Hitboxes for all Smash Ultimate characters :
You want them coloured based on IDs? DM me! I'll do whatever you want as long as it's reasonable. Default visuals are coloured based on damage. Red is always the sweetspot.
Here are the grab ranges for Ultimate. a ~ signifies the length is an approximation for extended grabs. Tethers are also approximated but much more correct. Huge thanks to
@CrimsonStarfall
for testing Olimar!
Falco USmash 2 has a bigger and extended hitbox (5.0u -> 5.7u) on the first two active frames as well as staying bigger (although unextended) during the rest and higher duration (13-18 -> 13-20)
Low-charge Waft has two sourspots inside a big sweetspot. However, it's impossible to hit them due to the sweetspot taking priority and completely covering the sourspots. This has been like this since Brawl.
#SSBU_MEWTWO
Secret change in patch 7.0.0 The hitboxes on frame 6 of DTilt were placed on the top bone to avoid any Z-Axis issues. This also carries over to the interpolation on frame 7 when the hitboxes return on the tail. (side view, top view, black is 6.1.0.)
Belmonts' UpB has more vertical range on the multihits (first hit unchanged) and final hit. Y1 offset : 23.0 -> 26.0 for both (Final hit visual in replies)
#SSBU_MEGA_MAN
DSmash has a bigger hitbox (5.5u -> 6.4u) with horizontal offset compensated (8.5 -> 7.7, giving the move 0.1 more unit horizontally) and placed lower (5.0 -> 4.2)
Ice Climbers have a lot of what I call ''Brawl active frames''. Those are moves that have a lot of active frames, but part of those frames is so deep in the z-axis that they might as well not be active at all. (BAir pictured)
Bayonetta UTilt has an extra hitbox on the last active frame and tweaked angle and knockback on the first hit, no longer scaling with %. Hitboxes are now 7-9/10-12/13-14. Last hit has an extra frame of activity.
Jigglypuff's BAir has a sweetspot closer to Puff, but it's outprioritized by the sourspot at the tip. the values below damage are Base Knockback/Knockback Growth.
The small inner hitboxes in Marth and Lucina's Shield Breaker can only hit a character's head. This is how they check if they hit a character's head for the move's additional damage.
ACTUAL hurtbox of Steve's Blocks. Thanks Ruben!
The previous visual (from someone else) was using the crafting table hurtbox, I believe.
THIS is accurate.