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There are attacks that are considered to have "long" range, when the character is merely rushing ahead to attack. An example of this is {{SSBB|Wolf}}'s forward smash in ''Brawl''. Additionally, there is also variation in attack hitboxes. [[Falcon Kick]], for instance, covers a lot of ground, but the range of the move is only as long as [[Captain Falcon]]'s leg. [[Pikachu]] and [[Pichu]]'s Skull Bash and [[Luigi]]'s Green Missile cover more ground, but the hitbox on those moves covers the entirety of the attacker's body. [[Wario]]'s [[Wario Bike]] is unique in that it covers ground as well, but is actually an item that attacks. [[Sonic]]'s [[Spin Dash]] side special and [[Spin Charge]] down special are special: his body is the hitbox and he keeps going after connecting, but keeps momentum.
There are attacks that are considered to have "long" range, when the character is merely rushing ahead to attack. An example of this is {{SSBB|Wolf}}'s forward smash in ''Brawl''. Additionally, there is also variation in attack hitboxes. [[Falcon Kick]], for instance, covers a lot of ground, but the range of the move is only as long as [[Captain Falcon]]'s leg. [[Pikachu]] and [[Pichu]]'s Skull Bash and [[Luigi]]'s Green Missile cover more ground, but the hitbox on those moves covers the entirety of the attacker's body. [[Wario]]'s [[Wario Bike]] is unique in that it covers ground as well, but is actually an item that attacks. [[Sonic]]'s [[Spin Dash]] side special and [[Spin Charge]] down special are special: his body is the hitbox and he keeps going after connecting, but keeps momentum.
It is generally considered advantageous for a player to have a longer range than their opponent, as they can safely hit said opponent without the risk of being hit back. There is much more to this element of gameplay in terms of [[spacing]], but longer ranged attacks being better holds true in the simplest terms. However, as a form of balance, characters and attacks with longer range tend to be on the slower end of the spectrum with high amounts of lag. This means that long range attacks tend to lose up close with characters that have shorter range, but are faster and can get more moves out.


[[Category:Game physics]]
[[Category:Game physics]]
[[Category:Hitboxes]]
[[Category:Hitboxes]]

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