It would be cool if someone were to make a hurtbox video. I've thought about it for sometime now, but I'm finishing up this combo vid and will lie low for a bit after that since these are a lot of work. You can test the disjointedness and hurtbox extension with bumpers in training mode. Particularly important is the disjoint on f-smash, which while it does extend the hurtbox forward and has visual + frame problems, is still a reasonable disjoint. Particularly relevant to the cloud matchup, as I continue to murder clouds with down-angled f-smash. I also continue to see pros not take advantage of his ledge grab hurtbox, I'm mystified as to why. He's literally the easiest in the game to hit on ledge snap.
I don't have a video, but just general hurtbox stuff I found on bumpers. Some stuff was surprising, other stuff wasn't.
First, I had been under the impression for a long time that Samus' arm cannon was a hurtbox... Turns out it isn't, which affects Grabs, Dtilt, Fsmash, Usmash, Fair, Dair, side b, neutral b.
The biggest culprit or reason for Samus' noticeable hurtboxes is her big shoulder that she extends in a lot of moves, all of the ones listed above except Dair and Usmash. So Usmash is pretty much totally disjointed above Samus throughout, and
Dair is... Maybe I'm stupid, but I had no clue--that's a big disjoint. Her hurtbox (head and torso) curls up during most of the move/protected by the hitbox, so in general she is hard to hit during the move. The only issue is it's a Dair, moves which by design are not that effective in gameplay. Despite the extended shoulder in several moves, though, the disjointed arm cannon is still in front of it ("protecting" it).
Oh, and Jab 1 and Jab 2 actually have really big disjoints. I had no idea. For both moves, the hurtbox is on the shoulder, which is really cool because Jab 1 and especially Jab 2's hitboxes extend well past her shoulder.
The startup of dash grab extends Samus' leg a ton, which is definitely a hurtbox and is definitely noticeable (the shoulder actually moves back at startup unlike most moves, but is mitigated by the leg extension). Standing and pivot grabs, in contrast, keep her legs stationary while extending her shoulder.
Fair has a sizable disjoint, since the explosions and arm cannon are disjointed. Her shoulder is the most likely hurtbox to get hit, especially since the disjoints retract and the shoulder extends between explosive bursts, but on aerials it isn't as big of a deal, and the move is still really safe against opponents diagonally in front of and above.
So fsmash, the disjoint is big... Bigger than I thought. I thought Samus' hurtbox extended all the way to the tip of her arm cannon and even beyond, since I have seen stuff like this happen, but it turns out the only hurtboxes present in the animation are her legs and shoulders, once again. This move is pretty interesting. At startup, Samus retracts her torso a
lot, except her leg, which stays in place but is very low profile/probably a nonfactor unless the opponent is using a dsmash/dtilt. Then she extends back with her hurtbox first, past where she was initially, and then the hitbox comes out well past her hurtbox. The retraction at the beginning, like all retracting moves, catches a lot of opponents. The (momentary) hurtbox extension past her starting point is probably the issue we see with this move the most, but then the hitbox extends way past that (and quickly). If you use this move while standing close to the opponent and they start a dumb invincible Usmash (Mario), then after retracting, you will extend your hurtbox past where you were into the Usmash's hitbox, which will not care about the hitbox on Fsmash and just kill you. That's the biggest issue we see with the move, but outside that, the move has good range, and the disjoint is pretty big.. In endlag Samus keeps her hurtbox extended for several frames after the hitbox ends, which is kind of bad as well. And the hitbox range is super deceptive (not as much as it looks like), so be careful, but in spite of that the range is still good.
There's a really tiny disjoint on nair at the tip, really small. Only thing on specials is that the arm cannon is disjointed on missiles and CS.
Other unsurprising stuff: Dtilt, grapples are super disjointed, no disjoints on ftilt, utilt, dsmash, uair, bair, nair (mostly).
Xygonn
with Deep Breathing SS kills about 15% later than CS.