Made entirely with AI. Claude (Anthropic's AI model), running in Claude Code, did all of it: the research into the game's code, the solver, the Dolphin testing, and this page. technospider only directed it, doesn't claim it as their own work, and is sharing it only for people who are curious. The numbers were checked against Dolphin, but treat them as AI-produced and verify anything that matters to you.
Where each character's shield bubble sits for any stick position the game can read, with the hurtboxes in that tilted pose, and how much of the body is left outside the shield (open to shield pokes). Side view in game units, facing right (x = forward, y = up).
Computed from vanilla NTSC 1.02 game data and the decompiled engine logic. Every character's bubble position was checked against Dolphin, with a maximum error under 0.00001 units. Nana is identical to Popo.
| Hurtbox | Outside | % | Sticks out |
|---|
Hurtboxes are coloured from blue (fully inside the bubble) to orange (fully outside). Orange dots mark the parts outside the bubble, seen from the side; because they are measured in 3D, a dot can appear over the bubble when that part sticks out towards or away from the camera. Everything is computed live in your browser from the game data by a JavaScript port of the solver, which matches it to within 0.00001 units for every stick value. Kirby's and Jigglypuff's bubbles are slightly oval in game; here they are drawn as spheres of the average radius. Hurtboxes marked ≈ sit on physics-driven bones and use the rest pose, so they are approximate. Yoshi's shield neither tilts nor changes size.