So you're telling me the same person designed both hitboxes

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Now that the exhibitions are over I can retire the pcb on my hitbox. Gonna be an Atelier Ryza main until the paradise arcade hitbox comes out. If you see playing uni between then I'm probably mashing 720 on my stick with Waldstein.

0 10

Your new suggested hitboxes don't make sense when you look at the animation.

Look at the previous frame for example; then look at yours: there's an empty area, does the hammer vanish for a millisecond? Nope.

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Squigly Hitbox Commission for !

RT's are appreciated! DM for inquiries!

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Actually, can't blame em with a hitbox like THAT

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ult devs making joker hitboxes

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This is the last frame the hitbox is active, which seems pretty fair from a developer POV

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We can't turn on weapon hitboxes, but I drew in what they apparently are...

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Hitbox art commission for 'WoodenSandals'

'Cyber Punk' Chun-Li from &

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testing out the hitboxes...

commission!

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Fun fact, Pit's dash attack was reworked from smash 4 presumably to have an anti-air hitbox similiar to Young Link but unpaid intern-kun forgot to change the hitbox so it's still exactly the same despite a different animation now

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You can generally tell how good the devs intended a character to be by looking at their hitbox sizes

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I made a simple Fox Thief Enemy Design for to test out enemy movement and hitboxes. He's got a basic walk, stab and knife throwing animations.

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Alongside an angle change on the first hit, Sheik's FSmash 2 has bigger hitboxes (3.5/4.0 -> 4.8/4.6)

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MK FAir uses a higher angle for the tip for grounded opponents (60 -> 70) and the hitboxes for grounded opponents now use set knockback.

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Greninja Pummel has a bigger hitbox (5.0u -> 6.0u)

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Falco USmash 2 has a bigger and extended hitbox (5.0u -> 5.7u) on the first two active frames as well as staying bigger (although unextended) during the rest and higher duration (13-18 -> 13-20)

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