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Hitbox: Difference between revisions

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(misspellings everywhere. we also need images of the cyan (etc) hitboxes)
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{{ArticleIcons|ssb=y|melee=y|brawl=y}}
{{ArticleIcons|ssb=y|melee=y|brawl=y}}
{{image}}
[[Image:Mewtwouairhitbox.gif|thumb|200px|right|An example of offensive and damagable collision bubbles in ''Melee'', as demonstrated with {{SSBM|Mewtwo}}'s uair.]]
[[Image:Mewtwouairhitbox.gif|thumb|200px|right|An example of offensive and damagable collision bubbles in ''Melee'', as demonstrated with {{SSBM|Mewtwo}}'s uair.]]


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Hitboxes that are large and/or distanced from the attacking character are often called '''disjointed''', which is often an advantage, as they can connect from a surprising distance while keeping the attacker away from retaliation. Examples of disjointed hitboxes include most sword and hammer attacks, as well as the [[up tilt]]s of {{SSB|Kirby}} (in SSB) and {{SSBB|Snake}}.
Hitboxes that are large and/or distanced from the attacking character are often called '''disjointed''', which is often an advantage, as they can connect from a surprising distance while keeping the attacker away from retaliation. Examples of disjointed hitboxes include most sword and hammer attacks, as well as the [[up tilt]]s of {{SSB|Kirby}} (in SSB) and {{SSBB|Snake}}.


An interesting property of hitboxes in the Smash Bros. series is that under most conditions, they occupy not only the space where they currently are, but also the space where they were one [[frame]] ago as well as all the space in between. This characterisic is likely to prevent situations where a fast projectile may end up passing through a character in less than a frame without hitting them.
An interesting property of hitboxes in the Smash Bros. series is that under most conditions, they occupy not only the space where they currently are, but also the space where they were one [[frame]] ago as well as all the space in between. This characteristic is likely to prevent situations where a fast projectile may end up passing through a character in less than a frame without hitting them.


[[Image:3D Hitboxes in Melee.png|thumb|250px|right|While the regular camera suggests Mario should have been hit already, a side view shows otherwise.]]
[[Image:3D Hitboxes in Melee.png|thumb|250px|right|While the regular camera suggests Mario should have been hit already, a side view shows otherwise.]]
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!Hitbox Type!![[Debug Mode]] Colour!!Explanation
!Hitbox Type!![[Debug Mode]] Colour!!Explanation
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|Offensive||Red||The standard type of attacking hitbox. In SSBB, there are various types of offensive hitboxes, some of which have unique abilities (like the abitlity to ignore [[shield]]s).
|Offensive||Red||The standard type of attacking hitbox. In SSBB, there are various types of offensive hitboxes, some of which have unique abilities (like the ability to ignore [[shield]]s).
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|Damagable||Yellow||The standard type of damagable area, also known as hurtboxes. Characters have a variety of these attached to their bodies, while damagable stage areas use them as well.
|Damageable||Yellow||The standard type of damageable area, also known as hurtboxes. Characters have a variety of these attached to their bodies, while damageable stage areas (such as the wedge of ice on the [[Summit]]) use them as well.
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|Invincible||Green||Invincible targets can be hit by attacks but will not flinch or take any damage or knockback. For example, this occurs for characters that have just stepped off a [[revival platform]], or who have used a [[Starman (item)|Star]].
|Invincible||Green||Invincible targets can be hit by attacks but will not flinch or take any damage or knockback. For example, this occurs for characters that have just stepped off a [[revival platform]], or who have used a [[Starman (item)|Star]].
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|Clang||SSB||Determines whether a hitbox can cancel out other hitboxes through [[priority]] rules.
|Clang||SSB||Determines whether a hitbox can cancel out other hitboxes through [[priority]] rules.
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|-
|Sound effect||SSB||On imapact, each hitbox produces a sound effect with a given type (punch, kick, slash, shock, burn, etc.) and severity (small, medium, large; in Brawl huge is introduced for certain types).
|Sound effect||SSB||On impact, each hitbox produces a sound effect with a given type (punch, kick, slash, shock, burn, etc.) and severity (small, medium, large; in Brawl huge is introduced for certain types).
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|Reflectiveness||SSB||Determines whether the hitbox can be [[reflect]]ed.
|Reflectiveness||SSB||Determines whether the hitbox can be [[reflect]]ed.

Revision as of 15:58, December 16, 2012

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File:Mewtwouairhitbox.gif
An example of offensive and damagable collision bubbles in Melee, as demonstrated with Mewtwo's uair.

A hitbox or collision bubble (sometimes hitbubble) is the main structure for how attacks are executed in most fighting games. Attacks have one or more hitboxes associated with them, and when these hitboxes overlap with a target's damagable area (sometimes called their hurtbox or hurtbubbles), the attack is considered a hit. Hitboxes are invisible and usually, though not always, have the same shape as the attack's animation.

The two most common forms of hitbox shapes in video games are cuboids and spheres. Neither is obviously better than the other - cuboids can more easily form long or thin attacks or targets, while spheres are easier to calculate collision detection for. SSB uses cuboids whereas SSBM and SSBB use spheres and sphere-like structures.

In SSB, hacks can enable hitbox visibility (with a few limitations), such as in this image. In SSBM, hitboxes can be seen using Debug Mode. There is no easy way to display hitboxes in-game in SSBB, though a common technique is to use hacks to place Super Scope shot visuals where the hitboxes are (which is significantly more involved a process and generally fails for any projectile or item).

Hitboxes that are large and/or distanced from the attacking character are often called disjointed, which is often an advantage, as they can connect from a surprising distance while keeping the attacker away from retaliation. Examples of disjointed hitboxes include most sword and hammer attacks, as well as the up tilts of Kirby (in SSB) and Snake.

An interesting property of hitboxes in the Smash Bros. series is that under most conditions, they occupy not only the space where they currently are, but also the space where they were one frame ago as well as all the space in between. This characteristic is likely to prevent situations where a fast projectile may end up passing through a character in less than a frame without hitting them.

While the regular camera suggests Mario should have been hit already, a side view shows otherwise.

It is a common misconception that, like some other fighting games, hitboxes and hurtboxes only operate in two dimensions. In actuality, they interact in all three dimensions equally, and there are many situations where certain animations can bring some of a character's hurtboxes outside the line of fire for many attacks (such as the end of King Dedede's sidestep).

Hitbox Type Debug Mode Colour Explanation
Offensive Red The standard type of attacking hitbox. In SSBB, there are various types of offensive hitboxes, some of which have unique abilities (like the ability to ignore shields).
Damageable Yellow The standard type of damageable area, also known as hurtboxes. Characters have a variety of these attached to their bodies, while damageable stage areas (such as the wedge of ice on the Summit) use them as well.
Invincible Green Invincible targets can be hit by attacks but will not flinch or take any damage or knockback. For example, this occurs for characters that have just stepped off a revival platform, or who have used a Star.
Intangible Blue Intangible targets cannot be hit by attacks. This occurs during dodges and rolls. Various characters have attacks which provide parts of their body with intangibility, such as Mario's head during his up smash.
Reflective Aqua Defensive hitboxes that reflect attacks.
Shield Cyan Defensive hitboxes that shield attacks.
Absorbing Cyan-blue Defensive hitboxes that absorb attacks.
Grab Magenta Grab hitboxes will ignore any special or defensive hitboxes.
Inert Grey Inert hitboxes are used for collision detection when a regular hitbox is unsuitable (such as the dash of Raptor Boost).

Hitbox properties

Property Introduced in Description
Damage SSB The base damage dealt by the hitbox. Always an integer, but once modified by things like stale-move negation, rarely ends up as one.
Angle SSB The direction the target is sent flying. Usually a number from 0 to 360, with numbers such as 361 or 365 indicating the Sakurai angle or autolink angle. Can also be negative numbers such as -90.
Base knockback SSB The minimum knockback this hitbox can apply, regardless of target's weight and damage (but dependent on type effectiveness and damage ratio).
Knockback growth SSB Modifies how much knockback rises as the target's damage increases, with the default being 100. For example a value of 110 means that knockback will increase at a 1.1x rate compared to other hitboxes that deal the same damage.
Fixed knockback value SSB If set, causes the hitbox to deal the same knockback regardless of the target's damage.
Effect SSB Determines what happens when the hitbox connects: nothing, slashing, burning, electrocuion, etc.
Groundness/Airness SSB Determines whether a hitbox can strike grounded opponents, aerial opponents, or both.
Shield damage SSB Modifies how much damage the hitbox does to shields.
Clang SSB Determines whether a hitbox can cancel out other hitboxes through priority rules.
Sound effect SSB On impact, each hitbox produces a sound effect with a given type (punch, kick, slash, shock, burn, etc.) and severity (small, medium, large; in Brawl huge is introduced for certain types).
Reflectiveness SSB Determines whether the hitbox can be reflected.
Absorptiveness SSB Determines whether the hitbox can be absorbed.
Blockability Melee? Determines whether the hitbox can be shielded.
Type Brawl Determines what kind of stickers can power up the attack: arm, leg, body, weapon, etc.
SDI Multiplier Brawl Modifies how much smash directional influence can be applied when struck by this hitbox.
Freeze frames multiplier Brawl Changes how many freeze frames are applied on impact.
Trip chance Brawl Gives the hitbox an extra chance of tripping opponents.
Directness Brawl Determines whether the hitbox is Specials: Indirect.
Angle Flipper Brawl Sets whether a hitbox is allowed to hit targets the opposite direction if the target is behind the attacker, among other things.

Trapbox

A trapbox is the hitbox left on the ground during Ness' Yoyo Glitch. As with all hitboxes, trapboxes are invisible. It is called a trapbox because this hitbox is not attached at all to any kind of attack but instead just sits on the ground or, in some cases, floats in the air.

Trivia

  • In SSB and Melee, grab hitboxes are simply regular, 0%-damage hitboxes with "grab" for an effect. Inert hitboxes in Melee are similar. Both grabs and inert hitboxes are separate objects in Brawl, though in rare cases a 0%-damage hitbox is used as an inert one.

Gallery