Hitbox: Difference between revisions

57 bytes added ,  11 years ago
misspellings everywhere. we also need images of the cyan (etc) hitboxes
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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.
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