These are Bryne's hitboxes. For anyone curious (art by @/tropnick)

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The Soleil Jumpkick ! (with hitboxes :) )

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Why is this hitbox in the game

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I did this curse pictures and their hitbox before the Prof. told me to send all the works within one weeks.

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glen be complaining about hitboxes being too big in this game and then this is the character he plays

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Final Smash Hitboxes out of context are funny

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commissioned the best ky artist on earth for some new hitbox art for myself of xrd ky in my palette (color 7.) they understood exactly what i wanted from the start and were very communicative all the way through. i'm so extremely happy with the way it came out!!🥳

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Saber and Aoko hitbox design! :>

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214214P(First hitbox)/214214P(Explosion hitbox)

No invul.

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236236S(1)/ 236236S(2)/236236S(3)/

Super is invul frame one. Invul ends after the first hitbox.

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j236S(first)/j236S(last)/236P(max distance where hiiragi will grab on the ground)/236P(Hiiragi grab air attacks from much farther away)

236P don't work on projectiles. Works on highs and lows. Catch hitbox of hiiragi changes depending on grounded or air state

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41236H(first)/41236H(last)/41236H~H
She's not counterhit state during the recovery of Kabari unlike most projectile moves. Same with the followup. Holding H on the followup don't change the hitbox.

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2D(First hitbox)/2D(Second hitbox)/236K(First)/236K(Second)

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jH(First hitbox)/jH (last hitbox)/5D/jD (Hitbox appears way after fire comes out)

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cS/fS/2S/jS(First hitbox)

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Wanted to check Baiken's hitboxes so might as well make a thread for it.


5P/2P/6P/jP

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i find peace in playing fg characters with giant aerial rotating hitboxes

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So, if Ken whiffs a LP when playing on a 33ms connection, you'll totally miss the startup animation (2f) and start seeing it at the active (red hitbox) part.
(4/6)

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