower than visualized."
I'll check, but do you happen to have a picture?

"Z-air would be amazing as well."
Sorry, I can't get things with articles just yet.

Thank you for all the feedback, though! Never know when a bug may have popped up :)
 
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Bowserboy3

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I'm sorry these aren't useful without hurtbox visuals :<
If I knew where to find that information I would include them...

I'll hold off on doing anymore until I can figure that out, I guess. If anyone has any ideas, then I would really appreciate it.
Oh no, please, these are still just as helpful without the hurtboxes.

Please, keep up the good work!
 

Lavani

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D-smash has a much taller hurtbox onto the body, almost completely covers Samus.


It definitely doesn't, this is like pixels above what's shown in the gfy and Jiggs isn't getting hit. The uair gfy's accurate too, it doesn't hit any lower than Samus's armpits (note the phantom hit):



A lot of the hitboxes you're mentioning don't even exist in the data, dair's hitboxes are entirely on the cannon arm (bone 16) for example:
Code:
AsynchronousTimer(4.000000)#frame 4
?SetBit(0x2100000d)
AsynchronousTimer(17.000000)#frame 17
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x16, Damage=10.000000, Angle=0x169, KBG=0x64, FKB=0x0, BKB=0x19, Size=4.000000, X=4.800000, 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, 0x4)
AsynchronousTimer(19.000000)#frame 19
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x16, Damage=14.000000, Angle=0x10e, KBG=0x55, FKB=0x0, BKB=0x19, Size=4.300000, X=-2.000000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x4)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x16, Damage=14.000000, Angle=0x10e, KBG=0x55, FKB=0x0, BKB=0x19, Size=5.000000, X=5.200000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x4)
AsynchronousTimer(22.000000)#frame 22
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x16, Damage=11.000000, Angle=0x169, KBG=0x64, FKB=0x0, BKB=0x19, Size=4.300000, X=-2.000000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x4)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x16, Damage=11.000000, Angle=0x169, KBG=0x64, FKB=0x0, BKB=0x19, Size=5.000000, X=4.800000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x4)
AsynchronousTimer(24.000000)#frame 24
RemoveAllHitboxes()
AsynchronousTimer(34.000000)#frame 34
?ClearBit(0x2100000d)
End()
"Z-air would be amazing as well."
Sorry, I can't get things with articles just yet.
Is this actually a problem for zairs? The hitbox data for it is in Samus' main file ( 22EE56C9)
rather than the weapon folder, and I recall your Corrin gifs having the spear arms/legs.

Everything here looks right to me by the way, keep up the good work! :180:
 
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Furil

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Is this actually a problem for zairs? The hitbox data for it is in Samus' main file ( 22EE56C9)
rather than the weapon folder, and I recall your Corrin gifs having the spear arms/legs.
I guess it is a problem with Zairs, because just plugging in hitbox stuff yield this:
I thought maybe it would be attached to the beam thing, but I guess not :p
I might be able to guestimate it if I knew how far it traveled and stuff. I don't know, for now no zair/tether grabs.
Everything here looks right to me by the way, keep up the good work! :180:
Thank you :)
You wouldn't happen to know where I could find hurtbox data by any chance, would you?
 
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Lavani

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You wouldn't happen to know where I could find hurtbox data by any chance, would you?
Unfortunately no, sorry. I recall people theorizing they were likely moved to the motion files for this game, but I don't think anyone's bothered cracking those open yet as I haven't seen any data about it.
 
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Skitrel

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I'm sorry these aren't useful without hurtbox visuals :<
If I knew where to find that information I would include them...

I'll hold off on doing anymore until I can figure that out, I guess. If anyone has any ideas, then I would really appreciate it.
Please don't hold off. Don't let the minority make you think that this isn't useful without the hurtboxes. It IS useful.
 

Jeronado

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The amount of time between when the hitboxes end and when Samus finally brings her limbs back to her neutral stance :upsidedown:.

Thanks for putting out all these hitbox visualizations Furil. They're very interesting.
 

Vipermoon

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Where are the Corrin gifs? It doesn't show that Furil made a Corrin thread. Found them, I see there's just a couple for disjoint analysis

Furil Furil can we compile links to all of these threads in here when you get the chance?

Edit: Roy has extremely impressive hitboxes in game data. I can't wait to see his GIFs

ALSO, SAMUS'S FTILT IS STUPID. WHO WOULD MAKE IT THAT BAD? THEN COMPARE IT TO ZERO SUIT'S. LIKE TWO DIFFERENT CHARACTERS.
 
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RamenKamen

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A Hurtbox visualization would be much more interesting.
This right here. This right here though, is the truth!

Thank you!! I thank you 1000% this is what i needed.



It definitely doesn't, this is like pixels above what's shown in the gfy and Jiggs isn't getting hit. The uair gfy's accurate too, it doesn't hit any lower than Samus's armpits (note the phantom hit):



A lot of the hitboxes you're mentioning don't even exist in the data, dair's hitboxes are entirely on the cannon arm (bone 16) for example:
Code:
AsynchronousTimer(4.000000)#frame 4
?SetBit(0x2100000d)
AsynchronousTimer(17.000000)#frame 17
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x16, Damage=10.000000, Angle=0x169, KBG=0x64, FKB=0x0, BKB=0x19, Size=4.000000, X=4.800000, 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, 0x4)
AsynchronousTimer(19.000000)#frame 19
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x16, Damage=14.000000, Angle=0x10e, KBG=0x55, FKB=0x0, BKB=0x19, Size=4.300000, X=-2.000000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x4)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x16, Damage=14.000000, Angle=0x10e, KBG=0x55, FKB=0x0, BKB=0x19, Size=5.000000, X=5.200000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x4)
AsynchronousTimer(22.000000)#frame 22
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x16, Damage=11.000000, Angle=0x169, KBG=0x64, FKB=0x0, BKB=0x19, Size=4.300000, X=-2.000000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x4)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x16, Damage=11.000000, Angle=0x169, KBG=0x64, FKB=0x0, BKB=0x19, Size=5.000000, X=4.800000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x4)
AsynchronousTimer(24.000000)#frame 24
RemoveAllHitboxes()
AsynchronousTimer(34.000000)#frame 34
?ClearBit(0x2100000d)
End()

Is this actually a problem for zairs? The hitbox data for it is in Samus' main file ( 22EE56C9)
rather than the weapon folder, and I recall your Corrin gifs having the spear arms/legs.

Everything here looks right to me by the way, keep up the good work! :180:
I agree with the Uair statement. If Samus had hitboxes on the shoulders when she Uairs she could get the Greninja Uair resets.
 
Last edited by a moderator:

DungeonMaster

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"D-smash has a much taller hurtbox onto the body, almost completely covers Samus."
Could you give me an example of what you mean?
It could be I'm simply wrong, and it's opponent hurtboxes that I feel extending lower, but yes I'll provide lots (and lots) of video very soon.
Same thing with D-tilt. This catches opponents quite high above Samus.

"Nair has a body hitbox in the reverse direction i.e. when it's ending, that sends forward."
What do you mean by body hitbox?
All of Nair's hitboxes are attached to bone 8 (right knee).
https://www.youtube.com/watch?v=ZJsN8lBvprw#t=32
Is that effect from bubble 2, with some late hit property?

And yeah, again, absolutely great work.
 

DungeonMaster

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It definitely doesn't, this is like pixels above what's shown in the gfy and Jiggs isn't getting hit. The uair gfy's accurate too, it doesn't hit any lower than Samus's armpits (note the phantom hit):
I have not data mined, just played the character an enormous amount. Is Jiggs hurtbox not slightly disjointed? I could swear because she puffs in and out that she is (at times).
It again could be the opposite effect that I'm interpreting, disjointed hurtboxes getting hit by the d-smash.
I'm still a bit surprised by the up-air. I could've sworn it extends a bit into the body.

A lot of the hitboxes you're mentioning don't even exist in the data, dair's hitboxes are entirely on the cannon arm (bone 16) for example:
Take a look at this link.
https://www.youtube.com/watch?v=nCYCj3et36U#t=65
This could again, be hurtbox+ hitbox interactions but I doubt it. Something's fishy here.
 

Furil

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Is that effect from bubble 2, with some late hit property?
If you mean this, then Link is just getting hit by that hitbox.
He is technically in front of Samus, so he flys at a 45 degree angle toward the blast zone.
 

Xygonn

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Fantastic stuff. Your screw attack graphic is better than mine, I somehow missed the central hitbox.

 

FlynnCL

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Take a look at this link.
https://www.youtube.com/watch?v=nCYCj3et36U#t=65
This could again, be hurtbox+ hitbox interactions but I doubt it. Something's fishy here.

If you're talking about the lack of range, then this is a fault of Smash 4's overly large trails. The trail is almost entirely disjointed off the arm cannon which is giving the illusion of bad hitbox placement on the arm. The hitbox shown in the first post seems accurate.
 
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DungeonMaster

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Ok, so the trail is appropriate at the start of the move (where it's thin) and then becomes an arc, which is fat and a terrible visual cue for where the hitboxes line up. I see.
Stupid, ridiculous, but I see.

The first bubble in your D-air animation - it must be changing properties as it swings. There's nothing to indicate a body hitbox higher up on Samus during D-air? A very central hitbox?
 

Lavani

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Dair's hitboxes change to 270° on frames 19-21 (arm straight down, and the frame before and after) and are 361° otherwise. 10%>14%>11% damage in progression with the respective angle changes.
 

Saykrd

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ALSO, SAMUS'S FTILT IS STUPID. WHO WOULD MAKE IT THAT BAD? THEN COMPARE IT TO ZERO SUIT'S. LIKE TWO DIFFERENT CHARACTERS.
I know right? Seriously.



What's worse is Samus' whole leg hurtbox is just poking out unprotected.
 

Ffamran

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It might be difficult to see, but Melee Samus's Ftilt hitboxes were this... Doesn't seem to have any gaps. Assuming Brawl had good hitboxes too considering it was said to be a good move for her... What the hell went wrong?
 

Vipermoon

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It might be difficult to see, but Melee Samus's Ftilt hitboxes were this... Doesn't seem to have any gaps. Assuming Brawl had good hitboxes too considering it was said to be a good move for her... What the hell went wrong?
Every character was nerfed in many ways during the transition even if it didn't make sense. Those Melee sizes aren't even that big.
 

JAZZ_

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It might be difficult to see, but Melee Samus's Ftilt hitboxes were this... Doesn't seem to have any gaps. Assuming Brawl had good hitboxes too considering it was said to be a good move for her... What the hell went wrong?
remember when Samus didnt have Toe hurtboxes?
 

Bowserboy3

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Two things.

1) Furil Furil , is it possible for you to show us the hitboxes the newly buffed/changed hitboxes on Nair, (and more importantly) Fair and Dash Attack? I for one would like to see just what a difference these make.

2) About Samus's Ftilt, yeah the hitboxes look a bit rubbish, but the hitboxes themselves weren't what made the move bad. If the hitboxes overlapped like they did in Melee, the move would still be bad because of how it functioned (relatively weak, and that terrible, terrible sourspot that dealt pitiful damage). However, with 1.1.5, the damage and knockback of the move has increased, and suddenly the move is actually very useful, safe, and reliable now. It still has these funny hitboxes, but they don't break the move.
 

Furil

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I'll update the main post with these later so people can see the change for now.

It might be difficult to see, but Melee Samus's Ftilt hitboxes were this... Doesn't seem to have any gaps. Assuming Brawl had good hitboxes too considering it was said to be a good move for her... What the hell went wrong?
There are gaps there, but the interpolation from their previous frame make them stretch to cover the entire leg anyway. Smash 4 does the same thing, so there should really be a blind-spot or anything from being separated like that.
 
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