you place bboxes and hitboxes in a way it looks nice aesthetically /visually, so you dont place them so when you punch then you hit opponent and you are stil few pixels from his nose with your punch - it looks off so.... good practice for me is to end attackbox on the wrist, so punch will go through a bit closer than usual + also wil make the game noticeably harder , so you do not have to do it like this at all times, a good balance for the right feel is more important imo, just make sure all attacks are reaching properly.
When your char has far reach- you can make him slower.
When he has weak short reach - make him faster to compensate.
Also i nlot of arcade games - enemies have way better reach than players to eat up your coins, in games its pretty much who has better reach - wins . cause he hits you when hes far and you cant cause your attackbox wont reach him. Finalfight is nasty about it.
You want easy game - give yourself far reach, you want hard game - give enemies far reach so when you both punch - he will win and you have to walk in closer to him to punch him and with his far reach it is not as easy for you as it is for him to punch succesfully.
That is pretty much all you need to know about hitboxes in beatemup.
Heres 3 examples with well known zuckerpuncher
This will work but its not great - blue box is wide enough to cover legs but now the head/torso takes hit when the hand is not even close
Now this second one is better but the red hitbox on the punch is too far to right - will still connect a bit too early .
This is the best case , you need to get closer and your punch will look like it does connect to the body cause now red box ends on wrist and the punch actually has to go through the blue box - like a real fight.
With that in mind - the game feels easier and "better" when your reach is bigger but still try to make it look like its al connecting.
fighting games - vs ones have many more boxes, multiple blue boxes to make up nicer shapes , in openbor we have to use less , maybe V4 has more boxes but its of course way more time to edit them all - it adds up quickly and benefit is not that big . I think with one red and one blue you can do just fine if you place them carefully.
idle bbox and pain bbox - they have to be identical, they go back and forth a lot so need to be pretty seamless cause otherwise when your pain bbox is misaligned - your chain combo will not connect, especially when pain moves enemy a bit back.
Chain combo - the one that occurs when you keep pressing the same button - each consecutive attack reach must be equal or higher than previous one , it cant be that attack1 reaches 100 pixels and attack2 reaches 80 pixels - in this case attack2 is borked and wont connect often.
This is all important when planning and designing attacks visually for your game - each consecutive attack in chain combo needs to be a bit bigger than previous, soi its reaching the "peak".
So you cant have 1st attack a long stick - and second attack a punch, that is bad planning.Unless the stick reach is smaller than punch which usually isnt.
Sometimes you can cheat - you can move character with small reach a bit closer towards enemy on attack2 to compensate if attack1 had longer reach than attack2.