Toomai
Smash Ace
THE SECRET DIARY
LUIGI'S HITBOX REPOSITORY
CURRENT COINAGE: 100
DISCLAIMER
(read this you Goombas)
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
(text text text)
(text text text)
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 interpreter)
(the interpreter)
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
(let's-a go)
(let's-a go)
Luigi's Hurtboxes
Hurtbox 1: Waist
Hurtbox 2: Head
Hurtbox 3: Nose
Hurtbox 4: Right upper arm
Hurtbox 5: Left upper arm
Hurtbox 6: Right lower arm
Hurtbox 7: Left lower arm
Hurtbox 8: Right upper leg
Hurtbox 9: Left upper leg
Hurtbox 10: Right lower leg
Hurtbox 11: Left lower leg
This would explain why Luigi doesn't like to stick his neck out for people.
The colours represent which zone the hurtbox is in: lower, middle, or upper.
Jab
Hit 1
Hitbox 0: 3% damage, angle of 90, 20/100 fixed knockback, attached to left lower arm, Hand/Normal
Hitbox 1: 3% damage, angle of 65, 20/100 fixed knockback, attached to left upper arm, Hand/Normal
Hitbox 2: 3% damage, angle of 50, 20/100 fixed knockback, attached to right lower arm, Hand/Normal
So, in case you didn't know already, while the knockback is the same all the way through, the tip of Luigi's lab 1 provides the most lift because of its angle. Of course it's at the top of the stack so hitting with it shouldn't be a challenge.
Hit 2
Hitbox 0: 2% damage, angle of 70, 16/100 fixed knockback, attached to right lower arm, Hand/Normal
Hitbox 1: 2% damage, angle of 60, 20/100 fixed knockback, attached to right upper arm, Hand/Normal
Hitbox 2: 2% damage, angle of 60, 20/100 fixed knockback, attached to left upper arm, Hand/Normal
Just like jab 1, the fist segment of jab 2 has a more vertical angle - but it's much less noticable and a bit weaker. Other than that nothing interesting.
Hit 3
Hitbox 0: 5% damage, angle of *, 30/80 knockback, attached to waist, Butt/Normal, always knocks forwards
Hitbox 1: 5% damage, angle of *, 30/80 knockback, attached to waist, Butt/Normal, always knocks forwards
No, I don't know what the distant hitbox is doing there. Maybe it's there to pad out the shape of the attack after Luigi's rear retreats a bit (this image is the first frame of contact, where the maximum extension is).
F-Tilt
Angled up
Angled side
Angled down
Hitbox 0: 9% damage, angle of *, 2/100 knockback, attached to right lower leg, Foot/Normal
Hitbox 1: 9% damage, angle of *, 2/100 knockback, attached to right upper leg, Foot/Normal
Hitbox 2: 9% damage, angle of *, 2/100 knockback, attached to hip, Foot/Normal
To be honest there's not much I can say about the f-tilt, since all the hitboxes are the same. It's also almost the exact same as Mario's, just with +1 damage and -6 base knockback.
U-Tilt
Hitbox 0: 9% damage, angle of 100, 30/127 knockback, attached to neck, Hand/Normal
Hitbox 1: 9% damage, angle of 100, 30/125 knockback, attached to right lower arm, Hand/Normal
Hitbox 2: 9% damage, angle of 100, 30/123 knockback, attached to right wrist, Hand/Normal
I don't know how much a difference 4 units of knockback growth is, but I don't think it's very much, so don't try too hard to hit with the center of the attack.
D-Tilt
On grounded targets
Hitbox 1: 9% damage, angle of 270, 30/50 knockback, attached to right lower leg, Foot/Normal, 35% trip chance
Hitbox 2: 9% damage, angle of 270, 30/50 knockback, attached to right upper leg, Foot/Normal, 35% trip chance
Hitbox 3: 9% damage, angle of 270, 30/50 knockback, attached to hip, Foot/Normal, 35% trip chance
On aerial targets
Hitbox 0: 9% damage, angle of *, 30/50 knockback, attached to right lower leg, Foot/Normal, 35% trip chance
Hitbox 2: 9% damage, angle of 270, 30/50 knockback, attached to right upper leg, Foot/Normal, 35% trip chance
Hitbox 3: 9% damage, angle of 270, 30/50 knockback, attached to hip, Foot/Normal, 35% trip chance
I don't have a better way to represent ground-only vs. air-only hitboxes, so two images will have to do. Anyway, to those who don't know, being hit by a Meteor Smash while on the ground won't deal any knockback until it gets to about 2000 units of knockback, so at lower percentages the move's trip chance won't be artificially lowered by having the opponent leave the ground. It's also good for surprise meteors if you can actually hit someone with Luigi's leg (the * hit is at the top of the stack, so it hits in a tie).
Dash
Hits 1-6
Hitbox 0: 1% damage, angle of *, 1/80 knockback, attached to nothing, Arm/Normal, 1.6x SDI ability, 0.3x freeze frames
Hitbox 1: 1% damage, angle of *, 1/80 knockback, attached to waist, Arm/Normal, 1.6x SDI ability, 0.3x freeze frames
Hit 7
Hitbox 0: 2% damage, angle of *, 50/100 knockback, attached to nothing, Arm/Normal
Hitbox 1: 2% damage, angle of *, 50/100 knockback, attached to nothing, Arm/Normal
Hitbox 2: 2% damage, angle of *, 50/100 knockback, attached to nothing, Arm/Normal
It's...well, it's Luigi's dash attack. Hits 1-6 use the same hitboxes so I didn't bother taking 6 different pictures (some of which would look the same).
U-Smash
Hitbox 0: 15% damage (21% fully charged), angle of 110, 35/98 knockback, attached to head, Head/Normal
Hitbox 1: 12% damage (16.8% fully charged), angle of 110, 35/98 knockback, attached to hip, Head/Normal
Remember, the angle doesn't actually change during the attack. It's based on what side of Luigi the opponent is on when it hits; the angle was flipped in the first frame because the chance of hitting someone in front of you with it is very low.
D-Smash
Hit 1
Hitbox 0: 16% damage (22.4% fully charged), angle of 120, 40/80 knockback, attached to nothing, Foot/Normal
Hitbox 1: 17% damage (23.8% fully charged), angle of 120, 40/80 knockback, attached to nothing, Foot/Normal
Hit 2
Hitbox 0: 16% damage (22.4% fully charged), angle of 70, 40/80 knockback, attached to nothing, Foot/Normal
Hitbox 1: 17% damage (23.8% fully charged), angle of 70, 40/80 knockback, attached to nothing, Foot/Normal
Since the bigger hitbox is on top of the stack, it's not a cakewalk to hit with the sweetspot. The first hit's range is pretty good; the second one not so much.
F-Smash
Angled up
Hitbox 0: 15% damage (21% fully charged) (+5 on shield), angle of 65, 20/135 knockback, attached to left upper arm, Hand/Slash
Hitbox 1: 15% damage (21% fully charged) (+5 on shield), angle of 65, 20/135 knockback, attached to left upper arm, Hand/Slash
Hitbox 2: 15% damage (21% fully charged) (+5 on shield), angle of 65, 20/135 knockback, attached to left upper arm, Hand/Slash
Angled side
Hitbox 0: 14% damage (19.6% fully charged) (+5 on shield), angle of 55, 20/135 knockback, attached to left upper arm, Hand/Slash
Hitbox 1: 14% damage (19.6% fully charged) (+5 on shield), angle of 55, 20/135 knockback, attached to left upper arm, Hand/Slash
Hitbox 2: 14% damage (19.6% fully charged) (+5 on shield), angle of 55, 20/135 knockback, attached to left upper arm, Hand/Slash
Angled down
Hitbox 0: 13% damage (18.2% fully charged) (+5 on shield), angle of 45, 20/135 knockback, attached to left upper arm, Hand/Slash
Hitbox 1: 13% damage (18.2% fully charged) (+5 on shield), angle of 45, 20/135 knockback, attached to left upper arm, Hand/Slash
Hitbox 2: 13% damage (18.2% fully charged) (+5 on shield), angle of 45, 20/135 knockback, attached to left upper arm, Hand/Slash
Astute observers will notice that the angle is slightly different depending how the attack is angled. You probably don't care cuz you angle it up all the time, but still interesting.
Nair
Clean
Hitbox 0: 14% damage, angle of 90, 20/100 knockback, attached to right lower leg, Foot/Normal
Hitbox 1: 14% damage, angle of 90, 20/100 knockback, attached to left lower leg, Foot/Normal
Late
Hitbox 0: 6% damage, angle of 90, 20/100 knockback, attached to right lower leg, Foot/Normal
Hitbox 1: 6% damage, angle of 90, 20/100 knockback, attached to left lower leg, Foot/Normal
The clean and late hits are in the same position and have the same size; the only difference is the damage.
Fair
Hitbox 0: 10% damage, angle of *, 30/80 knockback, attached to left upper arm, Hand/Normal
Hitbox 1: 10% damage, angle of *, 30/80 knockback, attached to left lower arm, Hand/Normal
Nothing unexpected here at all.
Bair
Clean
Hitbox 0: 12% damage, angle of *, 12/100 knockback, attached to right upper leg, Foot/Normal
Hitbox 1: 12% damage, angle of *, 12/100 knockback, attached to right upper leg, Foot/Normal
Late
Hitbox 0: 8% damage, angle of *, 12/100 knockback, attached to right upper leg, Foot/Normal
Hitbox 1: 8% damage, angle of *, 12/100 knockback, attached to right upper leg, Foot/Normal
Just like the nair, the clean and late hit are identical except for the damage.
Uair
Part 1
Hitbox 0: 13% damage, angle of 55, 0/100 knockback, attached to right upper leg, Foot/Normal
Hitbox 1: 13% damage, angle of 55, 0/100 knockback, attached to right lower leg, Foot/Normal
Part 2
Hitbox 0: 7% damage, angle of 55, 0/100 knockback, attached to right upper leg, Foot/Normal
Hitbox 1: 7% damage, angle of 55, 0/100 knockback, attached to right lower leg, Foot/Normal
Remember, the angle is the same the whole way through; it's just flipped based on what side the opponent's likely to be on. Also, with a value of 0, it's impossible for the move to have less base knockback.
Dair
Hitbox 0: 11% damage, angle of *, 20/100 knockback, attached to hip, Foot/Normal
Hitbox 1: 11% damage, angle of *, 20/100 knockback, attached to right lower leg, Foot/Normal
Hitbox 2: 11% damage, angle of 270, 20/100 knockback, attached to right upper leg, Foot/Normal
You can see the meteor smash bubble poking out the right side of the attack (Luigi's right). Since it's on the bottom of the stack, it'll only connect it you miss with the other two hitboxes.
Shield
Nothing too groundbreaking here - somewhat short on the top side, though.
Grabs
Standing
Running
Pivot
Not much to say here.
Pummel
Hitbox 0: 3% damage, angle of *, 40/100 fixed knockback, attached to head, Head/Normal, cannot clang, always knocks forwards
Hitbox 1: 3% damage, angle of *, 40/100 fixed knockback, attached to neck, Head/Normal, cannot clang, always knocks forwards
I'm kind of curious why this pummel has two hitboxes. What's the smaller one going to do? They could have just made the first one bigger if they had a coverage problem.
F-Throw
Throw: 9% damage, angle of 45, 60/65 knockback, Normal
Hey, it's Mario's f-throw again! Poor Luigi, never catches a break.
B-Throw
Hitbox 0: 8% damage, angle of *, 20/100 knockback, attached to victim, Throwing/Normal, cannot clang
Throw: 12% damage, angle of 45, 80/65 knockback, Normal
Hey, it's Mario's b-throw again! Except stronger! (Slightly.)
U-Throw
Throw: 8% damage, angle of 90, 70/72 knockback, Normal
I ain't sayin' it a third time.
D-Throw
Throw: 6% damage, angle of 80, 75/30 knockback, Normal
Or a fourth. Though this version is quite a bit weaker.
Floor (back)
Hit 1
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
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
Woo, floor attacks. Booooring.
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
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
I'm rather curious as to why these hitboxes are so low to the ground.
Floor (trip)
Hit 1
Hitbox 0: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Foot/Normal
Hitbox 1: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Foot/Normal
Hitbox 2: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Foot/Normal
Hit 2
Hitbox 0: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Foot/Normal
Hitbox 1: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Foot/Normal
Hitbox 2: 5% damage (+1 on shield), angle of *, 60/50 knockback, attached to nothing, Foot/Normal
Trip attacks are always so weak for some reason.
Edge (fast)
Hitbox 0: 8% damage (+1 on shield), angle of 45, 110/100 fixed knockback, attached to right foot, Foot/Normal, cannot clang
Hitbox 1: 8% damage (+1 on shield), angle of 45, 110/100 fixed knockback, attached to left foot, Foot/Normal, cannot clang
Hitbox 2: 6% damage (+1 on shield), angle of 45, 110/100 fixed knockback, attached to head, Foot/Normal, cannot clang
Hitbox 3: 6% damage (+1 on shield), angle of 45, 110/100 fixed knockback, attached to nothing, Foot/Normal, cannot clang
Can you guess whose fast edge attack this is a clone of? Here's a hint - it's not Mewtwo.
Edge (slow)
Hitbox 0: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to nothing, Foot/Normal, cannot clang
Hitbox 1: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to nothing, Foot/Normal, cannot clang
Hitbox 2: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to nothing, Foot/Normal, cannot clang
Hitbox 3: 10% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to nothing, Foot/Normal, cannot clang
Nothing to say here.
Fireball
Hitbox 0: 6% damage, angle of *, 5/25 knockback, attached to fireball's center, Typeless/Flame, indirect, absorbable, reflectable, always knocks forwards
To be honest, one of the most boring projectiles in the game.
Green Missile
Regular
Hitbox 0: 5% damage (+4 on shield), angle of *, 20/80 knockback, attached to neck, Head/Flame, always knocks forwards
Misfire
Hitbox 0: 25% damage (+4 on shield), angle of *, 20/100 knockback, attached to neck, Head/Flame, always knocks forwards
The formula for the damage of a (non-misfire) Green Missile is D = X * 7/30 + 5, where X is the number of frames you've charged up to 90. Also, as you may know, Luigi's head pokes out a bit (for the non-misfire), so you can get hit without the attacks clanking.
Fire Jump Punch
Ground clean
Hitbox 0: 25% damage, angle of 90, 70/73 knockback, attached to head, Hand/Flame
Air clean
Hitbox 0: 20% damage, angle of 90, 58/72 knockback, attached to head, Hand/Flame
Whiff
Hitbox 0: 1% damage, angle of 80, 1/1 knockback, attached to head, Hand/Coin
Hitbox 1: 1% damage, angle of 80, 1/1 knockback, attached to hip, Hand/Coin
DAT 'STACHE
Also, the whiff can KO in the 90,000% range.
Luigi Cyclone
Ground hit 1
Hitbox 0: 2% damage, angle of 160, 20/60 knockback, attached to chest, Spin/Normal, rehit rate of 8
Hitbox 1: 2% damage, angle of 20, 20/60 knockback, attached to chest, Spin/Normal, rehit rate of 8
Hitbox 2: 2% damage, angle of 160, 20/60 knockback, attached to chest, Spin/Normal, rehit rate of 8
Hitbox 3: 2% damage, angle of 20, 20/60 knockback, attached to chest, Spin/Normal, rehit rate of 8
Ground hit 2
Hitbox 0: 4% damage, angle of 90, 60/115 knockback, attached to left wrist, Spin/Normal
Hitbox 1: 4% damage, angle of 90, 60/115 knockback, attached to right wrist
Hitbox 2: 4% damage, angle of 90, 60/115 knockback, attached to nothing, Spin/Normal
Air hit 1
Hitbox 0: 2% damage, angle of 160, 50/80 knockback, attached to chest, Spin/Normal, rehit rate of 8, always knocks forwards
Hitbox 1: 2% damage, angle of 20, 50/80 knockback, attached to chest, Spin/Normal, rehit rate of 8, always knocks forwards
Hitbox 2: 2% damage, angle of 90, 50/80 knockback, attached to chest, Spin/Normal, rehit rate of 8, always knocks forwards
Air hit 2
Hitbox 0: 4% damage, angle of 90, 60/115 knockback, attached to left wrist, Spin/Normal
Hitbox 1: 4% damage, angle of 90, 60/115 knockback, attached to right wrist
Hitbox 2: 4% damage, angle of 90, 60/115 knockback, attached to nothing, Spin/Normal
Range here is pretty good, but the second hit only exists for one frame. Note that, since the hitboxes of the first hit are attached to Luigi's chest, they don't waggle with his arms. Not sure why the right side (left in the picture) of the grounded first hit seems to hit people the wrong way.
Negative Zone
Unknown data structure
Not going to try and explain this one.
D-taunt
Hitbox 0: 2% damage, angle of 270, 180/100 fixed knockback, attached to nothing, Foot/Normal, rehit rate of 8
The hitbox only exists on frame 45; don't ask me why it has a rehit rate of 8.