I’ve been looking for a way to give back to the community for some time, and this seemed like the way to do it. If posting this is a violation of some rule I missed, please go ahead and delete it.
I’ve taken screenshots from the hitbox data floating around and compiled them here for easy reference. To save time, I clipped just the first active frame from most attacks, unless the hitbox moves or has other interesting properties.
Also, note that this data applies only to hits with the claw on. Hitbox properties for clawless Vega are unknown and unlisted.
The following is taken from the readme file with the videos.
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: I am not sure what this info represents. But in a lot of moves, it appears on frame 1 of the move’s startup.
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).*
cr. hp - ?
cr. hk - part 1, part 2, part 3 - The offensive box does something weird here. During the startup of the slide’s active frames, it’s inside Vega’s hitbox, as seen in part 1. By the middle, however, it’s slid outwards to just a little beyond his foot, as in part 2. At the end of the slide, it’s recessed back into his leg again.
Neutral Jumping Normals
Piece of Mercury/df. mk - part one, part two, part three
Cosmic Heel/df. hk - hitbox stays in the same place, but it follows Vega upwards on his jump arc. Last active frame is right at the apex of his jump, shown here.
Rolling Crystal Flash - Had this one fully done, but the image quality came out bad for the full maps. Other than their startups though, every rcf has the same hitbox properties–the first hit is a small box that starts inside Vega and moves outwards as he rolls forward, all subsequent roll hits have a larger hitbox extending out of his back, and all claw strikes are identical.
Full lp. rcf frame map - first column is startup, second is the roll hit, third is inactive frames before claw strike.
In all cases, there are 7 inactive frames between when the roll ends and the claw hits.
Sky High Claw
Flying Barcelona Attack
Izuna Comparison - As far as I can tell from the data, the range on normal and EX izuna is the same. This seems to contradict my own experience, though–can anyone confirm this?
No data exists, sadly. If anyone else finds it, please tell me.
Super and Ultras
Ultra 1, Bloody High Claw - part 1, part 2, part 3. This one’s interesting, since unlike EX Barcelona the box moves as Vega brings up his knee.
[*]Ultra 2, Splendid Claw - distance traveled with invincibility, vulnerable part afterwards
Please let me know if I’ve made any mistakes, or any links are dead. Hope this helps.