| Abel
| Adon
| Akuma
| Balrog
| Blanka
| Cammy
| Chun Li
| Cody
| C. Viper
| Dan
| Dee Jay
| Dhalsim
| Dudley
| El Fuerte
| E. Honda
| Fei Long
| Gen
| Gouken
| Guile
| Guy
| Hakan
| Ibuki
| Juri
| Ken
| Makoto
| M. Bison
| Rose
| Rufus
| Ryu
| Sakura
| Sagat
| Seth
| T. Hawk
| Vega
| Zangief
|

Click image for larger version
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 each other. Moves that can pass through the opponent, for example, akuma's teleport, that yellow area will completely disappear so he can pass through the opponents yellow area.
Solid Yellow long horizontal boxes: This is the blocking distance box. If your opponent is within this range, they will block rather than walk backwards if holding back.
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.
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).
The green box data is incorrect. There are two similar looking hitboxes that act differently. You get Yellow/Green which is the usual vulnerable one, and you get plain green which is hit invulnerable but projectile vulnerable. You can see examples of the hit invulnerable boxes on Abel's and Hakan's Light Supers, and Fei Long's Ultra 2.
really useful stuff, i just wish we could get it frame by frame so u can get a better feel for it. But then again u can figure out on ur own that something like balrogs standing jab is freakin good lol.
And I always wondered why some characters have good normals while many other have very bad ones, unlike previous games most character have few frames of active hitboxes (Red). I guess this explain why Blanka and Boxer have gr8 normals more active hitboxes baby !
@q80warlock
if u think blanka has good normals in this game u most not be playing ssf4.
This is nice but seriously how useful is it? You just have to play the game and see what works. Now if it comes out on PC soon I will be able to do that.
For anybody saying blanka has good pokes, he doesnt, theyre below average
Its really hard to see some of the boxs without the 60 frames per second, but what can u do its youtube. Im pretty sure within a week or so someone will break it down and all of it will be up in srk.
I might be reading this wrong, but is Dhalsim's jumping strong unblockable at max range aside from FA and other shields? It looks like there is a little range where the other character will move back instead of block, but still be within hittable range.
Well... I just ran a test for it. You can hit standing characters with his jumping strong if you time it near the end of the jump (very easy on tall characters). If you're in the sweet spot (within strike distance but further than blocking distance for the attack) and miss the punch (hits above their head), they'll keep walking backwards and not break animation to block. However, if it hits them, they'll block the attack.
This isn't actually useful information in a match, as making them not go into the brief blocking animation when missing an air attack doesn't really change much, but it's interesting none-the-less.
As a followup to my previous comment, here are two images showing the very subtle differences between the vulnerable hitbox and the hit invulnerable/projectile vulnerable hitboxes.
On the left is hit invulnerable, on the right is throw invulnerable:
http://img38.imageshack.us/img38/454/...
http://img690.imageshack.us/img690/65...
Good stuff Mienaikage, added that to Balrog page (even though it doesn't show up.)
How were these determined? People just tested them? Or were they obtained through say the SF4 PC edition (for vanilla characters)? The zangief hitboxes move in his videos, as if they are aligned to the character.
Any help on this appreciated.
That's bull. We STILL don't have hit box information on Vega, Dan, El Fuerte, and Seth?!
Wow, blanka got sick hitboxes