In helping everybody understand Bison’s normal moves and their hitboxes better, I have compiled some pictures.
Super Street Fighter IV: Arcade Edition Hit Box from Arcadia’s Mook revision 2
Page 1: http://www.mediafire.com/?d6gpmc482yddt97
Page 2: http://www.mediafire.com/?a64glb4066kzbip
Page 3: http://www.mediafire.com/?4hdsdcc5mq0iy5x
Console Super Street Fighter IV Hit Box Data captured from Videos
Neutral Jumping Normal Moves
j.MP http://i42.tinypic.com/1zc0kt3.jpg aka "the wing breaker"
Forward & Backward Jumping Normal Moves
j.MP http://i44.tinypic.com/33k3mnl.jpg aka “Hell Attack”
[*]j.MP http://i53.tinypic.com/2z4ln9h.png aka “Hell Attack”
Crouching Normal Moves
Knee Press http://i44.tinypic.com/153s07q.jpg
Head Press http://i41.tinypic.com/2z5rnsk.jpg
Devil’s Reverse http://i41.tinypic.com/69dd1s.jpg
Psycho Crusher http://i41.tinypic.com/34zn6v4.jpg
Nightmare Booster: http://i53.tinypic.com/6sucsx.jpg
Character Projectile Hit Boxes Against Bison (Alphabetical Order)
**Akuma **(air) http://i41.tinypic.com/of7lhy.jpg
**Akuma **(ground) http://i44.tinypic.com/2czcw01.jpg
**Gouken **(EX) http://i41.tinypic.com/skx5vq.jpg
**Guile **(LOL) http://i44.tinypic.com/30hrnfm.jpg
**Ibuki **http://i41.tinypic.com/262p653.jpg - Notice now they’re red and not green… not real projectiles. Explains why I punched one or two of them randomly by accident with Bison. #capcom folks confirmed to me that it was the same in SFIII. So gg.
**Sagat **(Ultra II) http://i44.tinypic.com/33lnng8.jpg
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 eachother. Moves that can pass through the opponent, for example, akuma’s teleport, that yellow area wil lcompletely disappear so he can pass through the opponents yellow area.
Solid Yellow long horizontal boxes:
They are the distance for where the active frames will force the opponent to block (but I didn’t include any of them in these pictures to show the distances)
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, is not important, they are values representing range/height/etc… basically, important info for the development team only
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).