Editing Hitbox

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==Trivia==
==Trivia==
[[File:What are hitboxes 2.jpg|thumb|An example of recoil animations making hitboxes appear to be unexpectedly large. Here, {{SSB4|Ryu}} is hitting {{SSB4|Lucina}} with a [[Shoryuken]], with the blue starburst showing where the collision occurred.]]
[[File:What are hitboxes 2.jpg|thumb|An example of recoil animations making hitboxes appear to be unexpectedly large. Here, {{SSB4|Ryu}} is hitting {{SSB4|Lucina}} with a [[Shoryuken]], with the blue starburst showing where the collision occurred.]]
*In ''Smash 64'', grabs are normal hitboxes with no apparent mechanism for distinction from attacks. In ''Melee'', grab hitboxes and inert hitboxes are 0%-damage hitboxes with "grab" or "inert" for an effect. Both grabs and inert hitboxes are separate objects in ''Brawl'' and ''Smash 4'', though in rare cases a 0%-damage hitbox is used as an inert one.
*In ''Smash 64'', grabs are normal hitboxes with no apparent mechanism for distinction from attacks. In ''Melee'', grab hitboxes and inert hitboxes are 0%-damage hitboxes with "grab" or "inert" for an effect. Both grabs and inert hitboxes are separate objects in ''Brawl'' and ''SSB4'', though in rare cases a 0%-damage hitbox is used as an inert one.
*Shields, reflection bubbles and absorption bubbles use spherical collision boxes in ''Smash 64'', as opposed to the standard cuboid collision boxes.
*Shields, reflection bubbles and absorption bubbles use spherical collision boxes in '''Smash 64''', as opposed to the standard cuboid collision boxes.
*The single largest hitbox in ''Melee'' can be found when [[Raikou]] is released from a [[Poké Ball]].
*The single largest hitbox in ''Melee'' can be found when [[Raikou]] is released from a [[Poké Ball]].
*Because characters enter a recoil animation upon being hit, pausing the game during hitlag can make it appear as if the attack's hitboxes are misaligned or too large, when in reality, a fighter was simply in a different pose prior to entering the hit animation. This phenomenon is sometimes referred to as "hurtbox shifting".
*Because characters enter a recoil animation upon being hit, pausing the game during hitlag can make it appear as if the attack's hitboxes are misaligned or too large, when in reality, a fighter was simply in a different pose prior to entering the hit animation. This phenomenon is sometimes referred to as "hurtbox shifting".

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