Hollow Knight Frame Data Is Completely Insane
164K views · Apr 16, 2026 · Gaming
Comments · 228
@Babe1Babe2 · 5 months ago (edited) · pinned
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@jamie-system · 5 months ago (edited)
HK speedrunner here! Hollow Knight <i>does</i> have input buffering, and quite consistently; it's just much shorter than in many other games & crucially if you release the button before the buffer period ends it cancels the input. This means it doesn't ever feel like your inputs "keep going", since if you released the button early you don't go through with the action.<br><br>This applies to nail swings, jumps, dashes etc; the notable exception to this is walljumping, which is completely unbuffered.<br><br>The hitbox collision inaccuracies are not a mystery; this is due to framerate interpolation (often referred to as t-ft), where the difference between the 50fps physics framerate & the rendered framerate is compensated by extrapolating the Knight's position.
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@PSIwolf39 · 5 months ago
To any aspiring game devs out there: when making a 2D game it is always infinitely more fun when you have super forgiving hitboxes that barely cover the character.
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@theosouris7063 · 5 months ago
<a href="https://www.youtube.com/watch?v=X5JrYuOFizs&t=1342">22:22</a> This was actually patched a few days ago. They used to damage you.
208
@Madie_d1 · 5 months ago
<a href="https://www.youtube.com/watch?v=X5JrYuOFizs&t=11">0:11</a> Celeste Ahh hit boxes (for those that don’t know, spikes just don’t hit you if your facing the same direction as them and spinners can be ignored via TAS precise inputs)
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@LethalChicken77 · 5 months ago
The offset colliders aren't misplaced, it's just that the colliders are in the plane of the gameplay while the visuals are a bit in the background, so they're affected by perspective. This is only an issue when the camera is pressed up against the edge of the arena.
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@Elderbug64 · 5 months ago (edited)
<a href="https://www.youtube.com/watch?v=X5JrYuOFizs&t=308">5:08</a> the damage still increases, the bigger size is just an added bonus<br><br>From the official wiki (not the fandom one):<br><br>Increases Vengeful Spirit/Shade Soul damage by 33%<br><br>Increases Desolate Dive damage by 51% and Descending Dark damage by 47%<br><br>Increases Howling Wraiths/Abyss Shriek damage by 50%<br><br>Increases the size of Vengeful Spirit/Shade Soul
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@GreatLordOfGluttony · 5 months ago
<a href="https://www.youtube.com/watch?v=X5JrYuOFizs&t=419">6:59</a> While its true it increases the size of vengefull spirit/shade soul by a enormous amount, it does actually fulfills what it promises, while the other spells don't grow in size their damage is increased
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@EDHNeoRoyal · 5 months ago
I love how most hitboxes are forgiving and yet the game is super brutal 😅
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@xledd · 5 months ago
<a href="https://www.youtube.com/watch?v=X5JrYuOFizs&t=450">7:30</a> Idk if this is true but what I think might be the case for the shrogo hit box mystery is that because you double jump at the same time you swing down, maybe the double jump activates before the nail swing which could increase the height where you swing from. Then the nail hitbox is swung from the height of the double jump which allow it to bounce of the shriek hitbox. I have no data to back this up at all but I'm pretty sure other glitches like this happen in other games
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@dappermasquerade4299 · 5 months ago
I have absolutely lost a radiant trial against the mantis lords because of that! wow. I knew I wasn't just bitching, totally killed out of no where. <br><br>I mean, you really shouldnt be that close to the walls fighting them in the first place, so still my fault, but man thats a n a s t y hitbox bug.
21
@alexandercroft798 · 5 months ago
It looks like the hitboxes for Radiance's beam attack are actually all the same length, and the "thinner middle box" is actually the inner bounds of the outer two attacks, which are slightly inside the middle box.
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