Sweet spot (hitbox): Difference between revisions

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When an attack hits with its sweetspot, it is officially called a '''critical hit'''.
When an attack hits with its sweetspot, it is officially called a '''critical hit'''.


== Notable sweet spot moves ==
==Notable sweet spot moves==
Notable sweet spot moves include:
 
*[[Luigi]]'s [[Super Jump Punch]] in every game has a sweet spot just before he jumps near the center of his elbow. If this hits an opponent, they will take extremely high damage and knockback, with [[flame]] damage and a distinctive '[[ping]]' noise, called the [[Fire Jump Punch]], and this is powerful enough to KO characters at just 60% or higher.
*[[Luigi]]'s [[Super Jump Punch]] in every game has a sweet spot just before he jumps near the center of his elbow. If this hits an opponent, they will take extremely high damage and knockback, with [[flame]] damage and a distinctive '[[ping]]' noise, called the [[Fire Jump Punch]], and this is powerful enough to KO characters at just 60% or higher.
*In every game he's in, nearly all of [[Marth]]'s attacks have a sweetspot on the tip of the sword, referred to as a tipper. This is especially noticeable in his [[forward smash]], which is one of the weakest forward smashes when untipped, but one of the strongest when tipped in all games.
*In every game he appears in, nearly all of [[Marth]]'s attacks have a sweetspot on the tip of the sword, referred to as a tipper. This is especially noticeable in his [[forward smash]], which is one of the weakest forward smashes when untipped, but one of the strongest when tipped in all games.
**One of Marth's [[clone]]s, [[Roy]], is the opposite, with nearly all of his attacks having a sweet spot at the hilt of the sword.
**One of Marth's [[clone]]s, [[Roy]], is the opposite, with nearly all of his attacks having a sweet spot at the hilt of the sword.
**[[Lucina]] and [[Chrom]], who are clones of Marth and Roy respectively, are different primarily in that they lack these sweetspots (using the weighted average of the sweetspots and sourspots instead). However, Lucina uniquely has a sweetspot on her up-tilt, based on the timing of the move rather than the spacing.
**[[Lucina]] and {{SSBU|Chrom}}, who are clones of Marth and Roy respectively, are different primarily in that they lack these sweetspots (using the weighted average of the sweetspots and sourspots instead). However, Lucina uniquely has a sweetspot on her up tilt, based on the timing of the move rather than the spacing.
*[[Captain Falcon]]'s [[Knee Smash]] forward aerial in ''Melee'' and onward. The Knee is one of the strongest aerials in the games it's in, giving massive knockback when sweet spotted and an [[electric]] effect, but it is extremely weak when sour spotted. The sweet spot is much harder to land in ''Brawl'' than in ''Melee'', due to slightly less hitbox duration and the player now having to land a specific hitbox, as the back hitbox of the knee is another sour spot.
*[[Captain Falcon]]'s [[Knee Smash]] forward aerial in ''Melee'' onward. The Knee Smash is one of the strongest aerials in the games it appears in, giving massive knockback when sweet spotted and an [[electric]] effect, but it is extremely weak when sour spotted. The sweet spot is harder to land in ''Brawl'', ''SSB4'' and ''Ultimate'' than in ''Melee'', due to slightly less hitbox duration and the player now having to land a specific hitbox, as the back hitbox of the knee is another sour spot.
*[[Zelda]]'s forward and backward aerials in ''Melee'' and ''Brawl'', known as the [[Lightning Kick]]s, deal extreme horizontal knockback with an electrical effect if the tip of Zelda's foot is landed. Otherwise, they deal extremely low knockback and damage.
*[[Zelda]]'s forward and backward aerials in ''Melee'' and ''Brawl'', known as the [[Lightning Kick]]s, deal extreme horizontal knockback with an electrical effect if the tip of Zelda's foot is landed. Otherwise, they do extremely low knockback and damage.
**In ''Brawl'', Zelda's down aerial was given a similar sweet spot on the tip of her foot, where instead of being an extremely weak [[meteor smash]], it is a very powerful meteor smash with electrical damage and is one of the strongest meteor smashes in ''Brawl'' and ''SSB4''.
**In ''Brawl'', Zelda's down aerial was given a similar sweet spot on the tip of her foot, where instead of being an extremely weak [[meteor smash]], it is a very powerful meteor smash with electrical damage and is one of the strongest meteor smashes in ''Brawl'', ''SSB4'' and ''Ultimate''.
*[[Mario]]'s forward smash in ''Melee'' and ''Brawl'' is notable for having a visible sweet spot (the flame that he shoots out of his hand). The sweet spot itself doesn't have a very notable effect, though; it simply just hits with stronger damage and knockback while dealing fire damage.
*[[Mario]]'s forward smash in ''Melee'', ''Brawl'', ''SSB4'' and ''Ultimate'' is notable for having a visible sweet spot (the flame that he shoots out of his hand). The sweet spot itself doesn't have a very notable effect, though; it simply just hits with stronger damage and knockback while dealing fire damage.
*[[Sheik]]'s [[up smash]] has a sweet spot at her hands when she splits them apart, where when landed, is one of the strongest up smashes in both ''Melee'' and ''Brawl'' (especially in the former game). Otherwise the move hits with unspectacular power.
*[[Sheik]]'s [[up smash]] has a sweet spot at her hands when she splits them apart, where when landed, is one of the strongest up smashes in both ''Melee'' and ''Brawl'' (especially in the former game). Otherwise the move hits with unspectacular power.
*{{SSBM|Kirby}}'s [[Hammer (move)|Hammer]] in ''Melee'' has a sweetspot at the head of the hammer, where it hits with extreme power. When hit with the handle, however, it'll deal much less knockback and damage, with little KO potential. In ''Brawl'', Hammer's reach was reduced, but the handle sour spot hitbox was removed.
*{{SSBM|Kirby}}'s [[Hammer (move)|Hammer]] in ''Melee'' has a sweetspot at the head of the hammer, where it hits with extreme power. When hit with the handle, however, it'll deal much less knockback and damage, with little KO potential. In ''Brawl'', Hammer's reach was reduced, but the handle sour spot hitbox was removed.
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*[[Peach]]'s up smash has a small sweetspot at her shoulders where it hits with extremely powerful vertical knockback, and is one of the strongest up smashes in ''Brawl''.
*[[Peach]]'s up smash has a small sweetspot at her shoulders where it hits with extremely powerful vertical knockback, and is one of the strongest up smashes in ''Brawl''.
**Additionally, the tennis racket of {{SSBB|Peach}}'s forward smash in ''Brawl'' is normally a very weak attack that can't even KO at 200%. However, if the area hitbox not overlapped by the other hitboxes lands during the middle of the move, it hits opponents away powerfully on a [[semi-spike]] trajectory, and is the strongest semi-spike any character possesses in ''Brawl''.
**Additionally, the tennis racket of {{SSBB|Peach}}'s forward smash in ''Brawl'' is normally a very weak attack that can't even KO at 200%. However, if the area hitbox not overlapped by the other hitboxes lands during the middle of the move, it hits opponents away powerfully on a [[semi-spike]] trajectory, and is the strongest semi-spike any character possesses in ''Brawl''.
*{{SSBB|King Dedede}}'s [[forward smash]] is much stronger if landed after the initial hitboxes, where it hits with extremely powerful knockback, and is the strongest forward smash in ''Brawl'' and on par with {{SSB4|Bowser}}'s in ''Smash 4''.
*{{SSBB|King Dedede}}'s [[forward smash]] is much stronger if landed after the initial hitboxes, where it hits with extremely powerful knockback, and is the strongest forward smash in ''Brawl'' and on par with {{SSB4|Bowser}}'s in ''SSB4'', as well being the strongest forward smash in ''Ultimate''.
*The end of {{SSBB|Wolf}}'s [[Wolf Flash]] is a very visible sweet spot, electrifying the opponent, and depending on the location the opponent touches Wolf's body, either hitting the opponent with powerful semi-spike knockback or powerfully meteor smashing them.
*The end of [[Wolf]]'s [[Wolf Flash]] is a very visible sweet spot, electrifying the opponent, and depending on the location the opponent touches Wolf's body, either hitting the opponent with powerful semi-spike knockback or powerfully meteor smashing them.
**Wolf's up smash is another move with a notable sweet spot. Normally, the move hits opponents vertically with average knockback for a smash attack. However, if the opponent touches a small hitbox on Wolf's body instead of his legs during the second hit of the move, they are hit with significantly stronger horizontal knockback (which is also the strongest attack in Wolf's moveset).
**Wolf's up smash is another move with a notable sweet spot. Normally, the move hits opponents vertically with average knockback for a smash attack. However, if the opponent touches a small hitbox on Wolf's body instead of his legs during the second hit of the move, they are hit with significantly stronger horizontal knockback (which is also the strongest attack in Wolf's moveset).
*The end part of {{SSBB|Zero Suit Samus}}' [[side special move]], [[Plasma Whip]], has a visible and powerful fire-imbued sweet spot. It is also one of the easiest to hit with, as the whip will often push opponents into the sweet spot.
*The end part of [[Zero Suit Samus]]' [[side special move]], [[Plasma Whip]], has a visible and powerful fire-imbued sweet spot. It is also one of the easiest to hit with, as the whip will often push opponents into the sweet spot.
*Almost all of [[Shulk]]'s sword-based attacks have a sweetspot and sourspot due to the [[List_of_swords#Monado|Monado]]'s beam properties, with the blade itself being the sweet spot, and the beam blade being the sour spot. This applies to all Monado-based attacks barring the third hit of jab, dash attack, up smash, and [[Air Slash]].
*Almost all of [[Shulk]]'s sword-based attacks have a sweetspot and sourspot due to the [[List_of_swords#Monado|Monado]]'s beam properties, with the blade itself being the sweet spot, and the beam blade being the sour spot. This applies to all Monado-based attacks barring the third hit of jab, dash attack, up smash, and [[Air Slash]].
*All of {{SSB4|Corrin}}'s smash attacks feature a sweetspot on the tips of his dragon fangs, with his forward smash and [[Dragon Lunge]] being the most notable due to their immense ability to punish opponents from a distance.
*The first slash of [[Link]]'s forward smash has a sweetspot at the tip of his sword, which can often be unhelpful, as it launches the opponent away from the attack so the second slash cannot hit. However, at higher percents, it can help for a quicker KO than having to follow through.
*All of [[Corrin]]'s smash attacks feature a sweetspot on the tips of the dragon fangs, with forward smash and [[Dragon Lunge]] being the most notable due to their immense ability to punish opponents from a distance.
*{{SSBU|Ridley}}'s [[Skewer]] features a sweetspot on the tip of his tail. Hitting an opponent with this sweetspot will cause a [[Special Zoom]] to occur, and the opponent will crumple onto the ground.
*{{SSBU|Ridley}}'s [[Skewer]] features a sweetspot on the tip of his tail. Hitting an opponent with this sweetspot will cause a [[Special Zoom]] to occur, and the opponent will crumple onto the ground.
*The [[Home-Run Bat]] has a sweet spot near its tip, also referred to as a tipper, where it hits with even more knockback. However, this is only useful in the [[Home-Run Contest]], as all parts of the bat [[OHKO]] regardless under normal circumstances.
*The [[Home-Run Bat]] has a sweet spot near its tip, also referred to as a tipper, where it hits with even more knockback. However, this is only useful in the [[Home-Run Contest]], as all parts of the bat [[OHKO]] regardless under normal circumstances.
**Similar to the Home-Run Bat, [[Ness]]' forward smash in each game has a sweet spot at the tip of the bat.
**Similar to the Home-Run Bat, [[Ness]]'s forward smash in each game has a sweet spot at the tip of the bat.


==Sour spot==
==Sour spot==
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*In both ''Melee'' and ''Brawl'', if Mr. Game & Watch's down smash is sour spotted, it semi-spikes the opponent. This can be utilised for [[edge-guarding]] and getting KOs near the ledge (especially in ''Brawl'', where the sour spot is much stronger than it was in ''Melee'').
*In both ''Melee'' and ''Brawl'', if Mr. Game & Watch's down smash is sour spotted, it semi-spikes the opponent. This can be utilised for [[edge-guarding]] and getting KOs near the ledge (especially in ''Brawl'', where the sour spot is much stronger than it was in ''Melee'').
**This additionally applies to [[Kirby]]'s down smash in ''Melee'' and ''Brawl''. Also like Mr. Game & Watch's, the sourspot of Kirby's down smash is much more useful in ''Brawl'', due to being much more powerful.
**This additionally applies to [[Kirby]]'s down smash in ''Melee'' and ''Brawl''. Also like Mr. Game & Watch's, the sourspot of Kirby's down smash is much more useful in ''Brawl'', due to being much more powerful.
*In ''Brawl'', the forward aerial meteor smashes of {{SSBB|Mario}}, {{SSBB|Yoshi}}, and {{SSBB|Donkey Kong}}, and the down aerial meteor smash of {{SSBB|Captain Falcon}}, each have a hitbox that hits horizontally, with even stronger knockback than the meteor smash hitbox. These hitboxes can be utilised to get KOs on onstage opponents.  
*From ''Brawl'' onward, the forward aerial meteor smashes of {{SSBB|Mario}}, {{SSBB|Yoshi}}, and {{SSBB|Donkey Kong}}, and the down aerial meteor smash of {{SSBB|Captain Falcon}}, each have a hitbox that hits horizontally, with even stronger knockback than the meteor smash hitbox. These hitboxes can be utilised to get KOs on onstage opponents.  
**Similarly in ''Brawl'', the later hitboxes of {{SSBB|Ganondorf}}'s [[Wizard's Foot]] and the leg hitbox of {{SSBB|Snake}}'s forward aerial hits opponents vertically instead of meteor smashing, with weaker knockback. However, despite the weakened knockback, they are still very powerful, and can be used to get star KOs on opponents onstage that the meteor smash sweet spots would not KO.
**Similarly from ''Brawl'' onward, the later hitboxes of {{SSBB|Ganondorf}}'s [[Wizard's Foot]] and the leg hitbox of {{SSBB|Snake}}'s forward aerial hits opponents vertically instead of meteor smashing, with weaker knockback. However, despite the weakened knockback, they are still very powerful, and can be used to get star KOs on opponents onstage that the meteor smash sweet spots would not KO.
*In ''SSB4'', {{SSB4|Kirby}}'s [[Stone]] activates faster if standing on the ground and always hits with its sourspot shockwave. The horizontal knockback off this is very likely to send victims flying off and below the stage.
*From ''SSB4'' onward, {{SSB4|Kirby}}'s [[Stone]] activates faster if standing on the ground and always hits with its sourspot shockwave. The horizontal knockback off this is very likely to send victims flying off and below the stage.
*In ''SSB4'', {{SSB4|Donkey Kong}}'s down aerial has a sourspot on the chest which sends opponents horizontally with high power. This makes it an effective edgeguarding tool and powerful KO option whether onstage or offstage.
*From ''SSB4'' onward, {{SSB4|Donkey Kong}}'s down aerial has a sourspot on the chest which sends opponents horizontally with high power. This makes it an effective edgeguarding tool and powerful KO option whether onstage or offstage.
*In ''SSB4'', {{SSB4|Cloud}}'s up aerial is notorious for its wide hitbox and effectiveness, but also benefits from a weaker sourspot that can challenge airdodges or attacks. Meanwhile, his down aerial's sex kick properties allow him to protect himself from juggling, and can also be an excellent combo starter into aerials or [[Limit Charge|Limit Break]] finishers.
*In ''SSB4'', {{SSB4|Cloud}}'s up aerial is notorious for its wide hitbox and effectiveness, but also benefits from a weaker sourspot that can challenge airdodges or attacks even in ''Ultimate''. Meanwhile, his down aerial's sex kick properties allow him to protect himself from juggling, and can also be an excellent combo starter into aerials or [[Limit Charge|Limit Break]] finishers.
*In ''SSB4'', the late hit of {{SSB4|Ryu}}'s neutral aerial is a very effective combo starter due to it having the lowest landing lag of any aerial in the game. This allows him to transition into his powerful combo-oriented offense.
*From ''SSB4'' onward, the late hit of {{SSB4|Ryu}}'s neutral aerial is a very effective combo starter due to it having the lowest landing lag of any aerial in the game. This allows him to transition into his powerful combo-oriented offense.


[[Category:Hitboxes]]
[[Category:Hitboxes]]
[[Category:Game physics]]
[[Category:Game physics]]
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[[Category:Unofficial lingo]]
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