Dhalsim's Hitboxes

Recently, someone uploaded a torrent with all the hitboxes for every single move in SSF4. The files are encoded with h.264 and are all very high quality running at 60fps.

I took some screencaps of Sim’s moveset, focusing on the most extended active frame of all of his moves and in some cases, the startup frames to highlight certain special properties like invincibility.

This is an explanation that was included as a readme file in the torrent:

Understanding Hitboxes

[details=Spoiler]

Solid Yellow boxes:

This represents the physical space that the character is occupying. These do not represent hittable boxes. It is there
so the characters, when both are pressing forward, they cannot pass through eachother. Moves that can pass through
the opponent, for example, akuma’s teleport, that yellow area wil lcompletely disappear so he can pass through the opponents
yellow area.

Solid Yellow long horizontal boxes:

I am not sure what this info represents. But in a lot of moves, it appears on frame 1 of the move’s startup.

Solid Red boxes:

This represents the attack’s active hitbox. If this box collides with the opponent’s vulnerable box(explained
further down), it will register a hit. The data that is shown inside the red hitbox, is not important, they are
values representing range/height/etc… basically, important info for the development team only

Solid Green Boxes:

This is considered a Projectile Active hitbox. Same rules apply as the red hitbox when it comes to registering a hit.

Solid Blue hitbox:

This is a throw’s active hitbox. If this throw collides with a throw vulnerable box(explained further down) on the
opponent, a throw will be triggered.

Green lined boxes:

This represents the character’s vulnerable hitbox. If any attack’s solid red hitbox or projectile’s solid green hitbox
collides with the green lined box, a hit will be registered.

Blue lined boxes:

This represents the character’s vulnerable throwable hitbox. If a throw’s Solid Blue hitbox makes contact with A blue
Lined box, a throw will be triggered

Red lined boxes:

This represents the character’s vulnerable hitbox, just like the green lined boxes, but it is invincible to projectile
attacks(solid green hitboxes). [/details]

You can also check tonylew84’s post on the Bison forums where he did something similar for that character, and which can be found here.

Standing Normals

st. jab http://i5.photobucket.com/albums/y160/razorback130/stjabactive.jpg
st. strong http://i5.photobucket.com/albums/y160/razorback130/ststrongactive.jpg
st. fierce http://i5.photobucket.com/albums/y160/razorback130/standingfierceactive.jpg

st. short http://i5.photobucket.com/albums/y160/razorback130/stforwardactive.jpg
st. forward http://i5.photobucket.com/albums/y160/razorback130/stfwd.jpg
st. roundhouse http://i5.photobucket.com/albums/y160/razorback130/strhactive.jpg

Command Normals

back jab
1st active frame http://i5.photobucket.com/albums/y160/razorback130/bjabactive1.jpg
2nd active frame http://i5.photobucket.com/albums/y160/razorback130/bjabactive2.jpg

back strong
Here we can see why this is such good AA. It basically covers all of Sim’s front and goes upward almost all the way in 5 frames
1st active frame http://i5.photobucket.com/albums/y160/razorback130/bstrong1stactive.jpg
2nd active frame http://i5.photobucket.com/albums/y160/razorback130/bstrong2ndactive.jpg
4th active frame http://i5.photobucket.com/albums/y160/razorback130/bstrong4rthactive.jpg
Last active frame http://i5.photobucket.com/albums/y160/razorback130/bstronglastactive.jpg

back fierce
1st hit: http://i5.photobucket.com/albums/y160/razorback130/bfierce1sthit.jpg
2nd hit: http://i5.photobucket.com/albums/y160/razorback130/bfierce2ndhit.jpg

back short http://i5.photobucket.com/albums/y160/razorback130/bshort.jpg
back forward http://i5.photobucket.com/albums/y160/razorback130/bfwd.jpg
back roundhouse http://i5.photobucket.com/albums/y160/razorback130/brh1stactive.jpg <------now we know why this AA is so fantastic. Just look at that humongous hitbox on its first active frame! What’s more, Sim’s head is invincible!

Crouching Normals

cr. jab http://i5.photobucket.com/albums/y160/razorback130/crjabactive.jpg
cr. strong http://i5.photobucket.com/albums/y160/razorback130/crstrongactive.jpg
cr. fierce http://i5.photobucket.com/albums/y160/razorback130/crfierce.jpg

cr. short http://i5.photobucket.com/albums/y160/razorback130/shortslideactive.jpg
cr. forward http://i5.photobucket.com/albums/y160/razorback130/forwardslideactive.jpg
cr. roundhouse http://i5.photobucket.com/albums/y160/razorback130/rhslideactive.jpg

cr. back jab http://i5.photobucket.com/albums/y160/razorback130/crbackjab.jpg
cr. back strong http://i5.photobucket.com/albums/y160/razorback130/crbackstrong.jpg
cr. back fierce http://i5.photobucket.com/albums/y160/razorback130/crbackfierce.jpg

cr. back short http://i5.photobucket.com/albums/y160/razorback130/crbackshort.jpg
cr. back forward http://i5.photobucket.com/albums/y160/razorback130/crbackfwd.jpg
cr. back roundhouse http://i5.photobucket.com/albums/y160/razorback130/crbackrh.jpg

Jump Normals

jump jab http://i5.photobucket.com/albums/y160/razorback130/jmpjab.jpg
jump strong http://i5.photobucket.com/albums/y160/razorback130/jmpstrong.jpg <----the range on this normal is insane
jump fierce http://i5.photobucket.com/albums/y160/razorback130/jmpnfierce.jpg

jump short http://i5.photobucket.com/albums/y160/razorback130/jmpnshort.jpg
jump forward http://i5.photobucket.com/albums/y160/razorback130/jmpnforwd.jpg
jump roundhouse http://i5.photobucket.com/albums/y160/razorback130/jmpnrh.jpg

jump back jab http://i5.photobucket.com/albums/y160/razorback130/jbjab.jpg
jump back strong http://i5.photobucket.com/albums/y160/razorback130/jbstrong.jpg <-- This move’s red hitbox is much longer than what one would expect.
jump back fierce http://i5.photobucket.com/albums/y160/razorback130/jbfierce.jpg

jump back short http://i5.photobucket.com/albums/y160/razorback130/jbshort.jpg
jump back forward http://i5.photobucket.com/albums/y160/razorback130/jbfwd.jpg
jump back roundhouse http://i5.photobucket.com/albums/y160/razorback130/jbrh.jpg <---- Another move with a deceivingly long hitbox

Special Moves

Yoga Fire http://i5.photobucket.com/albums/y160/razorback130/yogafire.jpg
EX Yoga Fire http://i5.photobucket.com/albums/y160/razorback130/EXyogafire.jpg
Yoga Flame http://i5.photobucket.com/albums/y160/razorback130/jabflame.jpg
Notice that all versions of Yoga Flame have basically the same hitbox. The difference is the start up, active and recovery frames, which are longer the stronger the punch button.
EX Yoga Flame: http://i5.photobucket.com/albums/y160/razorback130/exflame.jpg
Yoga Blast: http://i5.photobucket.com/albums/y160/razorback130/fwdblast.jpg
Again, basically the same hitbox on all three kicks, with the roundhouse version having a whooping 30 frame startup. Notice the hitbox around Dhalsim’s upperbody which adds vulnerability, and it’s part of the reason why this move trades with everything. Also, it has no invulnerability whatsoever.
EX Yoga Blast:
Startup: http://i5.photobucket.com/albums/y160/razorback130/exblast3rdframe.jpg <—Notice how Dhalsim is completely invulnerable. This invulnerability lasts until the first active frame:
http://i5.photobucket.com/albums/y160/razorback130/exblast1stactive.jpg
Yoga Teleport:
Startup: http://i5.photobucket.com/albums/y160/razorback130/teleportfirstframe.jpg Sim has full body invulnerability from the 1st frame.
As soon as Sim reappears, he spends several frames in a limbo in which he has no hitboxes whatsoever:
http://i5.photobucket.com/albums/y160/razorback130/nohitboxteleport.jpg
Afterwards he is vulnerable from the first recovery frame until he touches the ground:
http://i5.photobucket.com/albums/y160/razorback130/teleport1stvulnerable.jpg

**Drills and Mummy **

In all versions the move remains active until Sim touches the ground

short drill http://i5.photobucket.com/albums/y160/razorback130/shortdrill.jpg
forward drill http://i5.photobucket.com/albums/y160/razorback130/fwddrill.jpg
roundhouse drill http://i5.photobucket.com/albums/y160/razorback130/rhdrill.jpg

Yoga Mummy http://i5.photobucket.com/albums/y160/razorback130/mummy.jpg

Super and Ultras

Super (Yoga Inferno)

1st Active Frame http://i5.photobucket.com/albums/y160/razorback130/super1stactive.jpg
Sim is completely invulnerable throughout the startup and up to the first active frames.
1st vulnerable active frame: http://i5.photobucket.com/albums/y160/razorback130/jabsuper3rdactive.jpg

Jab version has 1 invulnerable active frame
Strong has 2 invulnerable active frames
Fierce version has 4 invulnerable active frames
Hitbox is basically the same for all three punches, with the jab version having the least active frames.

Ultra 1 (Yoga Catastrophe)

http://i5.photobucket.com/albums/y160/razorback130/ultrastartup.jpg Sim is completely invulnerable during the Ultra flash
Sim is vulnerablethroughout the startup, and during the active frames:
1st active frame http://i5.photobucket.com/albums/y160/razorback130/ultra1stactive.jpg

Ultra 2 (Yoga Shangri-La)
Sim is invulnerable during the startup and the first 5 active frames:

On the 6th active frame, he becomes vulnerable

He’s also vulnerable during his recovery

Woah, thx for this!

this post is win

Whoa! Great post. Really great stuff, science!

This is awesome. If any thread deserved a sticky it would be this one.

Very nice list!
Thanks

Nice:)
Do someone have SF4 dhalsim hitboxes to compare with?
I’m thinking about the reduction of reach on standing fierce etc

Thanks!

Man, the size of the XL green lined box around Sim’s head during Yoga Blast is just plain stupid. I mean it even overlaps with more than a 1/4 of the green active hitbox!

I would love to be able to toggle a hitbox version of the game on and play with everything displayed. Not that it would help anything, just would be cool to see the “under the hood” mechanics of the game in action.

Very good, thanks a lot ! :smiley:

thanks duude

tagged

No solid game play?

The first thing I noticed when playing Dalhism is that his Strong Punch Command attack going downwards has trash range and is very slow? The second thing I noticed was the strong kick command downward attack has to be very high in the air. Is this suppose to be some turtle trash character? Dalhism used to be ok with close range and spread to mid range.

Why is his forward dash so slow by a lot? Just really annoying how I think they made this character based on the first ultra which is bs and only his teleport seems to be anything of moderate speed.

Would’ve perfered half screen stretches but faster.

wow amazing !

Awesome stuff! And for anyone wondering the “Solid Yellow long horizontal boxes” is the block range of the move - if the opposing character is pressing back within range of this box, they will block.

dhalsims move that pisses me off the most is his standing roundhouse. I always try to use it reactively as an AA and it always gets kicked. how should you use standing roundhouse? can you only use it predictively?

The problem with that move is that its startup is really freaking long (14 IIRC) compared to its active frames (only 4). In other words, it won’t hit anyone until Sim’s leg is almost completely extended.

I do use it reactively, but it’s very situational. I think it’s best used to keep your opponent from empty jumping, or against jumpins that have high hit boxes, like Balrog’s.*

It also rapes Rufus’s dive kicks and shuts down his aerial options from half screen away.

i use it against big characters a lot as an air check move, not t. hawk though. whenever I try to use it against a jumping shoto though it usually gets stuffed leading to big damage. and It drives me nuts. I guess I should learn my lesson :slight_smile:

Yeah. Shoto air normals are godlike in this game. I guess Capcom figured that since scrubs love both shotos and jumping around, they might as well give them insanely good properties. So st. RH will usually get stuffed. I only use it if I’m sure that they will empty jump, or if they want to be cute and air tatsu.

Overall st. fw and neutral jump strong are better at thwarting jump-ins from 1/2 and 3/4 screen away. Both moves are godlike against Honda, for instance. Much better than b. RH.

Although I definitely use standing rh on rufus a lot, saying it rapes his dive kicks is really overstated. It can actually be made to trade a lot if the rufus player knows what they are doing.