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jump attack. right tentacle hitbox is extremely big, other two hitboxes arent. sure.
so the trip that arcade UNIEL mika has actually has hitboxes and also its an overhead 👍
i'd like to inform the guy who made the accurate merkava workshop character for rivals of aether that like half of the hitboxes are actually worse than normal merkava
Hitbox of 214P always the same
236S and 236H have the same hitboxes/hurtboxes
214P/214K/236S(before active frames)/236S
623S and 623H(1) have exactly the same hitbox. It looks like to clean hit with 623H(2), you need to hit where the 2 hitboxes overlap ?
214K, 214[K] and the air versions have the same hitbox.
jH/623S/623H(2)/214K
Alternatively, Micaiah from Radiant Dawn could be someone with strong potential as a rather unexplored mage archetype. Have her moves contain strong, magical hitboxes and disjoints while her limbs are rather weak, but can set up for combos under skilled execution.
hyde's hitboxes and hurtboxes are still honestly the funniest thing known to man
#KOFXI Maxima frame data & hitboxes done.
Most was finished already. I added a short list and the missing +/- frames and corrected a few minor mistakes. Also, more screenshots for Bunker Buster (annoying to capture) & prettier colors.
https://t.co/XWwflJlKDs
Im working on discovering a method to put in a custom model with a vastly different skeleton over existing smash models without altering hitboxes and also without the custom model becoming a horrible stretchy mess. This wolf anim over chika is a good sign im on the right track.
@supertoastymutt fighting game nerd here! when making hitboxes for a move, it's important that the hitboxes follow the SILHOUETTE of the move and not just the actual item of interest. this especially includes your smear frames because that's the biggest thing you see from the move
I checked out dark souls 3 bonewheel hitboxes and, uh. hmm...
https://t.co/7X2woFRpIA