Super Smash Bros. series

Range: Difference between revisions

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[[File:Range-Lucario-Brawl.png|200px|thumb|right|Here, {{SSBB|Lucario}} uses his forward smash at {{SSBB|King Dedede}}. Notice the high range Lucario's forward smash demonstrates.]]
[[File:Range-Lucario-Brawl.png|200px|thumb|right|{{SSBB|Lucario}} using his forward smash against {{SSBB|King Dedede}}. Notice the high range of Lucario's forward smash.]]
'''Range''', also known as '''Reach''', is a general term used to describe how far an attack's [[hitbox]] reaches relative to the attacker and can be described as how far an attack extends from a character when in a stationary position. For example, many of [[Marth]]'s attacks have good range, as the length of his sword can hit opponents from a distance, leaving Marth himself in a safe spot. On the other hand, many [[grab|grabs]] have poor range; a user must get in very close to be able to connect with them, which is usually risky to do. There are attacks that are considered to have "long" range when it is actually a character rushing ahead to attack. An example of this is {{SSBB|Wolf}}'s forward smash. Attacks with [[disjointed hitbox|disjointed hitboxes]] generally have more range. [[Projectile|Projectiles]] in general have very long range.
'''Range''', also known as '''Reach''', is a general term used to describe how far an attack's [[hitbox]] reaches relative to the attacker and can be described as how far an attack extends from a character when in a stationary position. For example, many of [[Marth]]'s attacks have good range, as the length of his sword can hit opponents from a distance, leaving Marth himself in a safe spot. On the other hand, many [[grab]]s have poor range; a user must get in very close to be able to connect with them, which is usually risky to do. There are attacks that are considered to have "long" range when it is actually a character rushing ahead to attack. An example of this is {{SSBB|Wolf}}'s forward smash. Attacks with [[disjointed hitbox]]es generally have more range. [[Projectile]]s in general have very long range.


Although various attacks have various ranges, certain characters tend to have longer reaches than others, allowing them to [[Spacing|space]] more easily. For example, most characters with a weapon (sword, hammer, etc) have longer range than ones who don't. Characters with short range are forced to [[approach]] more often, while those with longer range can afford to [[camp]]. Larger, heavier characters such as [[Bowser]] tend to have better reach than smaller, lighter characters such as {{SSBB|Squirtle}}. Since Ganondorf is the tallest human character, he benefits heavily from this since he has no projectiles and lacks a safe approach.
Although various attacks have various ranges, certain characters tend to have longer reaches than others, allowing them to [[Spacing|space]] more easily. For example, most characters with a weapon (sword, hammer, etc) have longer range than ones who don't. Characters with short range are forced to [[approach]] more often, while those with longer range can afford to [[camp]]. Larger, heavier characters such as [[Bowser]] tend to have better reach than smaller, lighter characters such as {{SSBB|Squirtle}}. Since Ganondorf is the tallest human character, he benefits heavily from this since he has no projectiles and lacks a safe approach.

Revision as of 23:00, November 12, 2014

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A picture of Lucario using his f-smash at a King Dedede, demonstrating high range.
Lucario using his forward smash against King Dedede. Notice the high range of Lucario's forward smash.

Range, also known as Reach, is a general term used to describe how far an attack's hitbox reaches relative to the attacker and can be described as how far an attack extends from a character when in a stationary position. For example, many of Marth's attacks have good range, as the length of his sword can hit opponents from a distance, leaving Marth himself in a safe spot. On the other hand, many grabs have poor range; a user must get in very close to be able to connect with them, which is usually risky to do. There are attacks that are considered to have "long" range when it is actually a character rushing ahead to attack. An example of this is Wolf's forward smash. Attacks with disjointed hitboxes generally have more range. Projectiles in general have very long range.

Although various attacks have various ranges, certain characters tend to have longer reaches than others, allowing them to space more easily. For example, most characters with a weapon (sword, hammer, etc) have longer range than ones who don't. Characters with short range are forced to approach more often, while those with longer range can afford to camp. Larger, heavier characters such as Bowser tend to have better reach than smaller, lighter characters such as Squirtle. Since Ganondorf is the tallest human character, he benefits heavily from this since he has no projectiles and lacks a safe approach.

Additionally, among "rushing" attacks that appear to have long range, there is also variation in attack hitboxes. Moves like Falcon Kick generally cover a lot of ground, but the range is only as long as his leg. Skull Bash and Green Missile cover more ground, but the character's hitbox is their entire body. Wario Bike is unique in that it covers ground as well, but is actually an item that attacks. Sonic's side special and down special are a mix of Green Missile and Falcon Kick. His body is the hitbox and he keeps going after connecting, but keeps momentum.

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