This has more to do with priority than how long the hitbox is out for. Now I understand that measuring hitbox is very hard.
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If you have some idea of how to measure hitbox duration then I'd like to hear it ^^ġ. I just don't know how to measure hitbox duration as I cannot see hitboxes. You are right that it will give more information about the moves. It goes without saying that a 'slow' move does not mean bad move. It justs shows the fact that it's slower than Kirby's up-tilt. "Their attack durations are 36F and 19F according to your data, which makes NUT look pretty bad. For example, if a low priority move has a very long hitbox duration, it wont matter because any other move has much more priority than it. Then, NUT is much easier to counter than KUT since the longer the hitbox duration is, the more chance the move is going to hit." "This means that NUT works better in a typical situation like this. I could perform very complex tests but it would take an extraordinary long time, time which I don't have and still would not be 100% accurate. I could only guess when the hitbox disappears. Again I cannot do this as I cannot see the hitbox. So it would only be my estimation, which could lead to errors.ģ. In SSB its not possible to view the hitbox. It's possible in SSBM to view hitboxes using AR (debug mode) so its obvious when the hitbox appears and disappears. Hitbox duration is impossible to do sadly, I could only guess. If someone can tell me how should those 3 parts be called, it would be greatly appreaciated.Ĭlick to expand.1. (If you are insanely good at timing KUT against Kirby's D-air, nvm XD) Then, NUT is much easier to counter than KUT since the longer the hitbox duration is, the more chance the move is going to hit. Suppose there is Kirby trying to do D-air directly from above you, and you are trying to counter him. This means that NUT works better in a typical situation like this. However, NUT has a much longer hitbox duration than KUT as you can understand intuitively. Their attack durations are 36F and 19F according to your data, which makes NUT look pretty bad. Let's compare Ness' U-tilt (NUT) and Kirby's U-tilt (KUT). The reason is because they give us so much more information about the use of moves. Frames between the disappearance of the hitbox and the point that the character can move (I have no idea how it's called in English) Frames between the occurence of the hitbox and dissapearance of the hitbox (Hitbox duration)ģ. Frames between pressing button and occurence of hitbox (Start-up)Ģ. It would probably be better if you can divide what you call attack duration into three partsġ.