Hitbox

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Hitbox

A hitbox is the area of an attack that is able to damage your opponent. This area is invisible and is not always part of what is used to attack.

Disjointed Hitbox

A disjointed hitbox is when the hitbox is not attached to the character. A few examples would be Marth, Roy, and Link's sword. A disjointed hitbox, if attacked, cannot hurt the character. For example, If Marth attacks Ness's PK Fire with his forward smash, Marth will not be affected. But, if Mario punches the PK Fire, he will sustain damage.

Trapbox

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.

Collision Bubbles

This is the term used by the developers to describe hitboxes as well as the area of an object or character that can be interacted with. These can only be viewed in Debug Mode. The status of each kind of collision bubble is represented by its color:

  • Yellow represents a damagable area- The bodies of the characters and destructible stage areas.
  • Orange represents a damagable hitbox- These can be found on projectiles with a lifespan that can be reduced by receiving attacks(Ness' PK Fire, Link/YLink's bombs and arrows, Sheik's needles).
  • Red represents a damaging hitbox- These can be found on most non-grab attacks.
  • Purple represents a grab hitbox- These can be found on grabs as well as Ganondorf's Dark Dive, Captain Falcon's Falcon Dive, Kirby's Swallow, Yoshi's Egg Lay, and Bowser's Koopa Klaw. All these attacks share the characteristic of being able to penetrate the enemy's shield.
  • Blue represents invincibility- An area of a character that is immune to attacks. This usually occurs as part of a dodge. Characters that attack something with blue collision bubbles will not suffer hit-stun lag.
  • Green represents a temporarily non-damagable area- A character who has been off of the spawn platform for no more than two seconds, or for 8 frames at the start of a throw. Characters that attack something with green collision bubbles will suffer hit-stun lag.
  • Blue-green represents an area attached to a character that can interact with hitboxes in a specific way. It applies to shields (including Link and Young Link's hand shields), counters (Marth and Roy), reflectors, and absorbers (Ness and Mr. Game & Watch's down B).