• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

The Treasure Hoard: Wario's Hitbox Repository

Toomai

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


THE TREASURE HOARD
WARIO'S HITBOX REPOSITORY

CURRENT COINAGE: 100

DISCLAIMER
(Where you hopefully don't go to sleep)

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
(Wa.)

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 this place already has some pretty decent hitbox pictures. However, as you'll quickly see, quite a few of them are rather overexaggerated. These are much more reasonable.

LEGEND
(The part that tells you about the other part)

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
(This is where it's Wario time)

Hurtboxes


Hurtbox 1: Body (waist)
Hurtbox 2: Head
Hurtbox 3: Upper right arm
Hurtbox 4: Upper left arm
Hurtbox 5: Lower right arm
Hurtbox 6: Lower left arm
Hurtbox 7: Upper right leg
Hurtbox 8: Upper left leg
Hurtbox 9: Lower right leg
Hurtbox 10: Lower left leg

Indeed, Wario's belly is sphere-shaped.

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


Hurtbox 1: Front
Hurtbox 2: Middle
Hurtbox 3: Rear

Okay, I'm not gonna lie: This looks nonsensical. But this is what the numbers say, no argument. So yeah.

Jab

Hit 1

Hitbox 0: 6% damage, angle of 60, 15/50 knockback, attached to nothing, Hand/Normal
Hitbox 1: 5% damage, angle of 60, 15/50 knockback, attached to nothing, Hand/Normal

Certainly one of the most damaging single jabs. Not too notable otherwise.

Hit 2

Hitbox 0: 6% damage, angle of 75, 60/90 knockback, attached to nothing, Hand/Normal
Hitbox 1: 6% damage, angle of 75, 60/90 knockback, attached to nothing, Hand/Normal

Basically the same as the first jab, just with more range.

F-Tilt

Angled up

Hitbox 0: 14% damage, angle of *, 22/98 knockback, attached to right hand, Hand/Normal
Hitbox 1: 14% damage, angle of *, 22/98 knockback, attached to right lower arm, Hand/Normal
Hitbox 2: 14% damage, angle of *, 22/98 knockback, attached to right lower arm, Hand/Normal
Hitbox 3: 11% damage, angle of *, 22/98 knockback, attached to nothing, Hand/Normal

Angled side

Hitbox 0: 13% damage, angle of *, 22/98 knockback, attached to right hand, Hand/Normal
Hitbox 1: 13% damage, angle of *, 22/98 knockback, attached to right lower arm, Hand/Normal
Hitbox 2: 13% damage, angle of *, 22/98 knockback, attached to right lower arm, Hand/Normal
Hitbox 3: 11% damage, angle of *, 22/98 knockback, attached to nothing, Hand/Normal

Angled down

Hitbox 0: 12% damage, angle of *, 22/98 knockback, attached to right hand, Hand/Normal
Hitbox 1: 12% damage, angle of *, 22/98 knockback, attached to right lower arm, Hand/Normal
Hitbox 2: 12% damage, angle of *, 22/98 knockback, attached to right lower arm, Hand/Normal
Hitbox 3: 10% damage, angle of *, 22/98 knockback, attached to nothing, Hand/Normal

That body hitbox might fool a guy or two that thinks only the arm deals damage, but it's not too important.

U-Tilt

Clean

Hitbox 0: 10% damage, angle of 90, 65/74 knockback, attached to nothing, Hand/Normal
Hitbox 1: 10% damage, angle of 83, 65/74 knockback, attached to nothing, Hand/Normal
Hitbox 2: 10% damage, angle of 97, 65/74 knockback, attached to nothing, Hand/Normal

Late

Hitbox 0: 6% damage, angle of 90, 40/50 knockback, attached to nothing, Hand/Normal
Hitbox 1: 6% damage, angle of 80, 30/50 knockback, attached to nothing, Hand/Normal
Hitbox 2: 6% damage, angle of 100, 30/50 knockback, attached to nothing, Hand/Normal

Because of angle flipping, the hand hitboxes will send you in the same direction, even though their angles are technically different.

D-Tilt


Hitbox 0: 8% damage, angle of 75, 50/60 knockback, attached to left index finger tip, Hand/Normal, 40% trip chance
Hitbox 1: 8% damage, angle of 75, 50/60 knockback, attached to left hand, Hand/Normal, 40% trip chance
Hitbox 2: 8% damage, angle of 75, 50/60 knockback, attached to left lower arm, Hand/Normal, 40% trip chance
Hitbox 3: 8% damage, angle of 75, 50/60 knockback, attached to left lower arm, Hand/Normal, 40% trip chance

I'm not 100% sure right now, but I think Wario is the only character that has hitboxes attached to his fingers.

Dash

Clean

Hitbox 0: 7% damage, angle of 70, 60/75 knockback, attached to nothing, Head/Normal
Hitbox 1: 7% damage, angle of 70, 60/75 knockback, attached to nothing, Head/Normal

Late

On grounded opponents

Hitbox 0: 5% damage, angle of 120, 40/40 knockback, attached to nothing, Head/Normal
Hitbox 1: 5% damage, angle of 120, 40/40 knockback, attached to nothing, Head/Normal

On aerial opponents

Hitbox 1: 5% damage, angle of 120, 40/40 knockback, attached to nothing, Head/Normal

Weh. Besides the funny aerial discrepancy nothing real important.

U-Smash

Hits 1-5





Hitbox 0: 1% damage (1.4% fully charged), angle of 95, 15/70 knockback, attached to nothing, Spin/Normal
Hitbox 1: 1% damage (1.4% fully charged), angle of 95, 40/70 knockback, attached to nothing, Spin/Normal

Hit 6

Hitbox 0: 10% damage (14% fully charged), angle of 90, 40/97 knockback, attached to nothing, Spin/Normal
Hitbox 1: 10% damage (14% fully charged), angle of 90, 40/97 knockback, attached to nothing, Spin/Normal

Normally when lots of frame share the same hitboxes I take one picture for all of them. But for this one the animaion is so significantly different for each hit frame I figured it'd be worth it to get them all. Note how the last hitbox is the biggest despite Wario's head shrinking throughout the move.

D-Smash

Clean


Hitbox 0: 13% damage (18.2% fully charged), angle of 30, 30/80 knockback, attached to head, Spin/Normal

Mid


Hitbox 0: 10% damage (14% fully charged), angle of 30, 20/85 knockback, attached to head, Spin/Normal

Late


Hitbox 0: 5% damage (7% fully charged), angle of 30, 10/90 knockback, attached to head, Spin/Normal

As if we needed any more proof that this move is useless. The specific images aren't 100% representative of when the attack's strength changes but it's within a frame (the first one is definitely the first frame of hitting).

F-Smash




Hitbox 0: 19% damage (26.6% fully charged), angle of *, 30/77 knockback, attached to nothing, Body/Normal, indirect, cannot clang
Hitbox 1: 19% damage (26.6% fully charged), angle of *, 30/77 knockback, attached to nothing, Body/Normal
Hitbox 2: 19% damage (26.6% fully charged), angle of *, 30/77 knockback, attached to nothing, Body/Normal

These are the only three frames of contact.

Nair

Clean

Hitbox 0: 9% damage, angle of 40, 30/100 knockback, attached to nothing, Body/Normal
Hitbox 1: 9% damage, angle of 40, 30/100 knockback, attached to nothing, Body/Normal

Late

Hitbox 0: 4% damage, angle of *, 20/100 knockback, attached to nothing, Body/Normal

Revel in the unexcitingness of nair.

Fair

Clean

Hitbox 0: 7% damage, angle of *, 20/100 knockback, attached to nothing, Leg/Normal
Hitbox 1: 7% damage, angle of *, 20/100 knockback, attached to nothing, Leg/Normal

Late

Hitbox 0: 5% damage, angle of *, 15/80 knockback, attached to nothing, Leg/Normal
Hitbox 1: 5% damage, angle of *, 15/80 knockback, attached to nothing, Leg/Normal

Nothing to make note of here.

Bair



Hitbox 0: 10% damage, angle of *, 20/100 knockback, attached to neck, Head/Normal
Hitbox 1: 10% damage, angle of *, 20/100 knockback, attached to neck, Head/Normal

Not really sure why I put in the first and last frames instead of just the middle one.

Uair


Hitbox 0: 17% damage, angle of 75, 30/80 knockback, attached to nothing, Hand/Normal

Probably nothing unexpected here, right?

Dair

Hits 1-6

Hitbox 0: 2% damage, angle of 110, 30/100 fixed knockback, attached to nothing, Head/Normal
Hitbox 1: 2% damage, angle of 270, 20/100 fixed knockback, attached to nothing, Head/Normal
Hitbox 2: 2% damage, angle of 270, 20/100 fixed knockback, attached to nothing, Head/Normal

Hit 7

Hitbox 0: 4% damage, angle of *, 20/180 knockback, attached to nothing, Head/Normal
Hitbox 1: 4% damage, angle of *, 20/180 knockback, attached to nothing, Head/Normal
Hitbox 2: 4% damage, angle of *, 20/180 knockback, attached to nothing, Head/Normal

Like u-smash, the hitboxes around Wario's head are surprisingly large. I don't really know what the point of the last hit not clanging is.

Shield



Not bad.

Grabs

Standing



Running



Pivot



Rather ordinary.

Pummel


Hitbox 0: 2% damage, angle of *, 40/100 knockback, attached to lower left arm, Arm/Normal, cannot clang, always knocks forwards

The poke of doom.

F-Throw


Throw: 12% damage, angle of 45, 60/65 knockback, Normal

Not interesting.

B-Throw

Hit 1


Hitbox 0: 2% damage, angle of 150, 50/120 knockback, attached to chest, Butt/Normal, cannot clang, always knocks forwards

Throw


Throw: 7% damage, angle of 45, 60/60 knockback, Normal

Wooga wooga wooga.

U-Throw

Hit 1


Hitbox 0: 4% damage, angle of *, 30/100 knockback, attached to chest, Head/Normal, cannot clang, always knocks forwards

Throw


Throw: 6% damage, angle of 90, 60/72 knockback, Normal

If I had something witty to say, it would go here.

D-Throw

Hit 1


Hitbox 0: 4% damage, angle of *, 30/100 knockback, attached to nothing, Butt/Normal, cannot clang, always knocks forwards

Throw


Throw: 3% damage, angle of 130, 60/18 knockback, Normal

Yeah, that's super-low knockback scaling.

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

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

Floor attacks are generally boring.

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

Nothing special here.

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

Hit 1 sure doesn't look like a kick, but it's treated just like one.

Edge (fast)


Hitbox 0: 8% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to chest, Hand/Normal
Hitbox 1: 8% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to chest, Hand/Normal
Hitbox 2: 6% damage (+1 on shield), angle of *, 110/100 fixed knockback, attached to chest, Hand/Normal

Not many edge attacks have variable damage.

Edge (slow)


Hitbox 0: 10% damage (+1 on shield), angle of 20, 90/100 fixed knockback, attached to left index finger tip, Hand/Normal, cannot clang
Hitbox 1: 10% damage (+1 on shield), angle of 20, 90/100 fixed knockback, attached to left hand, Hand/Normal, cannot clang
Hitbox 2: 10% damage (+1 on shield), angle of 20, 90/100 fixed knockback, attached to left lower arm, Hand/Normal, cannot clang
Hitbox 3: 10% damage (+1 on shield), angle of *, 90/100 fixed knockback, attached to nothing, Hand/Normal, cannot clang

An edge attack that semi-spikes? Hm.

Chomp

Grab




The outer grab hitbox works on grounded opponents; the inner one works on aerial ones. Not much of a difference but it is there.

The item-eating zone is the size of the bigger grab. Don't know what the items' side of the calculation is though.

Wario's head is intangible for the entire holding-open animation (I believe).

Chomp


SSE hitbox 0: 15% damage, angle of 70, 80/100 knockback, attached to nothing, Bite/Slash, cannot clang, always knocks forwards
SSE hitbox 1: 15% damage, angle of 70, 80/100 knockback, attached to nothing, Bite/Slash, cannot clang, always knocks forwards

Now if only these hitboxes could connect with Smashers.

Bite


Hitbox 0: 2% damage, angle of *, 100/30 fixed knockback, attached to neck, Bite/Slash, indirect, cannot clang

Indirect?! Sheesh Nintendo.

Release


Throw: 5% damage, angle of 45, 60/70 knockback, Normal

Got nothing to say here.

Explosive


Hitbox 0: 13% damage, angle of *, 50/110 knockback, attached to nothing, Explosive/Normal, indirect, cannot clang

This might look a bit small, but Wario distorts a lot during the animation (this is the only frame it hits) - compare to the stage builder blocks. The power of the attack is not affected by the particular explosive eaten.

Wario Bike

Driving


Hitbox 0: 7% damage, angle of *, 60/70 knockback, attached to bike's base, Weapon/Normal, cannot clang

Damage will of course vary based on speed; formula is unknown at this time.

Wheelie


Hitbox 0: 4% damage, angle of 25, 50/80 knockback, attached to bike's base, Weapon/Normal, cannot clang, stretchy
Hitbox 1: 4% damage, angle of 25, 50/80 knockback, attached to bike's base, Weapon/Normal, cannot clang, stretchy

You can't see it from this angle, but the bottom hitbox actually stretches a fair distance towards the camera. Don't know what the point is.

Thrown


Hitbox 0: 7% damage, angle of *, 50/0 knockback, attached to bike's base, Weapon/Normal, indirect, reflectable, always knocks forwards
Hitbox 1: 8% damage, angle of *, 50/0 knockback, attached to bike's base, Weapon/Normal, indirect, reflectable, always knocks forwards
Hitbox 2: 9% damage, angle of *, 50/0 knockback, attached to rear wheel, Weapon/Normal, indirect, reflectable, always knocks forwards

So apparently the bigger parts of the bike do more damage. Also, the knockback is technically fixed, since it has a 0 for growth.

Tires


Hitbox 0: 4% damage, angle of *, 50/0 knockback, attached to center, Typeless/Normal, reflectable, always knocks forwards

The only difference between the two tires is the hitbox size.

Corkscrew

Hit 1


Hitbox 0: 5% damage, angle of 85, 110/100 fixed knockback, attached to nothing, Spin/Normal
Hitbox 1: 5% damage, angle of 115, 110/100 fixed knockback, attached to nothing, Spin/Normal
Hitbox 2: 5% damage, angle of 85, 90/100 fixed knockback, attached to nothing, Spin/Normal
Hitbox 3: 5% damage, angle of 105, 90/100 fixed knockback, attached to nothing, Spin/Normal

Hits 2-11


Hitbox 0: 1% damage, angle of 95, 80/100 fixed knockback, attached to nothing, Spin/Normal, 0.5x SDI ability
Hitbox 1: 1% damage, angle of 90, 65/100 fixed knockback, attached to nothing, Spin/Normal, 0.5x SDI ability

Hit 12


Hitbox 0: 4% damage, angle of 70, 60/130 knockback, attached to nothing, Spin/Normal, 0.5x freeze frames

Bet you didn't even know how many hits this thing dealt, eh?

Wario Waft

Uncharged


Hitbox 0: 0% damage, angle of *, 0/1 knockback, attached to nothing, Typeless/Slip, 100% trip chance, cannot clang, no freeze frames

If you're going to give this the Slip effect, what's the point of having a trip chance of 100%?

Partly charged


Hitbox 0: 10% damage, angle of 45, 60/70 knockback, attached to nothing, Typeless/Normal, cannot clang
Hitbox 1: 8% damage, angle of 45, 20/30 knockback, attached to nothing, Typeless/Normal, cannot clang
Hitbox 2: 8% damage, angle of 45, 20/30 knockback, attached to nothing, Typeless/Normal, cannot clang

I don't think it's possible to hit with the weaker hitboxes, but go ahead and try. Note that the damage varies; see below for details.

Mostly charged


Hitbox 0: 21% damage, angle of 45, 50/66 knockback, attached to nothing, Typeless/Normal, cannot clang

Again, the damage is not going to be a straight 21%. See below.

Fully charged


Hitbox 0: 40% damage, angle of 35, 50/30 knockback, attached to nothing, Typeless/Normal, cannot clang


Hitbox 0: 20% damage, angle of 80, 0/100 knockback, attached to nothing, Typeless/Normal, cannot clang

30 is low for knockback growth; that's probably why the half waft kills better.

Damage graph


0-15: 0%
15-55: 10%-13% (8%-10.4%, if you somehow get the weak part)
55-110: 21%-31.5%
110+: 40%/20%

Ignore the pink line, that's for Wario-Man (I'm sure you don't care about him). Also multiply by 1.05x, assuming your fart is fresh.
 

Z'zgashi

Smash Legend
Joined
May 20, 2009
Messages
17,322
Location
WeJo, Utah
NNID
ZzgashiZzShy
3DS FC
1521-3678-2980
Most angle-able moves do more damage when angled up.

The more you know...
 

Toomai

Smash Ace
Joined
Aug 17, 2006
Messages
769
Location
Someplace in Canada
Can someone clear up for me what the "Sakurai angle" and the "autolink angle" are?
Sakurai angle: an angle that starts at 0 and goes up to 37 based on knockback when target is grounded, while it's 45 when target is aerial.

Autolink angle: angle is equal to user's direction of motion.
 

DeLux

Player that used to be Lux
Joined
Jun 3, 2010
Messages
9,302
No IGU/Disjoint/Hitbubble Size numbers? Sad :(
 

SSGuy

Smash Champion
Joined
Oct 7, 2008
Messages
2,683
Location
Dallas, TX/FGCU
3DS FC
4871-4520-9643
Im curious to see what his Nair HB looks like. For some reason I think its bigger behind him.
 

Labernash

Smash Lord
Joined
Sep 10, 2010
Messages
1,674
Yeah, riding is pretty tough. Different speeds do different damages and stuff right?
 

Toomai

Smash Ace
Joined
Aug 17, 2006
Messages
769
Location
Someplace in Canada
Bet you think I'd given up or forgotten about this, eh? Actually it was technical difficulties.

Throws and floor attacks are done. Edges and then specials are next (hopefully).
 

Pwneroni

Smash Lord
Joined
Sep 26, 2008
Messages
1,065
I love how it says lots of stuff is boring xD it doesn't look boring to me! Really like the hand drawn hitboxes too, definitely gives a more in depth look at things. Superb job!
 

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome

Hurtbox 1: Front
Hurtbox 2: Middle
Hurtbox 3: Rear

Okay, I'm not gonna lie: This looks nonsensical. But this is what the numbers say, no argument. So yeah.

Wheelie


Hitbox 0: 4% damage, angle of 25, 50/80 knockback, attached to bike's base, Weapon/Normal, cannot clang, stretchy
Hitbox 1: 4% damage, angle of 25, 50/80 knockback, attached to bike's base, Weapon/Normal, cannot clang, stretchy

You can't see it from this angle, but the bottom hitbox actually stretches a fair distance towards the camera. Don't know what the point is.

Corkscrew

Hit 1


Hitbox 0: 5% damage, angle of 85, 110/100 fixed knockback, attached to nothing, Spin/Normal
Hitbox 1: 5% damage, angle of 115, 110/100 fixed knockback, attached to nothing, Spin/Normal
Hitbox 2: 5% damage, angle of 85, 90/100 fixed knockback, attached to nothing, Spin/Normal
Hitbox 3: 5% damage, angle of 105, 90/100 fixed knockback, attached to nothing, Spin/Normal
I saw those hurtboxes the other day. <3

Honestly it doesn't make sense, but I guess that's probably a byproduct of lazy programming.

Regarding the wheelie, this doesn't make sense either. I guess if Jigglypuff/Kirby/G&W duck, they can avoid getting hit. Which... yeah.

First hit of Corkscrew is just ********. |:
 

Pwneroni

Smash Lord
Joined
Sep 26, 2008
Messages
1,065
WOw freakin awesome! Good job Toonami, very useful information indeed!
 

KuroganeHammer

It's ya boy
BRoomer
Joined
Jul 15, 2012
Messages
15,985
Location
Australia
NNID
Aerodrome
It's ridiculously huge so that the enemy will try to hit Wario but will hit the front of the bike instead and it will put them in lag so you can counter with the hitbox of side-b afterwards. Don't underestimate Sakurai, remember he personally programmed all of the hitboxes and hurtboxes himself ;)
Sakurai - The Genius.

Now that I think about it, Sakurai thought of tripping too! I can just see the conversation he had with his subordinates now!

SAKURAI: "HEY GREAT BANANA MECHANIC YOU GOT GOING THERE MR. GAME DESIGNER. I HAVE GOTY IDEA: IMPLEMENT INVISIBLE BANANAS ALL OVER THE MAPS THAT PEOPLE CAN SOMETIMES TRIP ON teehehehehehehasmnf2efn2elf2efe2fefn"

yeah, no. Sakurai, y u so bad.
 

Toomai

Smash Ace
Joined
Aug 17, 2006
Messages
769
Location
Someplace in Canada
btw Toomai, when Wario rides his bike in the air, does it have the wheelie hitboxes or the grounded one? Or does it change based on the angle you tilt the bike at in the air?

also Toomai when you say the front hitbox of the wheelie stretches a fair bit towards the camera, do you mean only on the right side of the bike? or whichever way Wario is facing, it ALWAYS goes towards the camera?
I'm reasonably certain that the aerial bike always uses the regular grounded hitbox, not the wheelie ones.

The wheelie's lower hitbox always stretches towards the bike's right side.
 

Attila_

The artist formerly known as 'shmot'
BRoomer
Joined
Jul 22, 2008
Messages
6,025
Location
Melbourne, Australia
one thing about wario that i always found interesting is his hitbox as he lands from an aerial. nair in particular. his nair seems to go under attacks that appear to be quite low, such as snake's ftilt.
 
Top Bottom