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Greninja Hitbox Visualization

Furil

Smash Apprentice
Joined
Jul 7, 2014
Messages
164
Notes:
Smash 4 hitboxes are interpolated, so imagine a line between a hitbox's current position and it's last. It hits that area too.
Example: http://i.imgur.com/wEBKNpI.gif

There are potentially bugs in any of these, so let me know if you notice anything particuarly off and I'll check.

I can't get multijab atm.

Light Purple - defensive hitboxes (Sizes may be inaccurate)
Magenta - grab boxes
Green - show which bones are intangible

gfycat is such a pain to upload to....


Any hitbox on tougue could possible be off by 1. If someone happens to have a reference and could check this, that would be nice. I think this is the only tougue based attack.

It's hard to tell here, but there is an overlapping hitbox and defensive hitbox.
Edit: corrected upsmash




Thank you
 
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tracking

Smash Rookie
Joined
Dec 14, 2014
Messages
4
This is awesome, thanks so much!
By the way.. what's a defensive hitbox actually do? Clang, prevent trades?

EDIT: also, i don't think upsmash sweetspot lasts this long...
 
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FullMoon

i'm just joking with you
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Nov 2, 2014
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INFullMoon
My goodness that grab box on pivot grab.

And that's a lot of disjoint in Shadow Sneak.

Thanks for making this!
 
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KERO

Smash Journeyman
Joined
Oct 17, 2012
Messages
411
Thank you a ton or doing this. If at all possible, I would personally be interested in seeing all of the Substitute Counterattack hitboxes. It's also the only attack I can think of with variable intangibility (current theory being that it requires a ground to air state change or vice versa in order to activate), so I think that might be interesting to look into. If only Dsmash got proper hitboxes on frame 15 along with those defensive ones....

Also, Greninja's Utilt looks right to me. I noted a while ago that it randomly loses its hitbox when it comes down... for no reason. Makes no sense, but... Greninja.
 
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Johnofawesome

Smash Rookie
Joined
Sep 24, 2015
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South Korea
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Johnofawesome
This is awesome, thanks so much!
By the way.. what's a defensive hitbox actually do? Clang, prevent trades?

EDIT: also, i don't think upsmash sweetspot lasts this long...
I think it does last that long. That picture is a frame before the sweetspot disappears so it doesn't last as long as you think. In game the up smash has dagger-like weapons that leave a trail of water as it hits. I think that's why the sweetspot lasts longer.
 
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Gunla

wow, gaming!
BRoomer
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Aug 18, 2013
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Iowa
Added to directory.

Thank you so much for making this!
 

Lavani

Indigo Destiny
Joined
Oct 24, 2014
Messages
7,256
I think it does last that long. That picture is a frame before the sweetspot disappears so it doesn't last as long as you think. In game the up smash has dagger-like weapons that leave a trail of water as it hits. I think that's why the sweetspot lasts longer.
It actually should only be there for one frame. The sweetspot's active on frame 18 and removed frame 19.
Code:
AsynchronousTimer(18.000000)#frame 18
Hitbox_B738EABD(ID=0x0, Part=0x1, Bone=0x0, Damage=14.000000, Angle=0x5a, KBG=0x67, FKB=0x0, BKB=0x1e, Size=6.000000, X=0.000000, Y=27.000000, Z=0.000000, Effect=0x2, Trip=0x0, Hitlag=1.400000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, 0x1, 0xa)
AsynchronousTimer(19.000000)#frame 19
RemoveHitbox(0x0)
 

Furil

Smash Apprentice
Joined
Jul 7, 2014
Messages
164
Ah yes, that's a bug that has since been fixed.
I'll update the animation shortly.

Edit:
Fixed up smash.
 
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Johnofawesome

Smash Rookie
Joined
Sep 24, 2015
Messages
2
Location
South Korea
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Johnofawesome
It actually should only be there for one frame. The sweetspot's active on frame 18 and removed frame 19.
Code:
AsynchronousTimer(18.000000)#frame 18
Hitbox_B738EABD(ID=0x0, Part=0x1, Bone=0x0, Damage=14.000000, Angle=0x5a, KBG=0x67, FKB=0x0, BKB=0x1e, Size=6.000000, X=0.000000, Y=27.000000, Z=0.000000, Effect=0x2, Trip=0x0, Hitlag=1.400000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x3, Direct/Indirect=0x3, 0x1, 0xa)
AsynchronousTimer(19.000000)#frame 19
RemoveHitbox(0x0)
ah ok, my mistake. ty for clarifying
 

Yumemaru

Smash Rookie
Joined
Dec 31, 2014
Messages
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Greece
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Dreamriddler
Thank you very much!!
I (and I guess many more) have been waiting for hitbox data for a long time!
Could you maybe also do get up and ledge attacks?
 
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Katuro117

Smash Rookie
Joined
May 20, 2016
Messages
16
Oh this is so good. I know I appreciate this a lot.

A question though, is this hitbox visualization conjecture or modified to be visual from the game?
 

The Child

Smash Rookie
Joined
Feb 2, 2017
Messages
1
It's a shame you can't do projectiles with this...

Those delectable projectiles...
 
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