Toomai
Smash Ace
THE RAINBOW BASE
YOSHI'S HITBOX REPOSITORY
CURRENT COINAGE: 100
DISCLAIMER
(The boring but necessary 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
(More text that you may or may not care about)
(More text that you may or may not care about)
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.
Finally, I know Yoshi in particular is annoying to get correct hitbox pics of, since his stretchiness ruins the standard method if I'm remembering correctly (hitboxes don't scale or reposition when their parent bones are scaled, but attached graphics can).
LEGEND
(This is somewhat critical)
(This is somewhat critical)
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 100% important part)
(The 100% important part)
Hurtboxes
Hurtbox 1: Hip
Hurtbox 2: Chest
Hurtbox 3: Head
Hurtbox 4: Nose
Hurtbox 5: Right lower arm
Hurtbox 6: Left lower arm
Hurtbox 7: Right upper leg
Hurtbox 8: Left upper leg
Hurtbox 9: Right lower leg
Hurtbox 10: Left lower leg
Hurtbox 11: Right toes
Hurtbox 12: Left toes
Hurtbox 13: Center of tail
I'm not really sure why the hurtboxes are designed like this. Doesn't make much sense.
The colours represent which zone the hurtbox is in: lower, middle, or upper.
Jab
Hit 1
Hitbox 0: 3% damage, angle of 50, 8/50 knockback, attached to left thigh, Foot/Normal
Hitbox 1: 3% damage, angle of 60, 8/50 knockback, attached to left lower leg, Foot/Normal
Hitbox 2: 3% damage, angle of 90, 8/50 knockback, attached to left lower leg, Foot/Normal
This is actually similar to Luigi's jab angle-wise. It doesn't do fixed knockback though.
Hit 2
Hitbox 0: 6% damage, angle of *, 25/100 knockback, attached to right thigh, Foot/Normal
Hitbox 1: 6% damage, angle of *, 25/100 knockback, attached to right lower leg, Foot/Normal
Hitbox 2: 6% damage, angle of *, 25/100 knockback, attached to right lower leg, Foot/Normal
For a jab this has pretty good vertical range. Oh by the way, Yoshi's feet are intangible while the hitboxes are out for both jabs.
F-Tilt
Angled up
Hitbox 0: 10% damage, angle of 80, 40/80 knockback, attached to base of tail, Tail/Normal
Hitbox 1: 10% damage, angle of 70, 40/80 knockback, attached to base of tail, Tail/Normal
Hitbox 2: 10% damage, angle of 50, 40/80 knockback, attached to base of tail, Tail/Normal
Angled side
Hitbox 0: 9% damage, angle of 80, 40/80 knockback, attached to base of tail, Tail/Normal
Hitbox 1: 9% damage, angle of 65, 40/80 knockback, attached to base of tail, Tail/Normal
Hitbox 2: 9% damage, angle of 50, 40/80 knockback, attached to base of tail, Tail/Normal
Angled down
Hitbox 0: 8% damage, angle of 80, 40/80 knockback, attached to base of tail, Tail/Normal
Hitbox 1: 8% damage, angle of 65, 40/80 knockback, attached to base of tail, Tail/Normal
Hitbox 2: 8% damage, angle of 50, 40/80 knockback, attached to base of tail, Tail/Normal
The astute will notice the imperceptible angle change for the middle of the attack when angled up. On a completely unrelated note, Yoshi's tail is at 9 times its regular length here.
U-Tilt
Hitbox 0: 11% damage, angle of 100, 72/40 knockback, attached to base of tail, Tail/Normal
Hitbox 1: 11% damage, angle of 100, 72/40 knockback, attached to center of tail, Tail/Normal
Hitbox 2: 10% damage, angle of 100, 72/40 knockback, attached to tip of tail, Tail/Normal
Well, I don't think this will set the world on fire. Expected, really.
D-Tilt
Hitbox 0: 10% damage, angle of 28, 65/30 knockback, attached to base of tail, Tail/Normal, 30% trip chance
Hitbox 1: 10% damage, angle of 28, 65/30 knockback, attached to center of tail, Tail/Normal, 30% trip chance
Hitbox 2: 5% damage, angle of *, 65/30 knockback, attached to tip of tail, Tail/Normal, 40% trip chance
The sourspot at the tip may lose all the ties with the other hitboxes, but it's not exactly hard to hit with, and an extra 10% trip chance isn't enough to compensate for not being a semi-spike in my opinion.
Dash
Clean
Hitbox 0: 9% damage, angle of *, 15/100 knockback, attached to nothing, Head/Normal
Hitbox 1: 9% damage, angle of *, 15/100 knockback, attached to nothing, Head/Normal
Late
Hitbox 0: 7% damage, angle of *, 15/100 knockback, attached to nothing, Head/Normal
Hitbox 1: 7% damage, angle of *, 15/100 knockback, attached to nothing, Head/Normal
While the hitboxes are the same size for both parts of the attack, Yoshi's head is only intangible for the clean part (and a few frames beforehand).
U-Smash
Hitbox 0: 16% damage (22.4% fully charged), angle of 75, 23/83 knockback, attached to head, Head/Normal
Hitbox 1: 16% damage (22.4% fully charged), angle of 75, 23/83 knockback, attached to heck, Head/Normal
Yoshi's head is also intangible here, from one frame after the hitboxes start to one frame after they end.
D-Smash
Hit 1
Hitbox 0: 14% damage (19.6% fully charged), angle of 30, 30/63 knockback, attached to nothing, Tail/Normal
Hitbox 1: 14% damage (19.6% fully charged), angle of 30, 30/63 knockback, attached to nothing, Tail/Normal
Hitbox 2: 14% damage (19.6% fully charged), angle of 30, 30/53 knockback, attached to nothing, Tail/Normal
Hit 2
Hitbox 0: 13% damage (18.2% fully charged), angle of 30, 30/63 knockback, attached to nothing, Tail/Normal
Hitbox 1: 13% damage (18.2% fully charged), angle of 30, 30/63 knockback, attached to nothing, Tail/Normal
Hitbox 2: 13% damage (18.2% fully charged), angle of 30, 30/53 knockback, attached to nothing, Tail/Normal
Nothing special enough to note here.
F-Smash
Angled up
Angled side
Angled down
Hitbox 0: 16% damage (22.4% fully charged), angle of *, 20/92 knockback, attached to head, Head/Normal
Hitbox 1: 16% damage (22.4% fully charged), angle of *, 20/92 knockback, attached to head, Head/Normal
Hitbox 2: 16% damage (22.4% fully charged), angle of *, 20/92 knockback, attached to head, Head/Normal
I am pretty disappointed at how small these hitboxes are. Now, once Yoshi's head shrinks a bit on the later frames of the attack, they fit a bit better, but most attacks are designed to mesh at max extention. At least Yoshi's head is intangible for the frames of the attack plus one before and one after. Also, angling the attack down does essentially nothing in terms of hitbox position.
Nair
Clean
Hitbox 0: 12% damage, angle of *, 15/100 knockback, attached to right lower leg, Foot/Normal
Hitbox 1: 12% damage, angle of *, 15/100 knockback, attached to hip, Foot/Normal
Hitbox 2: 12% damage, angle of *, 15/100 knockback, attached to right foot, Foot/Normal
Mid
Hitbox 0: 9% damage, angle of *, 0/100 knockback, attached to nothing, Foot/Normal
Hitbox 1: 9% damage, angle of *, 0/100 knockback, attached to nothing, Foot/Normal
Hitbox 2: 9% damage, angle of *, 0/100 knockback, attached to nothing, Foot/Normal
Late
Hitbox 0: 6% damage, angle of *, 0/100 knockback, attached to nothing, Foot/Normal
Hitbox 1: 6% damage, angle of *, 0/100 knockback, attached to nothing, Foot/Normal
Hitbox 2: 6% damage, angle of *, 0/100 knockback, attached to nothing, Foot/Normal
Most of these kicks have just two stages, but Yoshi's has three. Note the disappointing range on the later parts.
Fair
Hitbox 0: 16% damage, angle of *, 0/90 knockback, attached to head, Head/Normal
Hitbox 1: 15% damage, angle of 270, 0/90 knockback, attached to head, Head/Normal
Sweetspot's a bit bigger than I thought it'd be. Note that because the sourspot deals more damage, it also does more knockback (slightly).
Bair
Hit 1
Hitbox 0: 4% damage, angle of 60, 10/100 knockback, attached to center of tail, Tail/Normal, 1.5x SDI ability
Hitbox 1: 4% damage, angle of 60, 10/100 knockback, attached to center of tail, Tail/Normal, 1.5x SDI ability
Hitbox 2: 4% damage, angle of 60, 10/100 knockback, attached to tip of tail, Tail/Normal, 1.5x SDI ability
Hit 2
Hitbox 0: 3% damage, angle of 60, 20/100 knockback, attached to center of tail, Tail/Normal, 1.3x SDI ability
Hitbox 1: 3% damage, angle of 60, 20/100 knockback, attached to center of tail, Tail/Normal, 1.3x SDI ability
Hitbox 2: 3% damage, angle of 60, 20/100 knockback, attached to tip of tail, Tail/Normal, 1.3x SDI ability
Hit 3
Hitbox 0: 3% damage, angle of 60, 20/100 knockback, attached to center of tail, Tail/Normal, 1.3x SDI ability
Hitbox 1: 3% damage, angle of 60, 20/100 knockback, attached to center of tail, Tail/Normal, 1.3x SDI ability
Hitbox 2: 3% damage, angle of 60, 20/100 knockback, attached to tip of tail, Tail/Normal, 1.3x SDI ability
Hit 4
Hitbox 0: 4% damage, angle of *, 50/100 knockback, attached to center of tail, Tail/Normal
Hitbox 1: 4% damage, angle of *, 50/100 knockback, attached to center of tail, Tail/Normal
Hitbox 2: 4% damage, angle of *, 50/100 knockback, attached to tip of tail, Tail/Normal
Normally I don't do images for every frame of an attack, but since the shape of the tail is different for each frame I figured it might be relevant.
Uair
Hitbox 0: 13% damage, angle of 90, 25/100 knockback, attached to center of tail, Tail/Normal
Hitbox 1: 13% damage, angle of 90, 25/100 knockback, attached to tip of tail, Tail/Normal
Pretty good-sized hitbox here.
Dair
Hits 1-7
Hitbox 0: 3% damage, angle of 270, 5/80 knockback, attached to nothing, Foot/Normal, 1.4x SDI ability, 1.1x freeze frames
Hitbox 1: 2% damage, angle of 260, 5/80 knockback, attached to nothing, Foot/Normal, 1.4x SDI ability, 1.1x freeze frames
Hitbox 2: 2% damage, angle of 280, 5/80 knockback, attached to nothing, Foot/Normal, 1.4x SDI ability, 1.1x freeze frames
Hits 8-14
Hitbox 0: 2% damage, angle of 270, 5/100 knockback, attached to nothing, Foot/Normal, 1.4x SDI ability, 1.1x freeze frames
Hitbox 1: 2% damage, angle of 260, 5/100 knockback, attached to nothing, Foot/Normal, 1.4x SDI ability, 1.1x freeze frames
Hitbox 2: 1% damage, angle of 280, 5/100 knockback, attached to nothing, Foot/Normal, 1.4x SDI ability, 1.1x freeze frames
Ignore the animation; Yoshi only kicks about 6 times.
Shield
DISCLAIMER: This is not a 100% in-game screenshot. I took a screenshot of Yoshi's shielding pose in BrawlBox and pasted on top of the in-game screenshot. I would have rather hacked the shield to be semitransparent but that's not possible as far as I know.
Anyway, onto the analysis. See how Yoshi's feet are poking out a bit? This explains why on very rare occasions Yoshi can get shieldstabbed from below.
Grab
Standing - On grounded opponents
Standing - On aerial opponents
Running - On grounded opponents
Running - On aerial opponents
Pivot - On grounded opponents
Pivot - On aerial opponents
The general theme here is that the grab range is very slightly larger on aerial opponents. Also of note, the large bubble of the standing and pivot grabs lasts only 2 frames, and as you can tell the running grab doesn't even have one.
Pummel
Hitbox 0: 2% damage, angle of 80, 100/30 fixed knobkack, attached to head, Bite/Normal, cannot clang, always knocks forwards
Not really sure why the hitbox for this is so big, seeing as it's not like it'll ever miss. Also this is Yoshi's only Bite attack.
F-Throw
Throw: 7% damage, angle of 45, 55/66 knockback, Throwing/Normal
Eh, not too impressive.
B-Throw
Throw: 7% damage, angle of 45, 55/66 knockback, Throwing/Normal
Exactly the same as the f-throw down to the release frame. Pretty pointless really.
U-Throw
Throw: 5% damage, angle of 90, 65/43 knockback, Throwing/Normal
Don't really have anything insightful to say here.
D-Throw
Throw: 4% damage, angle of 80, 100/25 knockback, Throwing/Normal
Ugh that knockback scaling is super low.
Floor (back)
Hit 1
Hitbox 0: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to right lower leg, Foot/Normal
Hitbox 1: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to right lower leg, Foot/Normal
Hitbox 2: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Foot/Normal
Hit 2
Hitbox 0: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to left lower leg, Foot/Normal
Hitbox 1: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to left lower leg, Foot/Normal
Hitbox 2: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Foot/Normal
I think most characters' floor attacks are transcendent. Yoshi's aren't.
Floor (front)
Hit 1
Hitbox 0: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Head/Normal
Hitbox 1: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Head/Normal
Hitbox 2: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Head/Normal
Hit 2
Hitbox 0: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Head/Normal
Hitbox 1: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Head/Normal
Hitbox 2: 6% damage (+1 on shield), angle of *, 80/50 knockback, attached to nothing, Head/Normal
Not bad range for a floor attack.
Floor (trip)
Hit 1
Hitbox 0: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Tail/Normal
Hitbox 1: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Tail/Normal
Hitbox 2: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Tail/Normal
Hit 2
Hitbox 0: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Tail/Normal
Hitbox 1: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Tail/Normal
Hitbox 2: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Tail/Normal
Trip attacks always suck.
Edge (fast)
Hitbox 0: 6% damage, angle of *, 100/110 fixed knockback, attached to center of tail, Tail/Normal
Hitbox 1: 6% damage, angle of *, 100/110 fixed knockback, attached to trip of tail, Tail/Normal
Out of all the characters I've examined so far, Yoshi is the only one that doesn't do an extra 1 shield damage on edge attacks. Dumb.
Edge (slow)
Hitbox 0: 12% damage, angle of *, 100/110 fixed knockback, attached to head, Head/Normal
Hitbox 1: 12% damage, angle of *, 100/110 fixed knockback, attached to head, Head/Normal
One of the most damaging edge attacks in the game.
Egg Lay
Grab (grounded opponents)
Grab (aerial opponents)
SSE hitbox 0: 13% damage, angle of 20, 60/80 knockback, attached to tip of tongue, Typeless/Normal, cannot clang, always knocks forwards
"Throw"
Throw: 7% damage, angle of *, 0/100 knockback, Throwing/Normal
???
Throw: 1% damage, angle of 0, 70/50 knockback, Throwing/Normal
Ugh, why is the Subspace Emissary range so big whie the grab range is so small. And again the bigger range on aerial opponents.
The ??? is the mystery hit, when you just nick the opponent and they get massive frame disadvantage. It's coded as a grab release. I don't have a pic because I couldn't reproduce it within my patience levels (why do you think this update took a while?).
Egg Roll
Ground
Hitbox 0: 4% damage, angle of 80, 50/70 knockback, attached to nothing, Spin/Normal, rehit rate of 32
Hitbox 1: 4% damage, angle of 80, 50/70 knockback, attached to nothing, Spin/Normal, rehit rate of 32
Air
Hitbox 0: 4% damage, angle of 80, 43/70 knockback, attached to nothing, Spin/Normal, rehit rate of 32
Hitbox 1: 4% damage, angle of 80, 43/70 knockback, attached to nothing, Spin/Normal, rehit rate of 32
Seriously, this is just a bad example of game design. One large hitbox would have sufficed for a rolling egg but instead they used two smaller ones that don't even spin with the egg and leave Yoshi vulnerable. It's shaped more like an egg that's hovering along the ground with the pointy end forwards.
I don't have the damage formula worked out, but it seems like 4% is the base and 12% is the general maximum (not counting that wacko glitch).
Egg Throw
Hitbox 0: 1% damage (+5 on shield), angle of 70, 20/40 knockback, attached to egg, Weapon/Normal, 0.3x freeze frames, reflectable, always knocks forwards
Hitbox 0: 8% damage (+5 on shield), angle of 70, 40/40 knockback, attached to egg, Weapon/Normal, 0.3x freeze frames, reflectable, always knocks forwards
Some people don't know that the egg does two hits. Also maybe you should start tossing them at shields.
Note that you can reflect the explosion without reflecting the egg itself.
Ground Pound
Hop
Hitbox 0: 4% damage, angle of 80, 100/80 fixed knockback, attached to nothing, Butt/Normal, only hits grounded opponents, no freeze frames, always knocks forwards
Drop (from ground)
Hitbox 0: 15% damage (+10 on shield), angle of 80, 60/70 knockback, attached to nothing, Butt/Normal, no freeze frames, always knocks forwards
Drop (from air)
Hitbox 0: 12% damage (+10 on shield), angle of 80, 55/70 knockback, attached to nothing, Butt/Normal, no freeze frames, always knocks forwards
Stars
Hitbox 0: 4% damage (+6 on shield), angle of 50, 50/40 knockback, attached to star, Typeless/Normal, no freeze frames, reflectable, absorbable, always knocks forwards
That's quite a lot of shield damage. Too bad people are generally too smart for that unless they really want a shieldgrab.
Super Dragon
Ram
Hitbox 0: 8% damage (+6 on shield), angle of *, 50/50 knockback, attached to nothing, Typeless/Normal, cannot clang, 0.5x freeze frames, always knocks forwards
Fire breath
Hitbox 0: 6% damage (+10 on shield), angle of *, 50/30 knockback, attached to each blob, Typeless/Flame
Fireball
Hitbox 0: 17% damage (+10 on shield), angle of 65, 50/87 knockback, attached to fireball, Typeless/Flame, cannot clang, unshieldable