Hitbox / Hurtbox color guide


Color coded boxes are currently being added to characters.

Characters with color coded boxes at the moment:
Blanka, Cammy, Chun-li, Deejay, Dhalsim, E.Honda, Guile, JP, Juri, Ken, Kimberly, Lily, Luke, Mai, Manon, Marisa, Ryu, Sagat, Zangief.

Short Guide

Green outline, green filled: Normal hurtbox.
Blue filled: Projectile invuln.
Dark green outline: Air invuln.
White outline: Stand / crouch strike invuln boxes. Vulnerable to air strikes / projectiles (unless shaded blue).
White outline, white filled: Strike invuln boxes. Vulnerable to projectiles.
Lack of any hurtbox on character model: Complete invincibility.
Gray: Proximity guard range box
Purple: Armor / counter boxes.

Red outline, shaded red: Normal hitbox
Light red / dark pink: Combo only hitbox.
Pink: Throw hitbox.
Light Orange: Projectile clash box.

Unique boxes: Cyan. Unique boxes with special functions for certain characters. Eg: Blanka has a box that activates Blanka Chan. Rashid has one at all times that detects and apply his air current buffs(?) (not shown in animations). These boxes' color may appear (very) off because they usually are stacked on top of other boxes. (May draw them as solid outline with no fill in the future)

Throw hurtbox may be included at a later date.

Long Guide with Examples

Every site may use a different color for different hitbox / hurtbox properties. The following colors are for this site only.

Examples used are frames captured during August 2025.

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Shaded blue: Projectile invulnerable hurtboxes.

- These cannot be damaged by hitbox of a projectile (eg: Shoto's Hadoken. Guile's Sonic Boom)
- Commonly found in special moves across the cast.
- Examples: Deejay's Juggling Dash, Lower and leg hurtboxes of Ryu's Lk Tatsu, shown below.



- Also found on lower hurtboxes of jump buttons (except lights), making it easier to jump attack an opponent in the process of throwing a fireball.

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Dark green outline: Air strike invulnerable hurtboxes.

- These cannot be damaged by air strikes (eg: jump normals).
- Almost all special moves designed to anti air has several frames of complete air invuln, like Ken's Shoryuken and Guile Flashkicks.
- Some characters also have normals with air strike invuln hurtboxes to be used for anti airing.
- Examples: Upper hurtbox of Juri's crouching heavy punch, full body air invuln hurtboxes on Ryu's lp Shoryuken, shown below.



- Some normals can anti air effectively even without air strike invulns. These normals usually are very disjoint (large portion of hitbox not contained in a hurtbox)
- Example of disjoints: Juri's crouching medium punch, Luke's crouching heavy punch, shown below.



- Note that Akuma's air fireball is considered an air strike (August 2025).

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Purple: Armor / counter boxes.

- These boxes can absorb an attack. Some triggers a counter attack when a hitbox comes in contact with them.
- Examples: Marisa's Scutum, Zangief's charged standing heavy punch, shown below.



- Only the purple area absorbs / triggers an attack. Try using a normal that avoids the purple box to defeat the armor / counter if possible.

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White border: Ground strike invulnerable boxes.

- It may be less confusing to call these "only vulnerable to air strikes".
- These are uncommon boxes, used mostly as extra hurtboxes on top of normal crouching hurtbox, usually on crouching punches.
- Example: Guile's crouching medium punch, Luke's crouching medium punch, shown below.



- They enlarge a crouching character's hurtbox upwards.
- This increases the chances of the crouching normal being hit by an opponent's jump in attack, thus lowering the chance of a crouching button beating or trading with a jump in attack.
- Since the purpose is to weaken the buttons against air strikes only, these extra boxes are given ground strike invuln.
- Used by capcom to adjust the interaction of crouching buttons to jump in attacks only.
- These hurtboxes are usually removed immediately after the crouching button's active frames ends. Once the active frames are gone, there is no longer any threat of these buttons trading with a jump in, and these extra hurtboxes are no longer needed.



- With the introduction of Sagat, most (if not all) of these boxes also received a projectile invulnerable (blue fill) property, so the crouching buttons will interact properly (read: duck under) high tiger shot.

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White border, shaded white: (Ground and air) Strike invulnerable boxes.

- These boxes are common on startup of some Super Arts.
- They are vulnerable to projectiles.
- Examples: Blanka's SA1 and Ken's SA1, shown below.



- Also commonly found as an "extra" hurtbox 1 frame before active frames of long reaching buttons that triggers crumple / staggering state / etc.
- Examples: Deejay's standing heavy kick, JP standing haavy punch, Juri standing heavy kick, Ken standing heavy kick, shown below.



- These boxes are vulnerable to projectile and will prevent the normal from progressing to its active frames when an active projectile is between the players.
- Purpose is to prevent these normals from trading with an opponent's projectile move in close ranges or during the projectile's early active frames. Such a trade would result in crumple / juggle state and possible followup damage to the player throwing the projectile.
- By making these extra addon boxes strike invulnerable, they are an effective mean of fine tuning a normal's interaction with projectiles without affecting its interaction with other normals in the game.

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Lack of any hurtbox on character model: Complete invincibility.

- The best type of hurtbox (for you the player) is one that doesn't exist at all.
- Example: Chun-li's SA2, Juri's SA3, shown below.



- Also commonly "found" on OD invincible reversals (Shoto OD Shoryuken, Chunli OD Upkick) and Super Arts.

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Grey: Proximity guard / block range.

- Feint gray boxes that usually appears soon after button is pressed.
- The proximity guard range varies, usually depending on the the range of the actual attack, as shown in the animation below.
- Note: these moves do not have the same frame data. They are frame 1, 2, and the first active frames of each button, assembled together for easy comparison of the length of each proximity box to the first active hitbox. Please pay attention to the frame display on the bottom left of each square.



- These are ranges where an opponent will be unable to walk back - they will be forced into guard animation even if the attack whiffs.

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Combination boxes.

- Sometimes hurtboxes on a character has mixed properties.



- Ken: Air invuln (dark green outline) with projectile invuln (blue filled) on Hp Shoryuken.
- Manon: Projectile invuln on lower hurtbox, with complete invincibility above knees on OD Renversé.

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Light red / dark pink: Combo only hitbox.

- These boxes only interacts with an opponent that is already being hit (eg: in the middle of a combo)
- Examples where they are easy to see: JP's OD Stribog, Luke's Super Art 2, shown below.



- They usually extend outside the edges of the regular hitbox.
- Their purpose is to help ensure the move will connect in a combo, where an opponent may be mid air / higher up / further away than an ordinary grounded opponent.
- A separate box that fine tunes the interaction with an opponent in the middle of a combo without making the hitbox excessively large during normal gameplay.

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Pink: (Command) throw hitbox.

- Range at which a grounded opponent's throw hurtbox will be caught in the command throw.
- Examples: Honda's Oicho Throw, Zangief's Screw Piledriver, shown below.



- "Command" in brackets because normal throws are not included at the moment.
- Throw hurtbox is currently not displayed in the animations.

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(Light) Orange: Projectile clash box.

- A projectile that comes in contact with a projectile clash box will have 1 hit (or more, depending on the move) removed / cancelled out.
- Examples: Honda's Neko Damashi, Juri's Fuhajin, shown below.




Frame number display color guide:



Counter state frame
Hitbox active frame
Projectile active frame
Armor / counter active frame
Punish counter state frame
Full invincibility frame
Projectile Invincibility frame
Strike / Throw Invincibility frame

All frame data are read from the in-game frame display in training mode. This means the values will not always align with values on other frame data websites.

For example, Chun-li's Serenity Stream > Orchid Palm (stance > lp) is listed here with a startup of 19F. This 19F includes the startup of the Serenity Stream and is not the startup of just Orchid Palm. On other frame data websites, Orchid Palm may be listed to have a startup of 5F.

I have decided to go with the total startup value of 19F including the Serenity Stream so it matches the animation as shown. This applies to similar moves, like Ken's Quick Dash > Forward Step Kick / Thunder Kick (Run > step kick / overhead).

Frames before the first active / projectile active frame are considered the startup frames.

Frames after the last active / projectile active frame are considered recovery frames.

Some moves have extra recovery frames on whiff (vs on hit). Note that recovery frames listed here will always be the value for the move on whiff (as shown in the animations).

On hit / on block values and invinciblity / armor notes are taken from Capcom Street Fighter 6 website's frame data tables. These numbers are assuming your attack make contact with your opponent on the first active frame of your move. In the case of a projectile, when it make contact with your opponent point blank.

For detailed frame data, including numbers that you might not even know exists, we recommend Frame Assist Tool (FAT).





Character Select (Beta)

icon with link to Aki's page
Aki
icon with link to Blanka's page
Blanka
icon with link to Cammy's page
Cammy
icon with link to Chun-li's page
Chun-li
icon with link to Deejay's page
Deejay
icon with link to Dhalsim's page
Dhalsim
icon with link to Ed's page
Ed
icon with link to E.Honda's page
E.Honda
icon with link to Elena's page
Elena
icon with link to Gouki (Akuma)'s page
Gouki (Akuma)
icon with link to Guile's page
Guile
icon with link to Jamie's page
Jamie
icon with link to JP's page
JP
icon with link to Juri's page
Juri
icon with link to Ken's page
Ken
icon with link to Kimberly's page
Kimberly
icon with link to Lily's page
Lily
icon with link to Luke's page
Luke
icon with link to Mai's page
Mai
icon with link to Manon's page
Manon
icon with link to Marisa's page
Marisa
icon with link to Rashid's page
Rashid
icon with link to Ryu's page
Ryu
icon with link to Sagat's page
Sagat
icon with link to Terry's page
Terry
icon with link to Vega (M.Bison)'s page
Vega (M.Bison)
icon with link to Zangief's page
Zangief