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The Other Castle [Bowser's Hitbox Repository]

Toomai

Smash Ace
Joined
Aug 17, 2006
Messages
769
Location
Someplace in Canada


THE OTHER CASTLE
BOWSER'S HITBOX REPOSITORY

CURRENT COINAGE: 100

DISCLAIMER
(Oi! Read this you brickhead!)

The following is a combination of definite facts and approximate drawings. While the data is certain and the frames are almost certain, BrawlBox is a pain and some rotations are a tricky little piece of crap, so take the bubbles with a grain of salt.

INTRODUCTION
(And this too, or you'll be a sorry dust bunny!)

What's a hitbox repository, you ask? It's a place where you put hitbox-related data. Therefore, you'll see informative stuff here.

Note that this is manual drawing, not hacks. Any old sap nowadays can display hitboxes in-game, but they can only show position and size, and you can't see the character's body through them. I'm including some other info here. Not only can you see at a glance which hitbox is the sweetspot (thanks to the alongside numbers), but how big any disjoint is (transparency is cool yo) and an obvious yet unintrisuve angle indicator.

While you may be thinking "beh, this'll be approximate at best", you're not completely right. I lay out these images with up to eight decimal places of precision; usually the hardest part is measuring how big to draw things, which often makes errors obvious.

LEGEND
(And keep reading!)

I don't exactly do things by the book all the time. Here's the legend of stuff to look for:

Angle: The angle of a hitbox is displayed as a line. Usually, the angle is given assuming the target is to the right of the attacker; the exception is for if the hitboxes are completely behind the attacker, for which the angle will be shown as reversed. The Sakurai angle is displayed as a star shape, while the autolink angle is displayed with a dash.
Clang: Most hitboxes have a solid border. Those that do not - that is, they have a dashed border - are transcendent.
Type/Effect: The colour of a hitbox and its angle indicator/border show its type and effect - usually this is only important in the Subspace Emissary, but it's also important if you want to know which hitboxes set things on fire and such. If there's demand I'll put a legend in, but it's mostly just there for a splash of colour.
Damage/Knockback: The numbers displayed for each hitbox are its damage, base knockback, and knockback scaling (in that order).
Layering: You can tell by the images that some hitboxes are "on top" of others. These are the hitboxes that "win out" if the target is hit by more than one of the attack's hitboxes at once.

THE REPOSITORY
(Now we start for real! Pay attention you damp sacks of wet pants!)

Bowser's Hurtboxes


Hurtbox 1: Chest
Hurtbox 2: Hip
Hurtbox 3: Mouth
Hurtbox 4: Head
Hurtbox 5: Right upper arm
Hurtbox 6: Left upper arm
Hurtbox 7: Right lower arm
Hurtbox 8: Left lower arm
Hurtbox 9: Right upper leg
Hurtbox 10: Left upper leg
Hurtbox 11: Right lower leg
Hurtbox 12: Left lower leg
Hurtbox 13: Right foot
Hurtbox 14: Left foot

While Bowser's feet are big enough to deserve their own hurtboxes, I don't see why they're made as small as they are. Also, note that the shape of Bowser's back can vary quite a bit as he bends around. Finally, Bowser's head, arms, and legs don't get packed into his shell animation-wise; they just get tucked in a bit, so the belly area is a bit fatter than it looks when he's in his shell (I have no idea how to draw this).

The colours represent which zone the hurtbox is in: lower, middle, or upper.

Jab

Hit 1

Hitbox 0: 5% damage, angle of 30, 45/100 fixed knockback, attached to left lower arm, Hand/Slash
Hitbox 1: 5% damage, angle of 50, 30/100 fixed knockback, attached to left lower arm, Hand/Slash
Hitbox 2: 5% damage, angle of 83, 18/100 fixed knockback, attached to left lower arm, Hand/Slash

Don't know if you already know this, but Bowser has arms of steel - for his jab and all his tilts, the arm he's swinging is intangible for the same frames the hitboxes are out. All that said, I still think the hitboxes of a claw swipe should, y'know, cover his claws.

Hit 2

Hitbox 0: 5% damage, angle of *, 50/100 knockback, attached to right lower arm, Hand/Slash
Hitbox 1: 5% damage, angle of *, 50/100 knockback, attached to right lower arm, Hand/Slash
Hitbox 2: 5% damage, angle of *, 50/100 knockback, attached to right lower arm, Hand/Slash

Nothing very special about the jab, really.

F-Tilt




Hitbox 0: 11% damage, angle of *, 45/83 knockback, attached to left shoulder, Hand/Normal, 40% trip chance (only when angled down)
Hitbox 1: 11% damage, angle of *, 45/83 knockback, attached to left lower arm, Hand/Normal, 40% trip chance (only when angled down)
Hitbox 2: 11% damage, angle of *, 45/83 knockback, attached to left lower arm, Hand/Normal, 40% trip chance (only when angled down)

What's wrong with Bowser's right heel here. Might want to get that checked out.

U-Tilt





Hitbox 0: 12% damage, angle of 100, 55/97 knockback, attached to left shoulder, Hand/Slash
Hitbox 1: 12% damage, angle of 100, 55/97 knockback, attached to left lower arm, Hand/Slash
Hitbox 2: 12% damage, angle of 100, 55/97 knockback, attached to left lower arm, Hand/Slash

These are frames 8, 9, 10, and 13.

D-Tilt

Hit 1

Hitbox 0: 14% damage, angle of *, 20/100 knockback, attached to right lower arm, Hand/Slash, 30% trip chance
Hitbox 1: 14% damage, angle of *, 20/100 knockback, attached to right lower arm, Hand/Slash, 30% trip chance
Hitbox 2: 14% damage, angle of *, 20/100 knockback, attached to right lower arm, Hand/Slash, 30% trip chance
Hitbox 3: 14% damage, angle of *, 20/100 knockback, attached to right shoulder, Hand/Slash, 30% trip chance

Hit 2

Hitbox 0: 11% damage, angle of *, 12/100 knockback, attached to left lower arm, Hand/Slash, 30% trip chance
Hitbox 1: 11% damage, angle of *, 12/100 knockback, attached to left lower arm, Hand/Slash, 30% trip chance
Hitbox 2: 11% damage, angle of *, 12/100 knockback, attached to left lower arm, Hand/Slash, 30% trip chance
Hitbox 3: 11% damage, angle of *, 12/100 knockback, attached to left shoulder, Hand/Slash, 30% trip chance

This is pretty bad. It's a claw attack but the hitboxes only reach to Bowser's palms. Pretty sure they made a mistake with this one.

Dash

Clean

Hitbox 0: 11% damage (+1 on shield), angle of 80, 120/30 knockback, attached to Bowser's movement, Head/Normal
Hitbox 1: 11% damage (+1 on shield), angle of 80, 120/30 knockback, attached to Bowser's movement, Head/Normal

Late

Hitbox 0: 8% damage (+1 on shield), angle of 80, 80/30 knockback, attached to Bowser's movement, Head/Normal
Hitbox 1: 8% damage (+1 on shield), angle of 80, 80/30 knockback, attached to Bowser's movement, Head/Normal

Well I suppose this one makes a decent amount of sense, though the hitboxes for the clean hit look too low.

U-Smash

Clean


Hitbox 0: 20% damage (28% fully charged), angle of 90, 23/80 knockback, attached to Bowser's movement, Body/Slash
Hitbox 1: 15% damage (21% fully charged), angle of 70, 23/90 knockback, attached to Bowser's movement, Body/Slash
Hitbox 2: 15% damage (21% fully charged), angle of 120, 23/90 knockback, attached to Bowser's movement, Body/Slash

Late

Hitbox 0: 12% damage (16.8% fully charged), angle of 90, 60/100 knockback, attached to Bowser's movement, Body/Normal
Hitbox 1: 10% damage (14% fully charged), angle of 74, 60/100 knockback, attached to Bowser's movement, Body/Normal
Hitbox 2: 10% damage (14% fully charged), angle of 74, 60/100 knockback, attached to Bowser's movement, Body/Normal

The late part can only hit grounded opponents, never aerial ones.

D-Smash

Hits 1-6

Hitbox 0: 2% damage (2.8% fully charged), angle of 150, 40/50 knockback, attached to nothing, Spin/Slash
Hitbox 1: 2% damage (2.8% fully charged), angle of 150, 40/50 knockback, attached to nothing, Spin/Slash
Hitbox 2: 2% damage (2.8% fully charged), angle of 190, 40/50 knockback, attached to nothing, Spin/Slash
Hitbox 3: 2% damage (2.8% fully charged), angle of 190, 40/50 knockback, attached to nothing, Spin/Slash

Hit 7

Hitbox 0: 9% damage (12.6% fully charged), angle of 65, 40/140 knockback, attached to nothing, Spin/Slash
Hitbox 1: 9% damage (12.6% fully charged), angle of 65, 40/140 knockback, attached to nothing, Spin/Slash
Hitbox 2: 9% damage (12.6% fully charged), angle of 65, 40/140 knockback, attached to nothing, Spin/Slash
Hitbox 3: 9% damage (12.6% fully charged), angle of 65, 40/140 knockback, attached to nothing, Spin/Slash

Note how the hitboxes are independent of Bowser's rotation - even as his shell spins back and forth the hitboxes stay in the same spot, never budging or rotating.

F-Smash

Hit 1

Hitbox 0: 10% damage (14% fully charged), angle of 60, 30/130 knockback, attached to neck, Head/Normal

Hit 2

Hitbox 0: 23% damage (32.2% fully charged), angle of *, 25/81 knockback, attached to neck, Head/Normal, 1.2x freeze frames
Hitbox 1: 21% damage (29.4% fully charged), angle of 60, 25/81 knockback, attached to neck, Head/Normal, 1.2x freeze frames

Varying the spacing of an f-smash will change the launch angle by 23 degrees (Sakurai angle is about 37). Don't think it's too important but it's there.

Nair

Clean

Hitbox 0: 13% damage, angle of *, 20/80 knockback, attached to chest, Spin/Normal

Late

Hitbox 0: 9% damage, angle of *, 20/80 knockback, attached to chest, Spin/Normal

Eh, nothing unexpected.

Fair





Hitbox 0: 13% damage, angle of *, 40/80 knockback, attached to left lower arm, Hand/Slash
Hitbox 1: 12% damage, angle of *, 40/80 knockback, attached to left lower arm, Hand/Slash
Hitbox 2: 11% damage, angle of *, 40/80 knockback, attached to left lower arm, Hand/Slash

I tried an extremely long time and couldn't get a picture of the move's last frame (frame 11). You'll have to settle for frame, like, 10.6 or something.

Bair

Clean

Hitbox 0: 15% damage, angle of 35, 25/83 knockback, attached to chest, Body/Slash
Hitbox 1: 15% damage, angle of 35, 25/83 knockback, attached to chest, Body/Slash

Late

Hitbox 0: 7% damage, angle of *, 35/100 knockback, attached to chest, Body/Slash
Hitbox 1: 7% damage, angle of *, 35/100 knockback, attached to chest, Body/Slash

Note that Bowser's body is intangible while the hitboxes are out, meaning the safe range is actually pretty good here. Though the smaller hitbox is rather pointless.

Uair




Hitbox 0: 17% damage, angle of 85, 35/93 knockback, attached to head, Head/Normal

Yes, his nose pokes out, but that's fine because it and the head are intangible for ten frames.

Dair

Hits 1-8

Hitbox 0: 3% damage, angle of 80, 10/100 fixed knockback, attached to nothing, Spin/Slash
Hitbox 1: 3% damage, angle of 80, 10/100 fixed knockback, attached to nothing, Spin/Slash

Hit 9

Hitbox 0: 3% damage, angle of 270, 10/100 knockback, attached to nothing, Spin/Slash
Hitbox 1: 3% damage, angle of 270, 10/100 knockback, attached to nothing, Spin/Slash

Landing

Hitbox 0: 2% damage, angle of 20, 60/30 knockback, attached to nothing, Spin/Slash, cannot clang
Hitbox 1: 2% damage, angle of 20, 60/30 knockback, attached to nothing, Spin/Slash, cannot clang

Yeah this is a bad move, but I still thought it would have a bit more range than this. The landing on the other hand covers a fair bit.

Shield



Hard to say whether the shield covers all of Bowser even at max size.

Grab

Standing



Running



Pivot



Bowser's grabs are pretty normal rangewise.

Pummel


Hitbox 0: 3% damage, angle of 80, 30/100 fixed knockback, attached to head, Head/Normal, cannot clang, always knocks forwards

I'm surprised the hitbox for this is so high up.

F-Throw


Throw: 10% damage, angle of 45, 60/50 knockback, Throwing/Normal

Not much to say about this.

B-Throw


Throw: 10% damage, angle of 45, 60/50 knockback, Throwing/Normal

Yes that's right, it's 100% identical to the f-throw. The only difference is that it's 17 frames faster to execute.

U-Throw

Hits 1-8

Hitbox 0: 1% damage, angle of 0, 0/100 knockback, attached to Bowser's movement, Spin/Slash, cannot clang, always knocks forwards

Throw

Throw: 2% damage, angle of 70, 120/100 fixed knockback, Throwing/Normal

I'm sure most people wouldn't read much about this throw anyway.

D-Throw

Hit 1

Hitbox 0: 12% damage, angle of 0, 0/100 fixed knockback, attached to waist, Body/Normal, cannot clang, always knocks forwards
Hitbox 1: 12% damage, angle of 0, 0/100 fixed knockback, attached to head, Body/Normal, cannot clang, always knocks forwards

Throw

Throw: 0% damage, angle of 50, 75/30 knockback, Throwing/Normal

Ever wondered how a 12% attack could be so weak? Here's how - the part that launches the enemy does no damage.

Floor (back)

Hit 1

Hitbox 0: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Hand/Normal, cannot clang
Hitbox 1: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Hand/Normal, cannot clang
Hitbox 2: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Hand/Normal, cannot clang
Hitbox 3: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Hand/Normal, cannot clang

Hit 2

Hitbox 0: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Hand/Normal, cannot clang
Hitbox 1: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Hand/Normal, cannot clang
Hitbox 2: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Hand/Normal, cannot clang
Hitbox 3: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Hand/Normal, cannot clang

I ain't gonna lie, I disagree with how short this looks. That being said however, the numbers agree; I did some extra measurements based on stage builder blocks being 20 units big and came up with pretty much the same result. From what I can tell from BrawlBox, the arm positions would have lined up better on the first hit frame when the arm isn't fully extended (not that it makes any more sense).

Floor (front)

Hit 1

Hitbox 0: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Body/Normal, cannot clang
Hitbox 1: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Body/Normal, cannot clang
Hitbox 2: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Body/Normal, cannot clang

Hit 2

Hitbox 0: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Foot/Normal, cannot clang
Hitbox 1: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Foot/Normal, cannot clang
Hitbox 2: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Foot/Normal, cannot clang

This one on the other hand looks pretty reasonable.

Floor (trip)

Hit 1

Hitbox 0: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Hand/Slash
Hitbox 1: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Hand/Slash
Hitbox 2: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Hand/Slash
Hitbox 3: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Hand/Slash

Hit 2

Hitbox 0: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Hand/Slash
Hitbox 1: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Hand/Slash
Hitbox 2: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Hand/Slash
Hitbox 3: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Hand/Slash

Oh noes, the testing banana crept into the shot!

Edge (fast)



Hitbox 0: 8% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to chest, Spin/Normal
Hitbox 1: 8% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to hip, Spin/Normal

Not bad as far as edge attacks go. Except for the fact he's only intangible for 4 frames.

Edge (slow)


Hitbox 0: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to nothing, Hand/Normal
Hitbox 1: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to nothing, Hand/Normal
Hitbox 2: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to nothing, Hand/Normal
Hitbox 3: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to nothing, Hand/Normal

Not much to say about this.

Fire Breath


First 7 frames: 2% damage, angle of 55, 9/30 knockback, attached to flame object, Typeless/Flame, 1.25x SDI ability, 0.5x freeze frames, indirect, absorbable, reflectable, always knocks forwards
After 7 frames: 1% damage, angle of 55, 5/20 knockback, attached to flame object, Typeless/Flame, 1.25x SDI ability, 0.5x freeze frames, indirect, absorbable, reflectable, always knocks forwards

Unlike most other projectiles, Bowser's fire breath is entirely particle-based. Unfortunately for people like me, that means there's no way to accurately position their hitboxes (though their size is legitimate).

Flying Slam

Ground grab

SSE hitbox 0: 13% damage, angle of 70, 60/80 knockback, attached to nothing, Hand/Slash, always knocks forwards
SSE hitbox 1: 13% damage, angle of 70, 60/80 knockback, attached to nothing, Hand/Slash, always knocks forwards
SSE hitbox 2: 13% damage, angle of 70, 60/80 knockback, attached to nothing, Hand/Slash, always knocks forwards

Air grab

SSE hitbox 0: 13% damage, angle of *, 60/80 knockback, attached to nothing, Hand/Slash, always knocks forwards
SSE hitbox 1: 13% damage, angle of *, 60/80 knockback, attached to nothing, Hand/Slash, always knocks forwards

Throw

Throw: 18% damage, angle of 60, 80/50 knockback, Throwing/Normal

Yeah that's right, the move has more range against Tabuu's goons than opposing Smashers. Also, the grab has like double range in the air.

Whirling Fortress

Ground hit 1

Hitbox 0: 11% damage (+3 on shield), angle of 80, 70/80 knockback, attached to nothing, Spin/Normal
Hitbox 1: 11% damage (+3 on shield), angle of 80, 70/80 knockback, attached to nothing, Spin/Normal

Ground hit 2

Hitbox 0: 5% damage, angle of 90, 80/50 knockback, attached to nothing, Spin/Slash
Hitbox 1: 5% damage, angle of 90, 80/50 knockback, attached to nothing, Spin/Slash

Ground hit 3

Hitbox 0: 3% damage, angle of 70, 50/50 knockback, attached to nothing, Spin/Slash, only hits grounded opponents
Hitbox 1: 3% damage, angle of 70, 50/50 knockback, attached to nothing, Spin/Slash, only hits grounded opponents

Air hit 1

Hitbox 0: 10% damage (+3 on shield), angle of 80, 80/60 knockback, attached to nothing, Spin/Normal

Air hit 2

Hitbox 0: 3% damage, angle of 84, 50/20 knockback, attached to nothing, Spin/Slash

Air hit 3

Hitbox 0: 2% damage, angle of 84, 50/20 knockback, attached to nothing, Spin/Slash

Calling them "hits" is a bit misleading, since the move can only hit an opponent once.

Bowser Bomb

Hop

Hitbox 0: 4% damage, angle of 85, 110/100 fixed knockback, attached to nothing, Body/Normal, cannot clang

Drop

Hitbox 0: 20% damage (+5 on shield), angle of 76, 45/75 knockback, attached to nothing, Body/Normal

Landing

Hitbox 0: 11% damage (+5 on shield), angle of 76, 60/72 knockback, attached to nothing, Body/Normal, only hits grounded opponents

The drop hitbox is the same whether the move is begun on the ground or in the air.
 

Flayl

Smash Hero
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Thanks for doing this.

FTilt doesn't look right though, I've tested it in frame advance before and there's a slight disjoint to it, it can hit stuff a little after the fingers. DTilt is suspicious as well, but I can't claim anything about that yet.
 

B!squick

Smash Master
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Thanks for doing this.

FTilt doesn't look right though, I've tested it in frame advance before and there's a slight disjoint to it, it can hit stuff a little after the fingers. DTilt is suspicious as well, but I can't claim anything about that yet.
I'm raising an eyebrow at that, too, though this is just from experience and not so much hard data. Ditto for Jab1. Course, it could just be that everyone's hurt box is a bit bigger than I think it is.

Other than that though, this is amazing, sir. Well done.

 

teluoborg

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Incredibly awesome job.

*looks at signature*
Oh wow wow waitaminute, are you planning to do this for every single character ?

If so then these works transcend from incredibly awesome to litterally legendary.

Anyhow kudos to you.



PS : I'm also prone to think that Ftilt has slightly more range, but that may be due to the fact that moving/attacking opponents extend their hurtbox. I dunno lol.
 

Toomai

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Smashes are now done.
FTilt doesn't look right though, I've tested it in frame advance before and there's a slight disjoint to it, it can hit stuff a little after the fingers. DTilt is suspicious as well, but I can't claim anything about that yet.
I agree that f-tilt looks short. That said, I can consistently thrash Bowser's claws through R.O.B.'s base with d-tilt at about the distance the drawing shows, so I'm inclined to believe the other images are right.
 

B!squick

Smash Master
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Smashes are now done.I agree that f-tilt looks short. That said, I can consistently thrash Bowser's claws through R.O.B.'s base with d-tilt at about the distance the drawing shows, so I'm inclined to believe the other images are right.
What about other characters? Or did you only test it on ROB? I'm personally more inclined to believe that ROB's hurt box doesn't go all the way out to the base, lol.

EDIT: Remembered this vid:

http://www.youtube.com/watch?v=qkMlsPV_p-8

Who do we trust? :S
 

Toomai

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After a few corrupted images and general shenanigans with trying to get the right frame with a stretching spinning shell, air attacks are done.
 

Kirk

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Sakurai angle is a "special" angle used in coding trajectories of attacks...I believe it equates to about 35-40 degrees above horizontal.

Also, I looove Fair, amazing attack, one of the moves I use most. :D
:phone:
 

Toomai

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As currently understood, the Sakurai angle is just like an angle of 37, with the exception that targets not hit hard enough to start tumbling don't leave the ground and might trip.

Next group of images is done.
 

Cassius.

you're deadMEAT.
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LMAO FLAYL

Also I thought with UThrow, that if you DI in the opposite direction you just get launched straight up?

Like if I'm facing right and uthrow and the victim holds left, he just gets launched up
 

Toomai

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Did up the hurtbox image. Thing is, when Bowser's in his shell I can't tell where the hurtboxes of his extremities go, and judging from what BrawlBox says they're not necessarity the same for all animations.

Also finished the rest of it.
 

Z'zgashi

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Bump. Why is this not stickied? It should be. Do it now.

Also, wtf is wrong with the developers of this game? Almost EVERY claw attack doesnt even reach as far as the claws themselves, that's a bit ridiculous if you ask me. I mean, I first saw dtilt in game and thought to myself, wow, this move must have nice range, but turns out the hitbox barely even reaches his palms. I am very disappoint in a lot of these hitboxes.
 

Zigsta

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I've been meaning to add this to the directory thread that's stickied, but I keep forgetting/work and film school stuff keeps popping up.

I'm trying to figure out how to convert an audio file for a commercial right now. Once I get that figured out, I'll work on this as it loads.

EDIT--Added it to the OP of Koopa Kastle. If you need to read this, check that thread.
 

Zigsta

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Do you guys remember when SkyPirate came in here a while back and asked why sometimes latched Pikmin don't do damage to Bowser's shell?

According to this data, that makes sense: The top of Bowser's shell in his standing animation lacks a hurtbox. So if you get hit by a projectile on the tip of your shell, you won't get hurt.

Bear in mind the hurtbox changes as Bowser's back curves.

:phone:
 

Z'zgashi

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You should rephrase that a bit, but I get what you mean. The way you say it makes it sound like someone could shoot a projectile at Bowser, and while it hits him, since it hits part of his shell it does no damage, but thats not the case.

Projectiles wont do anything until they connect with a hurtbox, so if the shell doesnt have a hurtbox at the time the projectile comes, it'll just keep going through his body like nothing is there until it does hit the hurtbox and do damage. The reason the pikmin can do that is because they latch on when hitting the hurtbox when it's out further than usual in Bowser's animation, but then when they do their bite damage or what not, Bowser's animation has the hurtbox more withdrawn, causing the pikmin to miss as they are glued to that one position where they connected with Bowser.
 

Sky Pirate

The best defense is a lot of frigging healing
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Assuming that's true, how exactly could it deflect Jiggs' Rollout?
I'm unfamiliar with the mechanics of the move.
 

Z'zgashi

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It shouldnt deflect it. If it does, that means Rollout must have mechanics that differ from normal attacks.
 

Sky Pirate

The best defense is a lot of frigging healing
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3DS FC
1590-4884-8497
I've seen it happen twice and I'm sure it does have different properties.
TO THE JIGGS BOARDS!
 
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