Hitbox: Difference between revisions

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The two most common forms of hitbox shapes in video games are [[wikipedia:cuboid|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. ''[[Smash 64]]'' uses cuboids whereas ''[[Melee]]'', ''[[Brawl]]'', and ''SSB4'' use spheres and sphere-like structures known as capsules (cylinders with spheres on the ends).
The two most common forms of hitbox shapes in video games are [[wikipedia:cuboid|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. ''[[Smash 64]]'' uses cuboids whereas ''[[Melee]]'', ''[[Brawl]]'', and ''SSB4'' use spheres and sphere-like structures known as capsules (cylinders with spheres on the ends).


In ''Smash 64'', hacks can enable hitbox visibility (with a few limitations), such as in [[Media:SSB Hurtboxes.png|this image]]. In ''Melee'', hitboxes can be seen by setting DBLEVEL to [[Debug menu (SSBM)/DEVELOP mode|DEVELOP]] in the {{SSBM|debug menu}}. There is no easy way to display hitboxes in-game in ''Brawl'' or ''SSB4'', 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).
In ''Smash 64'', hacks can enable hitbox visibility (with a few limitations), such as in [[Media:SSB Hurtboxes.png|this image]]. In ''Melee'', hitboxes can be seen by setting DBLEVEL to [[Debug menu (SSBM)/DEVELOP mode|DEVELOP]] in the {{SSBM|debug menu}}. There is no easy way to display hitboxes in-game in ''Brawl'' or ''SSB4'', 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]]).


Should multiple hitboxes of a single move connect with the opponent, only one of them will count. The order of precedence is known as the "hitbox stack" - hitboxes higher in the stack will override ones lower should they both hit at the same time. Mechanically, this is denoted by giving each hitbox an ID number, and lower numbers indicate higher precedence (higher stack position). For example, Marth's down aerial in ''Melee'' features its tipper hitbox on top of the stack, so hitting with both a tipper and non-tipper hitbox will result in the tipper counting (even if the majority of the opponent was hit by the other hitboxes). By contrast, the move in ''Brawl'' has the tipper on the bottom, so the tipper can only hit if none of the other hitboxes do. As a result, even through the sizes and positions of the hitboxes did not change much between games, the tipper is simple to hit with in ''Melee'' while being difficult in ''Brawl''.
Should multiple hitboxes of a single move connect with the opponent, only one of them will count. The order of precedence is known as the "hitbox stack" - hitboxes higher in the stack will override ones lower should they both hit at the same time. Mechanically, this is denoted by giving each hitbox an ID number, and lower numbers indicate higher precedence (higher stack position). For example, Marth's down aerial in ''Melee'' features its tipper hitbox on top of the stack, so hitting with both a tipper and non-tipper hitbox will result in the tipper counting (even if the majority of the opponent was hit by the other hitboxes). By contrast, the move in ''Brawl'' has the tipper on the bottom, so the tipper can only hit if none of the other hitboxes do. As a result, even through the sizes and positions of the hitboxes did not change much between games, the tipper is simple to hit with in ''Melee'' while being difficult in ''Brawl''.