As Dan didn’t have this information uploaded yet, I thought I would post this. This is downloaded & SS are captured from a series of hitbox videos linked in a SRK thread, and the topic I posted here deals with active hitbox only.
How to read hitbox
[details=Spoiler]
Solid Yellow long horizontal boxes should indicate horizontal space that makes opponent to go into block motion.[/details]
s.LP doens’t have a vulnerable hit box with his striking arm, I guess that’s why jabs are so effective. Same is true for s.MP, making it kinda effective for counter-poking if only it were a bit faster.
s.MK and c.MK hit-boxes don’t extend as far as the character model where s.HK extends further (pity it’s so damn slow).
c.HP officially sucks for AA, hit-boxes don’t extend higher than his vulnerable hit-boxes.
nj.MP I think if you hit on the first frame you only get small damage compared to the regular damage (also makes a different attack noise).
Gadouken, his vulnerable hit-box seems to extend further than his hand >.>
Something I don’t get, both Ultra are invulnerable for ages (like 10 frames minimum) so why are we seeing vulnerable hit-boxes in the 2nd frame?
Well I wouldn’t say “everything” but yeah, same goes for regular Knee. Guess it’s a combination of the attack ark and the fact that it stays active for ages, characters sticking their limbs out are possibly getting them hit before their hit boxes turn active.
It does beat a lot of things. Most AA’s doesn’t go straight up at 1st active frame, including KRK, which starts at a low hitbox, and before they can hit you, you hit them. Also as already mentioned, its long active time helps a lot as well. You’ll mostly lose to an AA that has hitbox straight up at active frame 1, like Sim’s knee, or Gen’s gekiro, unless you stuff them during their start-up.
^^Thats weird, cuz yes I do lose to gekiro but i pretty much always beat sim knee clean. Its just too bad it has SOOO much end lag, or else Id throw it out every jump in haha.
In addition Sim’s AA doesn’t jump, and has only 5 active frames. I think if you time it right, his active frames will end and you’ll fall on down to hit him, but I haven’t seen that happening often.
The solid YELLOW long horizontal box means : if your opponent is within that range, the “back” input will be gone to “block” animation. In another word, the opponent will be blocking instead of walking away.
What is Dan’s hurtbox when hes stunned on the floor and when hes recovering from stun with the thumbs up? Ive noticed some peoples combos whiffing when hes on the ground and when hes jumping up for that smile and thumbs up