Hitbox: Difference between revisions

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==Overview==
==Overview==
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]]'' and ''[[Brawl]]'' 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 using [[Debug Mode]]. There is no easy way to display hitboxes in-game in ''Brawl'', 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 using [[Debug Mode]]. 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''.
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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 ''Brawl'', there are various types of offensive hitboxes, some of which have unique abilities (like the ability to ignore [[shield]]s).
|Offensive||Red||The standard type of attacking hitbox. In ''Brawl'' and ''SSB4'', there are various types of offensive hitboxes, some of which have unique abilities (like the ability to ignore [[shield]]s).
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|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.
|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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==Trapbox==
==Trapbox==
[[Image:Melee-YoyoGlitch-Usefulness.gif|thumb|A hitbox stretching across interframe space.]]
[[Image:Melee-YoyoGlitch-Usefulness.gif|thumb|A hitbox stretching across interframe space.]]
A '''trapbox''' is the hitbox left on the ground during [[Ness]]' [[Yoyo Glitch]]. It is called a trapbox because this hitbox is not attached at all to any kind of attack but instead just sits wherever it was when the glitch occured. Using a new attack will overwrite the hitbox with the new attack's properties and relocate it to the new attack, which due to the interframe stretching effect will cause it to hit everything between it and Ness.
In ''Melee'', a '''trapbox''' is the hitbox left on the ground during [[Ness]]' [[yo-yo glitch]]. It is called a trapbox because this hitbox is not attached at all to any kind of attack but instead just sits wherever it was when the glitch occured. Using a new attack will overwrite the hitbox with the new attack's properties and relocate it to the new attack, which due to the interframe stretching effect will cause it to hit everything between it and Ness.


==Trivia==
==Trivia==
*In ''SSB64'', 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, though in rare cases a 0%-damage hitbox is used as an inert one.
*In ''SSB64'', 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.


==Gallery==
==Gallery==