Talk:Hitbox

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Disjointed HitboxEdit

To what extent do Marth/Link/etc. hold a monopoly over disjointed hitboxes? To my knowledge, every attack has a disjointed hitbox, to some extent. For instance, it's quite easy to, say, punch Falco's lasers with numerous characters' jabs, without sustaining damage. It requires better timing, because a jab's hitbox isn't as gigantic as Marth's sword's hitbox; but generally I find the concept to be a little mistaken. --MaskedMarth 20:14, September 17, 2006 (GMT)

Well this new section helps put everything into perspective. Good job. --MaskedMarth 08:23, October 8, 2006 (GMT)

ImagesEdit

This page has a collection of .gifs of SSB hitboxes. I think these three here are some of the better candidates to be put in the article, but there are other good ones. Which should it be?

As for Brawl - since there's no internal visualizer that we know of, would it really be useful to have a picture of some hack? Toomai Glittershine   The Bold 23:11, 2 November 2011 (EDT)

I'll place the Kirby f-tilt in soon; for the Brawl images, an image of using the Super Scope shots for hitboxes should be provided, since that method to show hitboxes is mentioned in the article. ReiDemon 23:18, 2 November 2011 (EDT)
The linked to images are fine. As for the Brawl images, I'm fine with us using images of a hack that display them, as long as they're accurate. Omega Tyrant   23:20, 2 November 2011 (EDT)

Just a stubEdit

There are still lots of things to say about hitboxes, right? There are so many different types... I for one, wanted to know what attributes hitboxes have, stuff like X Y Z position, knockback direction, knockback amount, damage amount, DI multiplier... there must be tons of attributes, and that information is honestly pretty interesting. Also, can we not link to a site with download links for the hacks that allow hitboxes to be visible in 64 and Brawl? Espyo (talk) 19:52, 4 June 2012 (EDT)

...I'll just mark it as a stub then, seeing as there're no disagreements. Espyo (talk) 13:39, 6 June 2012 (EDT)

Super armorEdit

Does a blue hitbox give the character/that part of the character super armor? Scr7  12:48, 23 July 2013 (EDT)

No, and, quite frankly, I don't think so any change of color to the hitbox is applied. For reference, look at this image. See how Yoshi's midair jump as Super Armor, but no change in color to his hitbox is shown. You must be mistaking the blue colored hitbox for invincibility. Conny   13:10, 23 July 2013 (EDT)
Yeah knockback resistance is a property of the object, not its hurtboxes. Toomai Glittershine   The Trumpeteer 17:07, 23 July 2013 (EDT)

SplitEdit

Oppose. We could probably cover everything suggested in a few paragraphs, tops.  Nyargleblargle (Contribs) 21:02, 6 May 2016 (EDT)

Probably slightly more than just "a few paragraphs", but I agree with Nyargleblargle. Oppose. Penro (Talk) 21:09, 6 May 2016 (EDT)

Oppose I see that the article has enough information to not be a stub when split, but what is the reason for the split? It does not seem necessary, and arguably counter-intuitive. Serpent   King 21:45, 6 May 2016 (EDT)

If being split isn't the answer, perhaps just expansion + a redirect? Certainly is information worth having as people don't comprehend the 3rd dimension in these games. RobSir   zx 22:46, 6 May 2016 (EDT)

The article describes 3 dimensional hitboxes quite well in my opinion. What do you think needs expansion. Serpent   King 23:05, 6 May 2016 (EDT)

Purple hitboxesEdit

Some of the animations for attacks, especially Category:Hitbox images (Lucas SSB4), have purple hitboxes. The closest thing on the chart is magenta, but grab doesn't seem right. What do they represent? Pallukun (talk) 15:34, June 3, 2020 (EDT)

I think the different colors represent sour/sweet spots or it may be IDs. Using File:LucasUpSmash.gif as an example, red could be ID 0, purple is ID 1, salmon is ID 2, etc. It could also just be an artistic decision since, based on the script, there are more colors shown than IDs. --CanvasK (talk) 15:52, June 3, 2020 (EDT)