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. ''[[SSB]]'' uses cuboids whereas ''[[SSBM]]'' and ''[[SSBB]]'' 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. ''[[SSB64]]'' uses cuboids whereas ''[[Melee]]'' and ''[[Brawl]]'' use spheres and sphere-like structures known as capsules (cylinders with spheres on the ends).


In ''SSB'', hacks can enable hitbox visibility (with a few limitations), such as in [[Media:SSB Hurtboxes.png|this image]]. In ''SSBM'', hitboxes can be seen using [[Debug Mode]]. There is no easy way to display hitboxes in-game in ''SSBB'', 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 ''SSB64'', hacks can enable hitbox visibility (with a few limitations), such as in [[Media:SSB Hurtboxes.png|this image]]. In ''SSBM'', 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).


{{anchor|Disjointed hitboxes}}
{{anchor|Disjointed hitboxes}}
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!Property!!Introduced in!!Description
!Property!!Introduced in!!Description
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|Damage||SSB||The base damage dealt by the hitbox. Always an integer, but once modified by things like [[stale-move negation]], rarely ends up as one.
|Damage||''SSB64''||The base damage dealt by the hitbox. Always an integer, but once modified by things like [[stale-move negation]], rarely ends up as one.
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|Angle||SSB||The direction the target is sent flying. Usually a number from 0 to 360, with numbers such as 361 or 365 indicating the [[Sakurai angle]] or [[autolink angle]]. Can also be negative numbers such as -90.
|Angle||''SSB64''||The direction the target is sent flying. Usually a number from 0 to 360, with numbers such as 361 or 365 indicating the [[Sakurai angle]] or [[autolink angle]]. Can also be negative numbers such as -90.
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|Base knockback||SSB||The minimum [[knockback]] this hitbox can apply, regardless of target's weight and damage (but dependent on [[type effectiveness]] and [[damage ratio]]).
|Base knockback||''SSB64''||The minimum [[knockback]] this hitbox can apply, regardless of target's weight and damage (but dependent on [[type effectiveness]] and [[damage ratio]]).
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|Knockback growth||SSB||Modifies how much knockback rises as the target's damage increases, with the default being 100. For example a value of 110 means that knockback will increase at a 1.1x rate compared to other hitboxes that deal the same damage.
|Knockback growth||''SSB64''||Modifies how much knockback rises as the target's damage increases, with the default being 100. For example a value of 110 means that knockback will increase at a 1.1x rate compared to other hitboxes that deal the same damage.
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|Fixed knockback value||SSB||If set, causes the hitbox to deal the same knockback regardless of the target's damage.
|Fixed knockback value||''SSB64''||If set, causes the hitbox to deal the same knockback regardless of the target's damage.
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|Effect||SSB||Determines what happens when the hitbox connects: [[normal|nothing]], [[slash]]ing, [[flame|burning]], [[electric|electrocution]], etc.
|Effect||''SSB64''||Determines what happens when the hitbox connects: [[normal|nothing]], [[slash]]ing, [[flame|burning]], [[electric|electrocution]], etc.
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|Groundness/Airness||SSB||Determines whether a hitbox can strike grounded opponents, aerial opponents, or both.
|Groundness/Airness||''SSB64''||Determines whether a hitbox can strike grounded opponents, aerial opponents, or both.
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|[[Shield damage]]||SSB||Modifies how much damage the hitbox does to [[shield]]s.
|[[Shield damage]]||''SSB64''||Modifies how much damage the hitbox does to [[shield]]s.
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|Clang||SSB||Determines whether a hitbox can cancel out other hitboxes through [[priority]] rules.
|Clang||''SSB64''||Determines whether a hitbox can cancel out other hitboxes through [[priority]] rules.
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|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).
|Sound effect||''SSB64''||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||''SSB64''||Determines whether the hitbox can be [[reflect]]ed.
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|Absorptiveness||SSB||Determines whether the hitbox can be [[absorb]]ed.
|Absorptiveness||''SSB64''||Determines whether the hitbox can be [[absorb]]ed.
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|Blockability||Melee?||Determines whether the hitbox can be shielded.
|Blockability||''Melee''?||Determines whether the hitbox can be shielded.
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|Type||Brawl||Determines what kind of [[sticker]]s can power up the attack: [[arm]], [[leg]], [[body]], [[weapon]], etc.
|Type||''Brawl''||Determines what kind of [[sticker]]s can power up the attack: [[arm]], [[leg]], [[body]], [[weapon]], etc.
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|SDI Multiplier||Brawl||Modifies how much [[smash directional influence]] can be applied when struck by this hitbox.
|SDI Multiplier||''Brawl''||Modifies how much [[smash directional influence]] can be applied when struck by this hitbox.
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|Freeze frames multiplier||Brawl||Changes how many [[freeze frames]] are applied on impact.
|Freeze frames multiplier||''Brawl''||Changes how many [[freeze frames]] are applied on impact.
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|Trip chance||Brawl||Gives the hitbox an extra chance of [[trip]]ping opponents.
|Trip chance||''Brawl''||Gives the hitbox an extra chance of [[trip]]ping opponents.
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|Directness||Brawl||Determines whether the hitbox is [[Specials: Indirect]].
|Directness||''Brawl''||Determines whether the hitbox is [[Specials: Indirect]].
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|Angle Flipper||Brawl||Sets whether a hitbox is allowed to hit targets the opposite direction if the target is behind the attacker, among other things.
|Angle Flipper||''Brawl''||Sets whether a hitbox is allowed to hit targets the opposite direction if the target is behind the attacker, among other things.
|}
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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 ''SSB64'' 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==