Hit detection for Fighting Games?

Hello all. I am a bit confused on how I should be approaching this.
I’m interested in starting a 2.5D Fighting game, similar to modern Capcom fighters like Street Fighter IV. I am wondering how I would go about creating a type of hitbox detection used in these games. Here are some images for reference.

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Fighters of this nature generally have very specific, hand-done hit boxes used for collision. My first thought was to add Box Colliders to different parts of my armatures, but I felt it was a bit inaccurate. Hitboxes tend to usually be bigger than the body part they are mimicking, or in the case of the second screenshot, don’t follow the body at all.

Anyone have any suggestion they can throw my way?

Even if this is 2 year old, I would like to give some tips considering that I found it at the top of Google listing.

Like some others have mentioned, a way of doing this is by using mesh or box collides linked to each body’s parts.

Personal, there’s what I would suggest :

  1. For the hurt box (which we tend to call “Hit box”), uses box colliders on every major bones from the rig. Don’t do each fingers or toes for the sake of the players’ CPU.

  2. I would advise also to put each player to a different layer so, that way, you can make sure that each player can’t harm himself. Unless you’re planning a 16 vs 16 fighting game (which would be quite chaotic) you can keep each player on a different layer (and literally name those “Player1”, “Player2”, etc.)

  3. For the strike box (Which we tend to call “Attack area”), you could uses a box collider or capsule collider if you wish for a bit more “smooth” cornered strike box. If you did the step 2 of putting every players on a different layer, you can easily make it so that each Strike box can ignore (or not) the player’s own layer. It’s especially useful if you got some magical attacks that uses some particles.

I’m currently working on an early version of a game that seems similar to Super Smash Bros and that’s how I’m doing it.