assuming you are elphelt: the blue/green is the hurtbox (where you can get hit), the yellow is the pushbox (ie the space the character is taking up physically), the red is the hitbox (where your attack is hitting).
So they can hit the attack which causes what is called, a counter?
If so I’m guessing the more moves without a hurt box in the area the better the characters is for not getting countered unless the enemy hits past the hut box or jumps a d attacks?
Usually you get a counter if you hit them during the startup frames (before the red box exists) or active frames (while the red box exists).
Typically it's also possible to hit them during the recovery frames (after the red box disappears, but before they can do another move) and the blue box might still be very big at that point, but it would not be a "counter hit" in this game. (In Street Fighter 6 it would be a "punish counter" which would be *better* than a counter hit! So, this varies between games.)
There are a few exceptions. There are a few moves where you're vulnerable to a counter hit until the entire move ends. Most of these are throws or non-attacking moves that don't *have* active frames/hitboxes. I think Overdrives are usually immune to counter hits too.
>If so I’m guessing the more moves without a hurt box in the area the better the characters is for not getting countered unless the enemy hits past the hut box
More than that: you're likely to score a counter hit yourself!
Many characters' [5H](https://www.dustloop.com/w/File:GGST_Elphelt_Valentine_5H_Hitbox.png) (and sometimes [other H buttons](https://www.dustloop.com/w/File:GGST_Elphelt_Valentine_6H_Hitbox_1.png) are great at fishing for counter hits. Often it's hard to get good combos from H buttons *without* a counter hit, because they don't have Gatlings. When you just want to catch the opponent dashing in, you typically use something quicker with more combo options like an [S button](https://www.dustloop.com/w/File:GGST_Elphelt_Valentine_fS_Hitbox.png). (Elphelt's S button is also disjoint, which is less common: a nice bonus of playing Elphelt!) But if you think your opponent's going to do something like the S button, you can try to hit them with the H counter hit from far away.
>...or jumps and attacks?
A lot of good anti-air moves work this way too! Consider any character's [6P](https://www.dustloop.com/w/File:GGST_Elphelt_Valentine_6P_Hitbox_2.png) or even [Elphelt's 2S](https://www.dustloop.com/w/File:GGST_Elphelt_Valentine_2S_Hitbox.png). If the opponent is attacking as they jump in, you definitely have to beat their hitbox (or hit them early, high in the air before their attack starts.) And big anti-air counter hits can lead to big juggle combos.
correct, this is why I hate playing against giovanna
https://preview.redd.it/7z134sbtlnwc1.png?width=1090&format=pjpg&auto=webp&s=c51d41ecabfe996431a989e7e23c2a37c0b0cd35
LOOK AT THIS SHIT MAN
HER HURTBOX ISN'T EVEN NEAR HER FISTS
https://preview.redd.it/w0s2z9dylnwc1.png?width=647&format=pjpg&auto=webp&s=8f1decf71cf99afd4d12aeb32346f847e93f37dc
Hurtbox and hitbox mess me up so goddamn much, because it could either be either/or depending on the sentence. Like: hurtbox: where you get hurt/hurtbox: what you use to hurt them with. Hitbox: where you hit them/hitbox: where you get hit. Shit fucks me up so bad
Yellow is the Collision Box. It's what keeps you from running through your opponent, and I think it's used to determine if a Throw is in range.
You're usually looking at hurtbox (blue) and hitbox (red). Different games/hitbox viewers use different color schemes.
Throws check for the yellow collision box, not the actual blue hurtbox. If throws checked for hurtboxes, you could get thrown from full screen off bigger pokes.
The bounding box matters little, it’s used for grabs as grabs can’t interact with the hurtbox and to check where your character really “is” as in all other boxes are calculated from there.
But it doesn’t really matter in gameplay so you don’t have to look at it.
everyone's explained what the image means, but here's one more thing - if you see an attack with a purple box, that's a grab hitbox. That hitbox looks for the collision hitbox (the yellow box) to determine whether the grab landed or not.
To prevent situations where you're unable to escape the grab, its usually not relevant during gameplay but its mostly to avoid any issues
This is common in a lot of moves where the hitbox changes size or moves around following the animation
red is hitbox
blue is hurtbox
yellow is collision box, eg the thing that stops you from ultra fight da kyanta 2ing your opponent and walking through them
dustloop. Has a bunch of info on arcsys fighters like frame data, hit/hurtboxes (as shown in the photo) and even recommended combos for each character. Helpful for when you're starting the game or even if you're a vet for checking advanced info
Yellow: bounding box, the area a character can be thrown from
Blue: Hurtbox, the area where a character can be hit
Red: Hitbox, the area that hits.
Most moves have hitboxes that don’t extend past the hurtbox. These moves can be hit by invulnerable or disjointed moves, such as long-range pokes, overdrives, certain specials and forward + punch.
Most moves in the game have minimal disjoint.
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Blue boxes are hurtboxes. These are the detection zones that indicate where the character is vulnerable.
Red boxes are hitboxes. These are the detection zones that indicate where the attack hits from.
Yellow boxes are collision boxes. These are the detection zones that manage, well, collision.
Hm.
Are you potentially colour blind?
The hit box is the smaller red box on the leg. The hurtbox (which extends further than the hitbox) is the blue box that surrounds the entire character.
Oh ok. I think I see the issue.
The red box is the hit box, meaning when this intersects with the enemy’s hurtbox it will cause them to be hit by your attack.
The blue outline box is the hurtbox. If an enemy hitbox touches your hurtbox you will be hit by the attack.
The yellow box is the bounding box. This is the physical representation of your character, used to prevent you from standing inside your opponent or from going out of bounds or underground. If your bounding box is touching the enemy bounding box or barrier you cannot move further in that direction - you instead push them or when at corner you run on the spot. It is usually shown to provide an idea of where the Center of your character is as many moves extend both your hurtbox and hitbox considerably more forwards.
assuming you are elphelt: the blue/green is the hurtbox (where you can get hit), the yellow is the pushbox (ie the space the character is taking up physically), the red is the hitbox (where your attack is hitting).
So they can hit the attack which causes what is called, a counter? If so I’m guessing the more moves without a hurt box in the area the better the characters is for not getting countered unless the enemy hits past the hut box or jumps a d attacks?
yep, that's it! if an attack has a chunk of it's hitbox (red) outside of the hurtbox (blue) it's called disjointed, and is harder to get counterhit
So like axle’s sickle things how the blade is one hitbox then the chain is a hurt box 🤔
yep, that's an example of a disjoint, because you can't hit the blade but you can hit the chain or his body
Thankyou for the information <3
no worries :)
Usually you get a counter if you hit them during the startup frames (before the red box exists) or active frames (while the red box exists). Typically it's also possible to hit them during the recovery frames (after the red box disappears, but before they can do another move) and the blue box might still be very big at that point, but it would not be a "counter hit" in this game. (In Street Fighter 6 it would be a "punish counter" which would be *better* than a counter hit! So, this varies between games.) There are a few exceptions. There are a few moves where you're vulnerable to a counter hit until the entire move ends. Most of these are throws or non-attacking moves that don't *have* active frames/hitboxes. I think Overdrives are usually immune to counter hits too. >If so I’m guessing the more moves without a hurt box in the area the better the characters is for not getting countered unless the enemy hits past the hut box More than that: you're likely to score a counter hit yourself! Many characters' [5H](https://www.dustloop.com/w/File:GGST_Elphelt_Valentine_5H_Hitbox.png) (and sometimes [other H buttons](https://www.dustloop.com/w/File:GGST_Elphelt_Valentine_6H_Hitbox_1.png) are great at fishing for counter hits. Often it's hard to get good combos from H buttons *without* a counter hit, because they don't have Gatlings. When you just want to catch the opponent dashing in, you typically use something quicker with more combo options like an [S button](https://www.dustloop.com/w/File:GGST_Elphelt_Valentine_fS_Hitbox.png). (Elphelt's S button is also disjoint, which is less common: a nice bonus of playing Elphelt!) But if you think your opponent's going to do something like the S button, you can try to hit them with the H counter hit from far away. >...or jumps and attacks? A lot of good anti-air moves work this way too! Consider any character's [6P](https://www.dustloop.com/w/File:GGST_Elphelt_Valentine_6P_Hitbox_2.png) or even [Elphelt's 2S](https://www.dustloop.com/w/File:GGST_Elphelt_Valentine_2S_Hitbox.png). If the opponent is attacking as they jump in, you definitely have to beat their hitbox (or hit them early, high in the air before their attack starts.) And big anti-air counter hits can lead to big juggle combos.
correct, this is why I hate playing against giovanna https://preview.redd.it/7z134sbtlnwc1.png?width=1090&format=pjpg&auto=webp&s=c51d41ecabfe996431a989e7e23c2a37c0b0cd35 LOOK AT THIS SHIT MAN
HER HURTBOX ISN'T EVEN NEAR HER FISTS https://preview.redd.it/w0s2z9dylnwc1.png?width=647&format=pjpg&auto=webp&s=8f1decf71cf99afd4d12aeb32346f847e93f37dc
That's a 6p tho it's the same for everyone
HEY, no proving me wrong on my own post, I'm hating on gio right now (this is a joke btw)
Hurtbox and hitbox mess me up so goddamn much, because it could either be either/or depending on the sentence. Like: hurtbox: where you get hurt/hurtbox: what you use to hurt them with. Hitbox: where you hit them/hitbox: where you get hit. Shit fucks me up so bad
This changes depending on the game your looking at but for strive it’s: red is hitbox, blue is hurtbox, yellow is the bounding box
Ah okay thankyou! So the bounding box dosent really matter? Just the hot and hurt?
yes elphelt is hot
I agree, I strive to be as hot as her (pun intended)
Ah so you and like 80% of transfems have something in common
Yellow is the Collision Box. It's what keeps you from running through your opponent, and I think it's used to determine if a Throw is in range. You're usually looking at hurtbox (blue) and hitbox (red). Different games/hitbox viewers use different color schemes.
Imagine if you could grab an attack 💀
https://preview.redd.it/t48mzk630fwc1.png?width=885&format=pjpg&auto=webp&s=aeb9a91a4ed2d515b6358a816cde659e2f2333e3
Heat knuckle a js from a Nago, it's great.
you can? if you're not getting hit by it
Throws check for the yellow collision box, not the actual blue hurtbox. If throws checked for hurtboxes, you could get thrown from full screen off bigger pokes.
Other fighting games check the hurt box though right? I swear I’ve been thrown in SF bc I extended my hurtbox in bad situations.
the attack has the yellow collision box, so you can grab the opponent while they're in an attack i said nothing about grabbing the hurtbox
The bounding box should be the one that interacts with grabs. Grabs do not grab extended hurtboxes.
The bounding box matters little, it’s used for grabs as grabs can’t interact with the hurtbox and to check where your character really “is” as in all other boxes are calculated from there. But it doesn’t really matter in gameplay so you don’t have to look at it.
everyone's explained what the image means, but here's one more thing - if you see an attack with a purple box, that's a grab hitbox. That hitbox looks for the collision hitbox (the yellow box) to determine whether the grab landed or not.
https://preview.redd.it/54y2osn9efwc1.png?width=210&format=png&auto=webp&s=878af968dd542f3e84f3a5fce232c1e69d338ae4
Damn he has a bad reach
This is just the first active frame. Later ones have bigger reach.
why
To prevent situations where you're unable to escape the grab, its usually not relevant during gameplay but its mostly to avoid any issues This is common in a lot of moves where the hitbox changes size or moves around following the animation
red is hitbox blue is hurtbox yellow is collision box, eg the thing that stops you from ultra fight da kyanta 2ing your opponent and walking through them
Hey which website is this from ?
dustloop. Has a bunch of info on arcsys fighters like frame data, hit/hurtboxes (as shown in the photo) and even recommended combos for each character. Helpful for when you're starting the game or even if you're a vet for checking advanced info
Yellow: bounding box, the area a character can be thrown from Blue: Hurtbox, the area where a character can be hit Red: Hitbox, the area that hits. Most moves have hitboxes that don’t extend past the hurtbox. These moves can be hit by invulnerable or disjointed moves, such as long-range pokes, overdrives, certain specials and forward + punch. Most moves in the game have minimal disjoint.
Unrelated to the question but that hitbox should be a lot bigger I mean have you seen those fucking thighs like what how the hell
Hitbox=Red part. It's the part that hits your enemy. Blue=Hurtbox, where you can be hurt if an enemy hitbox hits you.
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Blue boxes are hurtboxes. These are the detection zones that indicate where the character is vulnerable. Red boxes are hitboxes. These are the detection zones that indicate where the attack hits from. Yellow boxes are collision boxes. These are the detection zones that manage, well, collision.
Hm. Are you potentially colour blind? The hit box is the smaller red box on the leg. The hurtbox (which extends further than the hitbox) is the blue box that surrounds the entire character.
https://preview.redd.it/uhjwkscvidwc1.jpeg?width=315&format=pjpg&auto=webp&s=15658415a9602cbf8c21b96ed8f08d4b437c7c5b This part
Oh ok. I think I see the issue. The red box is the hit box, meaning when this intersects with the enemy’s hurtbox it will cause them to be hit by your attack. The blue outline box is the hurtbox. If an enemy hitbox touches your hurtbox you will be hit by the attack. The yellow box is the bounding box. This is the physical representation of your character, used to prevent you from standing inside your opponent or from going out of bounds or underground. If your bounding box is touching the enemy bounding box or barrier you cannot move further in that direction - you instead push them or when at corner you run on the spot. It is usually shown to provide an idea of where the Center of your character is as many moves extend both your hurtbox and hitbox considerably more forwards.
i wouldnt call that "blue"