Hitbox Article.png This is a hitbox repository.
It is currently incomplete.
Hitbox Article.png
Click on any image to view full size.

HitboxesEdit

Hurtboxes
 
Color Legend
Types Effects
                 
Typeless Head Butt Hand Foot Throwing Spin Normal Flame
Luigi's Hitboxes
Neutral  
Hit 1
 
Hit 2
 
Hit 3
F-Tilt  
Angled up
 
Angled side
 
Angled down
U-Tilt      
D-Tilt  
On grounded opponents
 
On aerial opponents
Dash  
Hits 1-6
 
Hit 7
U-Smash      
D-Smash  
Hit 1
 
Hit 2
F-Smash  
Angled up
 
Angled side
 
Angled down
Nair  
Clean
 
Late
Fair      
Bair  
Clean
 
Late
Uair  
Part 1
 
Part 1
 
Part 2
 
Part 2
Dair      
Shield  
Grab  
Standing
 
Running
 
Pivot
Pummel  
F-Throw  
B-Throw  
Swing Collision
 
Throw
U-Throw  
D-Throw  
Floor (back)  
Hit 1
 
Hit 2
Floor (front)  
Hit 1
 
Hit 2
Floor (trip)  
Hit 1
 
Hit 2
Edge (<100%)  
Edge (100%+)  
Neutral Special
(Fireball)
 
Side Special
(Green Missile)
   
Up Special
(Fire Jump Punch)
     
Down Special
(Luigi Cyclone)
   
   
Final Smash
(Negative Zone)
 
D-Taunt  

NotesEdit

  • The angle of a hitbox is displayed as a line. For hitboxes with the Sakurai angle, a star shape (*) is used instead. Note that all angles are based on what side of the attacker the target is on - if the target is on the opposite side of the attacker, they will fly in the opposite direction (but at the same angle). Most presented angles assume the target is on the right of the attacker, unless the attack is obviously on the attacker's left.
    • An angle indicated with a dash (-) is another special angle with unconfirmed properties; the best guess right now is that its angle is the same as the direction of travel of the user.
  • A transcendent hitbox is denoted by a dashed border.
  • The colour of a hitbox is its type; the colour of its angle indicator and border is its effect.
  • The numbers represent each hitbox's damage and knockback (base knockback/knockback scaling), as well as whether the knockback is fixed.