Hurt boxes work in tandem with hit boxes and invincibility to create the basis of how two characters interact. Hurt boxes are the vulnerable parts of a character that when touched by a hit box will result in an effect.
By default there are exactly 20 Strike/Projectile hurt boxes, 3 throw hurt boxes, and 3 Push boxes on each character. Unlike hit boxes it is not possible to actually create a hurt box, instead the only thing that can be done is take an existing hurt box and modify it. The first option is you can disable specific hurt boxes from being vulnerable to specific attack types by using invincibility. After that hurt boxes can be manually modified within the hurt box section. Either changing their location relative to the original body part they came from, or by modifying their size relative to the original parts size.
The hurt box table of scripts is split into 11 different columns.
This is the Start and End frames of the hurt box you have selected. Unlike Speed or Physics you actually use the Start and End frames in a rather straight forward way. Setting 5 for S and 15 for E will make the hurt box last from 5 until 15 before the application of Speed settings.
This is the position of the hurt box, the X and Y coordinates are relative to the part of the body that the hurtbox is attached to. All hurt boxes and hit boxes are attached to parts of the character model with the exception of VFX hit boxes.
Currently it is not known if this is used
This designates the size of the hurt box. Width and Height are the distance from the center of the of the hit box, a width of 0.15 would actually be a hurt box size of 0.3 as it's 0.15 both left and right from the center.
In addition to width / height, the size of the body part will actually change the size of the hurt box. Even a hurt box of 0.1×0.1 can become quite large if attached to a body part that changes size during an animation. For example, Dhalsim's limbs greatly increase the size of the hurt box in-game when they stretch.
If a value of 0 is used then the game will use the default size for that body part's hurt box based on the model bones.
Currently what this does is unknown.
Box type dictates what kind of hurt box is used. There are 4 options and you can check any combination.
Push | Push box is what keeps characters from overlapping, when two push boxes touch they will push apart. Note that only Head, Waist, Chest can be set to Push boxes. |
Hit | Hit hurt boxes are vulnerable to strikes, they can be applied to any body part. Whenever you check a “Hit” hurt box it's best to also check “Projectile” and instead use invincibility to control if the body part is immune to that particular type of attack |
Throw | Throw hurt boxes are the hurt boxes used for throws. A throw hit box only interacts with a throw hurtbox. |
Projectile | Projectile hurt boxes function just like Hit hurt boxes but are vulnerable to projectiles. Whenever you check a “Hit” hurt box it's best to also check “Projectile” and instead use invincibility to control if the body part is immune to that particular type of attack. |
This is the body part being modified. The body parts you can modify are:
Body Part | Hex Number |
---|---|
Waist | FF000000 |
Stomach | FF010000 |
Chest | FF020000 |
Head | FF030000 |
Left Shoulder | FF040000 |
Left Elbow | FF050000 |
Left Wrist | FF060000 |
Left Hand | FF070000 |
Left Hip | FF080000 |
Left Knee | FF090000 |
Left Ankle | FF0A0000 |
Left Foot | FF0B0000 |
Right Shoulder | FF0C0000 |
Right Elbow | FF0D0000 |
Right Wrist | FF0E0000 |
Right Hand | FF0F0000 |
Right Hip | FF100000 |
Right Knee | FF110000 |
Right Ankle | FF120000 |
Right Foot | FF130000 |