Toomai
Smash Ace
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.)
(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)
(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)
(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.