Toomai
Smash Ace
THE POTASSIUM PILE
DONKEY KONG'S HITBOX REPOSITORY
BANANAS IN BUNCH: 71
DISCLAIMER
(The boring part)
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
(The second boring part)
(The second boring part)
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
(The part where you peel the banana)
(The part where you peel the banana)
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
(The part where chests get beat)
(The part where chests get beat)
Jab
Hit 1
Hitbox 0: 4% damage, angle of *, 0/100 knockback, attached to lower left arm, Hand/Normal
Hitbox 1: 4% damage, angle of *, 0/100 knockback, attached to upper left arm, Hand/Normal
Hitbox 2: 4% damage, angle of *, 0/100 knockback, attached to neck, Hand/Normal
Hitbox 3: 4% damage, angle of 140, 0/100 knockback, attached to lower left arm, Hand/Normal
While the fist hitbox's unique angle is the lowest in the stack, it's big enough that it's not hard to space it properly.
Hit 2
Hitbox 0: 6% damage, angle of 70, 40/100 knockback, attached to lower right arm, Hand/Normal
Hitbox 1: 6% damage, angle of 70, 40/100 knockback, attached to lower right arm, Hand/Normal
Hitbox 2: 6% damage, angle of 70, 40/100 knockback, attached to upper right arm, Hand/Normal
Hitbox 3: 6% damage, angle of 70, 40/100 knockback, attached to neck, Hand/Normal
I believe these two frames show the max horizontal and the max vertical range. Up smash is faster when hitting people above you though.
F-Tilt
Angled up
Hitbox 0: 12% damage, angle of *, 10/100 knockback, attached to lower left arm, Hand/Normal
Hitbox 1: 12% damage, angle of *, 10/100 knockback, attached to lower left arm, Hand/Normal
Hitbox 2: 12% damage, angle of *, 10/100 knockback, attached to upper left arm, Hand/Normal
Hitbox 3: 12% damage, angle of *, 10/100 knockback, attached to neck, Hand/Normal
Angled side
Hitbox 0: 10% damage, angle of *, 10/100 knockback, attached to lower left arm, Hand/Normal
Hitbox 1: 10% damage, angle of *, 10/100 knockback, attached to lower left arm, Hand/Normal
Hitbox 2: 10% damage, angle of *, 10/100 knockback, attached to upper left arm, Hand/Normal
Hitbox 3: 10% damage, angle of *, 10/100 knockback, attached to neck, Hand/Normal
Angled down
Hitbox 0: 9% damage, angle of *, 10/100 knockback, attached to lower left arm, Hand/Normal, 15% trip chance
Hitbox 1: 9% damage, angle of *, 10/100 knockback, attached to lower left arm, Hand/Normal, 15% trip chance
Hitbox 2: 9% damage, angle of *, 10/100 knockback, attached to upper left arm, Hand/Normal, 15% trip chance
Hitbox 3: 9% damage, angle of *, 10/100 knockback, attached to neck, Hand/Normal, 15% trip chance
I suspect some characters can duck under the up-angled version at long range, but otherwise you might want the extra 2% all the time. Angling down for -1% damage and 15% trip chance isn't too good, but most f-tilts don't have any trip chance at all.
Something else to note: DK's lower left arm is intangible while the hitboxes are out. The catch is that when it's angled up, the code doesn't have a "turn off intangibility" line - suggesting that the lower arm remains intangible for the rest of the animation. If so then angling up got even more better.
U-Tilt
Hitbox 0: 9% damage, angle of 100, 40/105 knockback, attached to right wrist, Hand/Normal
Hitbox 1: 10% damage, angle of 100, 40/110 knockback, attached to right lower arm, Hand/Normal
Hitbox 2: 11% damage, angle of 100, 40/115 knockback, attached to right upper arm, Hand/Normal
Compared to the pretty good vertical and rear range, the front range is kind of lame. It's also a bit disappointing that the attack's reasonably weaker at the longer ranges. Lite the f-tilt, DK's lower arm is intangible while the hitboxes are out.
D-Tilt
Hitbox 0: 8% damage, angle of *, 10/80 knockback, attached to upper right arm, Hand/Normal, 40% trip chance
Hitbox 1: 8% damage, angle of *, 10/80 knockback, attached to lower right arm, Hand/Normal, 40% trip chance
Hitbox 2: 8% damage, angle of *, 10/80 knockback, attached to lower right arm, Hand/Normal, 40% trip chance
Hitbox 3: 8% damage, angle of *, 10/80 knockback, attached to neck, Hand/Normal, 40% trip chance
Not bad.
Dash
Clean
Hitbox 0: 11% damage (+1 on shield), angle of 50, 100/20 knockback, attached to lower left leg, Foot/Normal
Hitbox 1: 11% damage (+1 on shield), angle of 50, 100/20 knockback, attached to lower left leg, Foot/Normal
Hitbox 2: 11% damage (+1 on shield), angle of 50, 100/20 knockback, attached to upper left leg, Foot/Normal
Late
Hitbox 0: 9% damage (+1 on shield), angle of 100, 120/0 fixed knockback, attached to lower left leg, Foot/Normal
Hitbox 1: 9% damage (+1 on shield), angle of 100, 120/0 fixed knockback, attached to lower left leg, Foot/Normal
Hitbox 2: 9% damage (+1 on shield), angle of 100, 120/0 fixed knockback, attached to upper left leg, Foot/Normal
Nothing unexpected here, though the clean hit seems pretty big.
U-Smash
Hitbox 0: 18% damage (25.2% fully charged) (+4 on shield), angle of 90, 40/93 knockback, attached to nothing, Hand/Normal
Not only are DK's lower arms intangible here, but so is his head, and they're intangible for one frame earler and one frame later than the hitbox.
D-Smash
Hitbox 0: 17% damage (23.8% fully charged) (+1 on shield), angle of 115, 35/100 knockback, attached to lower right arm, Hand/Normal
Hitbox 1: 17% damage (23.8% fully charged) (+1 on shield), angle of 115, 35/100 knockback, attached to lower left arm, Hand/Normal
Hitbox 2: 14% damage (19.6% fully charged) (+1 on shield), angle of 98, 35/100 knockback, attached to upper right arm, Hand/Normal
Hitbox 3: 14% damage (19.6% fully charged) (+1 on shield), angle of 98, 35/100 knockback, attached to upper left arm, Hand/Normal
Again, lower arms are intangible while extended. And yes that is the earliest-hitting frame.
F-Smash
Hitbox 0: 20% damage (28% fully charged) (+1 on shield), angle of *, 30/94 knockback, attached to nothing, Hand/Normal, 1.4x freeze frames
Hitbox 1: 21% damage (29.4% fully charged) (+1 on shield), angle of *, 30/94 knockback, attached to nothing, Hand/Normal, 1.4x freeze frames
Hitbox 2: 19% damage (26.6% fully charged) (+1 on shield), angle of *, 18/100 knockback, attached to nothing, Hand/Normal
Hitbox 3: 18% damage (25.2% fully charged) (+1 on shield), angle of *, 18/100 knockback, attached to nothing, Hand/Normal
Yeah that's right, the sweetspot has a sweetspot. Just because you get the bonus freeze frames doesn't necessarily mean you hit with the strongest part of the attack.
Nair
Clean
Hitbox 0: 11% damage, angle of *, 20/100 knockback, attached to right lower arm,
Spin/Normal
Hitbox 1: 11% damage, angle of *, 20/100 knockback, attached to left lower arm, Spin/Normal
Hitbox 2: 11% damage, angle of *, 20/100 knockback, attached to hip, Spin/Normal
Late
Hitbox 0: 8% damage, angle of *, 10/100 knockback, attached to right lower arm,
Spin/Normal
Hitbox 1: 8% damage, angle of *, 10/100 knockback, attached to left lower arm, Spin/Normal
Hitbox 2: 8% damage, angle of *, 10/100 knockback, attached to hip, Spin/Normal
Look at those puny things. Ape tornadoes are supposed to be big imposing things, but we get this. Shame.
Fair
Early
Hitbox 0: 16% damage, angle of *, 20/100 knockback, attached to left lower arm, Hand/Normal
Hitbox 1: 16% damage, angle of *, 20/100 knockback, attached to left lower arm, Hand/Normal
Hitbox 2: 16% damage (+1 on shield), angle of *, 20/100 knockback, attached to left upper arm, Hand/Normal
Hitbox 3: 16% damage (+1 on shield), angle of *, 20/100 knockback, attached to left upper arm, Hand/Normal
Clean
Hitbox 0: 16% damage, angle of 270, 30/85 knockback, attached to left lower arm, Hand/Normal, 1.5x freeze frames
Hitbox 1: 16% damage, angle of 270, 30/85 knockback, attached to left lower arm, Hand/Normal, 1.5x freeze frames
Hitbox 2: 16% damage (+1 on shield), angle of *, 50/85 knockback, attached to left upper arm, Hand/Normal
Hitbox 3: 16% damage (+1 on shield), angle of *, 50/85 knockback, attached to left upper arm, Hand/Normal
Indeed, the non-meteor part of the clean hit has more knockback and shield damage than the meteor. The extra freeze frames are the fun part though. Strangely enough, none of the hitboxes are attached to DK's right arm; they're all on his left and shifted sideways to be more in the middle.
Bair
Clean
Hitbox 0: 13% damage, angle of *, 20/100 knockback, attached to left foot, Foot/Normal
Hitbox 1: 13% damage, angle of *, 20/100 knockback, attached to left lower leg, Foot/Normal
Hitbox 2: 13% damage, angle of *, 20/100 knockback, attached to hip, Foot/Normal
Late
Hitbox 0: 8% damage, angle of *, 10/100 knockback, attached to left foot, Foot/Normal
Hitbox 1: 8% damage, angle of *, 10/100 knockback, attached to left lower leg, Foot/Normal
Hitbox 2: 8% damage, angle of *, 10/100 knockback, attached to hip, Foot/Normal
Anyone surprised by this range? Anyone?
Uair
Hitbox 0: 14% damage, angle of 90, 32/90 knockback, attached to head, Head/Normal
Don't have much to say about this except that the last frame here looks silly.
Dair
Hitbox 0: 16% damage, angle of 270, 38/90 knockback, attached to nothing, Foot/Normal
Hitbox 1: 13% damage, angle of 270, 20/90 knockback, attached to lower left leg, Foot/Normal
Hitbox 2: 13% damage, angle of 270, 20/90 knockback, attached to hip, Foot/Normal
Yeah, that's a hitbox on the bent knee. And yeah, that's some hidden forward range. And yeah, DK looks very happy in that first image.
Shield
Like anyone needed to know, but that's what I do.
Grab
Standing
Running
Pivot
Ugh standing grab is bogus.
Pummel
Hitbox 0: 3% damage, angle of 80, 30/100 fixed knockback, attached to nothing, Hand/Normal, cannot clang, always knocks forwards
Nothing special.
F-Throw
Breakout
Throw: 6% damage, angle of *, 30/100 fixed knockback, Throwing/Normal
F-Throw
Throw: 8% damage, angle of 60, 80/50 knockback, Throwing/Normal
B-Throw
Throw: 8% damage, angle of 55, 80/50 knockback, Throwing/Normal
U-Throw
Throw: 7% damage, angle of 90, 90/30 knockback, Throwing/Normal
D-Throw
Throw: 6% damage, angle of 28, 65/26 knockback, Throwing/Normal
Pretty low knockback scaling on the up and down tosses.
B-Throw
Throw: 11% damage, angle of 40, 60/65 knockback, Throwing/Normal
Nothing to say really.
U-Throw
Throw: 9% damage, angle of 90, 70/50 knockback, Throwing/Normal
Compared to the Cargo u-throw, it starts weaker but strengthens quicker.
D-Throw
Throw: 7% damage, angle of *, 60/50 knockback, Throwing/Normal
Not many regular throws use the Sakurai angle. I'm not even entirely sure what it means since it acts different depending on the air/ground state of the target - it goes from 0 to 37 on grounded ones and is locked at 45 on aerial ones. If I had to guess, it uses its aerial behaviour for throws.
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
Coverage here isn't too bad. The first hit is also incredibly fast for a floor attack (frames 9-10).
Floor (front)
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
No blinding speed here. Try to land faceup when possible.
Floor (trip)
Hit 1
Hitbox 0: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Hand/Normal
Hitbox 1: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Hand/Normal
Hitbox 2: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Hand/Normal
Hitbox 3: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Hand/Normal
Hit 2
Hitbox 0: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Hand/Normal
Hitbox 1: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Hand/Normal
Hitbox 2: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Hand/Normal
Hitbox 3: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Hand/Normal
Yep, all trip attacks are this bad. Less damage, less knockback, less range, less intangibility, why?
Edge (fast)
Hitbox 0: 8% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to hip, Butt/Normal
Not bad range-wise.
Edge (slow)
Hitbox 0: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to left hand, Hand/Normal
Hitbox 1: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to left lower arm, Hand/Normal
Hitbox 2: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to left upper arm, Hand/Normal
Hitbox 3: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to hip, Hand/Normal
Actually pretty fast for a slow edge attack. The disconnect in the rear looks funny.
TO BE CONTINUED
(to do the rest of it)
(to do the rest of it)