Hitbox: Difference between revisions

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[[Image:Kirbyftilthitboxes.gif|thumb|200px|right|The hitboxes of {{SSB|Kirby}}'s forward tilt, with Kirby's collision boxes, in the original game.]]
[[Image:Mewtwouairhitbox.gif|thumb|200px|right|An example of offensive and damagable collision bubbles in ''Melee'', as demonstrated with {{SSBM|Mewtwo}}'s uair.]]
[[File:Mewtwouairhitbox.gif|thumb|200px|right|An example of offensive and damagable collision bubbles in ''Melee'', as demonstrated with {{SSBM|Mewtwo}}'s uair.]]
[[File:ToonLinkHitBoxHack.png|thumb|200px|left|An example of a hack used to show [[Toon Link (SSBB)|Toon Link's]] hitboxes in ''Brawl''.]]


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.
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.
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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 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.
[[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.]]
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 {{SSBB|King Dedede}}'s [[sidestep]]).


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==Trivia==
==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.
*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==
<gallery>
Image:Kirbyftilthitboxes.gif|The hitboxes of {{SSB|Kirby}}'s forward tilt, with Kirby's collision boxes, in the original game.
Image:ToonLinkHitBoxHack.png|An example of a hack used to show {{SSBB|Toon Link}}'s hitboxes in ''Brawl''.
</gallery>


[[Category:Hitboxes]]
[[Category:Hitboxes]]
[[Category:Terms]]
[[Category:Terms]]