Hit and hurtboxes for all current characters in Street Fighter 5

Posted by John 'Velociraptor' Guerrero • March 13, 2016 at 2:02 p.m. PDT

Frame Trapped has discovered and shared the hit and hurtboxes for all moves of all 16 current Street Fighter 5 characters.

This latest iteration of Street Fighter does feature a few odd interaction zones, as some pokes clearly touch the toes or outstretched hands of a character, yet still end up whiffing.

With these images, you'll see exactly what you're getting when you throw out Ryu's low forward, or Dhalsim's standing fierce punch. Below are the first six fighters, and you'll see the rest of the cast after the jump.

SF5 Hit and Hurt Boxes image #1 SF5 Hit and Hurt Boxes image #2 SF5 Hit and Hurt Boxes image #3 SF5 Hit and Hurt Boxes image #4 SF5 Hit and Hurt Boxes image #5 SF5 Hit and Hurt Boxes image #6

SF5 Hit and Hurt Boxes image #7 SF5 Hit and Hurt Boxes image #8 SF5 Hit and Hurt Boxes image #9 SF5 Hit and Hurt Boxes image #10 SF5 Hit and Hurt Boxes image #11 SF5 Hit and Hurt Boxes image #12 SF5 Hit and Hurt Boxes image #13 SF5 Hit and Hurt Boxes image #14 SF5 Hit and Hurt Boxes image #15 SF5 Hit and Hurt Boxes image #16

Frame Trapped is developing an app you can download that will provide for quick access to the above hurt/hitboxes as well as combo trainer and a camera manipulation feature. Please check it out, and donate if you like what you've seen here today.

Images gathered from eiSH's Deviant Art. Thank you to Zombiebrian and Hansel_G for the submissions.

Comments

enkil said on March 13, 2016 at 2:20 p.m.

This is beautiful. Thank you.

#1
Existent said on March 13, 2016 at 2:22 p.m.

F*cking YES. Finally.

#2
EXCh33ky said on March 13, 2016 at 2:25 p.m.

Whats the deal with the yellow and (hard to see) green boxes?

#3
ABMone said on March 13, 2016 at 2:27 p.m.

Standing short kick is maybe an antiair for claw? Gonna try it. Won't hurt anymore than I already do.

#4
Sunforged_One said on March 13, 2016 at 2:28 p.m.

Nice!
Thank you so much!

#5
nocturnal said on March 13, 2016 at 2:30 p.m.

SF5 Vega (claw) has the WORST hitboxes in the SF history! Wow! His claw is there just for the aesthetic reason!

#6
TigerGenocide said on March 13, 2016 at 2:31 p.m.

Now I see why Sims s.Jab is such a godlike AÁ. Hits above the head on first frame.

#7
Clamper said on March 13, 2016 at 2:33 p.m.

Yellow = proximity range where the move will be recognized by the opponent and he'll be forced to guard if holding back.

Green = hurtbox, the part where you can get hit.

#8
Sunforged_One said on March 13, 2016 at 2:35 p.m.

The red ones are the hit boxes. The region where the attack hits.
The yellow ones are the hurt boxes. This is basicly your character. If red collides with yellow, the yellow region will get hurt. Often the yellow region expands over the red ones. I guess that happens right after the active frames of an attack and not during of before that attack.
The blue ones are the regions that throw opponents if their yellow hurt boxes collide with them.
The green boxes negate projectiles I guess (like M Bisons V-Skill).

#9
Soljah said on March 13, 2016 at 2:39 p.m.

yup. I knew necallis hitboxes were stupid (not good) but now I know i should use lauras cHP more

#10
Ethredis said on March 13, 2016 at 2:40 p.m.

VEGA Top tiers confirmed then ? :P

#11
CodyDavidHolmes said on March 13, 2016 at 2:40 p.m.

I love that Birdie's booger is documented.

#12
Hakansoilbarrel said on March 13, 2016 at 2:41 p.m.

(straight from deviantart:

"Green boxes mean hurtbox (if they touch the green line with a red bar, you will get hit).
Red boxes mean project invincible but not physical invincible.
Yellow boxes are proximity blocking markers (if the yellow bar from a move reaches your character, you will go into block animation).
The yellow in the character are collision blockers (also passing over will turn the character over).
Blue is grab ranges.
Purple/Orange is projectiles.")

#13
Hakansoilbarrel said on March 13, 2016 at 2:44 p.m.

(man they really should've chosen a different color or something for the "green hurtbox", hard as **** to see)

#14
Existent said on March 13, 2016 at 2:53 p.m.

Not true at all. His cr.MP is better without the claw (which I disagree with), but everything else has effectively the same or a better hitbox.

#15
MuffinMan said on March 13, 2016 at 3 p.m.

I must train my anti-air booger.

#16
cmau5 said on March 13, 2016 at 3:01 p.m.

Based Velociraptor!

#17
edgaru said on March 13, 2016 at 3:27 p.m.

awesome thanks

#18
nocturnal said on March 13, 2016 at 3:35 p.m.

Can you see that j.hp (hitbox starts at his hand, the whole claw doesn't have a hitbox), st.mp (half of the claw is useless), and buster claw (half of the claw is useless)? And, yeah, that atrocious cr.mp.
The same thing also can be said for his kick normals. Look at that cr.mk, j.lk and j.hk. The hitboxes start at his knee!

His arms are thrusted down for the beginning of the FBA attack but the hitbox remains at the last horizontal position of the attack from the beginning, with a huge hurtbox sitting below it.
And that bare-hand j.hp is also a joke.

Seriously. These are some very horrible hitboxes.

#19
CharmingRogue said on March 13, 2016 at 3:38 p.m.

No, it's really bad. There's a huge hurtbox on his face and chest and there's no hitbox anywhere near there. Meaning jump-in's will beat that move a lot, probably clean too, not even a trade.

#20
CharmingRogue said on March 13, 2016 at 3:39 p.m.

It's really hard to see the hurtboxes in these (small) screenshots.... (the hurtboxes are the really thin green lines, not the green boxes).

#21
geoomega said on March 13, 2016 at 3:44 p.m.

Can someone explain in full details what exactly are hit and hurt boxes, and what the colors mean etc. with full details.

#22
Nrae said on March 13, 2016 at 3:49 p.m.

Laura need some updates on her hitboxes

#23
AriesWarlock said on March 13, 2016 at 3:50 p.m.

I wish this was in the game. Don't other games do this?

#24
powerincarnate said on March 13, 2016 at 3:53 p.m.

Regarding Vega: Capcom is just dumb. The character has a claw for a reason. so why isn't his range better than it is. Why is it that his signature move, FBA, completely useless unless it is EX and unless you use it in a combo. What's the point of aesthetics only claw? Go to Vega forum on SRK, man people clearly said from the start, that 5-6 placement on the tier list is highly inaccurate for Vega. The guy's hitboxes are absolutely terrible, and he lacks in many instances. Capcom really F'ed up

#25
Dodoria said on March 13, 2016 at 4 p.m.

Wow dhalsim hitbox data... jesus

#26
BuddhaRahl said on March 13, 2016 at 4:07 p.m.

Laura seems to be the only character who's hitboxes and visuals sync up. Besides her jmk.

#27
Redpotato said on March 13, 2016 at 4:24 p.m.

Mika's Special grab is confusing, can u put a move name on it?

#28
Existent said on March 13, 2016 at 4:43 p.m.

If you're making the point of the hitbox of an attack not reaching as far as the visual model and using that as an argument, that's telling me that you haven't actually compared his attacks to everyone else's.
You can't just look at something like that and assume those things.
His attacks are par for the course for this game.

#29
MN7 said on March 13, 2016 at 4:44 p.m.

Thank you so much....

#30
eiSH said on March 13, 2016 at 5 p.m.

Heya Velociraptor T_T You might want to take the original downloadable file >.> The files that are set as preview -- you can't really see the hurtboxes very well.

#31
eiSH said on March 13, 2016 at 5:07 p.m.

Hi sorry T_T The Rainbow Typhoon (punch) has longer range than the Brimstone (kick). Which is a fair trade off since the punches throw you backwards and the kicks throw you forwards.

TL;DR: Top Row is Punches, Bottom Row is Kicks.

#32
ShounZaito said on March 13, 2016 at 5:36 p.m.

good show!

#33
Nrae said on March 13, 2016 at 6:04 p.m.

jLP need more forward hitbox
jHK is so ugly really useless in battle need down hitbox, or i prefer the move to be completly changed
fHP (unique skill: Step Elbow) need more up and forward hitbox
V-Skill too, btw why low attack dont whiff on her V-Skill? While Karin with her over had no problem
Thunder Clap really needs more up hitbox

#34
Shumanigans said on March 13, 2016 at 6:04 p.m.

It's odd seeing a lot of the low profile looking moves have pretty much same size hurtbox as the character's crouching hurtbox.

Don't get me wrong, I love that most moves hit crouching characters, but look at Dhalsim and Chun-Li's slides and F.A.N.G's coward crouch. They won't be winning any limbo competitions anytime soon. Birdie and Mika know how it's done though!

#35
SpadeHand said on March 13, 2016 at 6:07 p.m.

Finally.

#36
WarioJim said on March 13, 2016 at 6:16 p.m.

It would be amazingly unwise to underestimate Vega's frame data or FBA.

#37
gigatonlt5 said on March 13, 2016 at 8:17 p.m.

Unfortunately I can't see the hurtboxes unless I squint really hard.

Whose idea was it to make the block proximity boxes more prominent than the hurtboxes? Surely the latter is a bit more important than the former?

#38
HawtBawls said on March 13, 2016 at 9:34 p.m.

So I've been trying to figure out why I can block Sim's insta-otg-teleport attacks but not Nashs's. Is it because of the proximity box on Nash after teleport?

#39
iamfiefo said on March 13, 2016 at 11:27 p.m.

Apparently, Vega's only real viable anti-air is Crimson Terror (the rolling attack) since it looks like his hurtbox is much lower than the hitbox?

#40
Existent said on March 13, 2016 at 11:36 p.m.

He has two main anti airs, cr.HP and HP Backslash. That's the problem, you can't assume too much about an attack just from looking at one frame of animation.

#41
iamfiefo said on March 14, 2016 at 1:37 a.m.

Been using Vega and it's hard to use those buttons due to the slow startup and weird angles of the attacks. But it seems like Crimson Terror is a viable anti-air at least...

https://www.youtube.com/watch?v=-2NDM...

#42
powderedtoastman said on March 14, 2016 at 4:39 a.m.

anyone can explain the extra green box on ken jLK? looks the same as his tatsu along nash and bison vskill. does it mean he can kick dhalsim projectiles with a normal? O.o

#43
a9a9a9 said on March 14, 2016 at 4:49 a.m.

Not accurate at all

#44
Serenade said on March 14, 2016 at 5:17 a.m.

It never chease to crack me up how Zangief's normal throw's range is less then half the size of his extended arm. LoL

#45
eiSH said on March 14, 2016 at 6:40 a.m.

Go to the Deviant Art link and download the original size to see the hurtboxes better~

#46
Lordkks said on March 14, 2016 at 8:48 a.m.

Deviant Art you can see the hit and hurt boxes better!

#47
JoseppeStandela said on March 14, 2016 at 1:26 p.m.

I appreciate this immensely, but there are some cases were ya just can't see the hurtboxes at all, like Gief SPDs. Apparently the EX one shrinks his hurtbox, but for the life of me, I can't see them to find out.
Is there any other way to view these, without immense blue or orange blobs covering the tiny green lines?

#48
Existent said on March 14, 2016 at 2:22 p.m.

cr.HP isn't hard to use as long as it's spaced correctly. It doesn't hit above his head.
And the roll is harder to use than cr.HP. If you consider the roll viable then HP is moreso.

#49


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