Editing Hitbox

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Notable examples of unexpected behavior due to the 3D nature of hitboxes include:
Notable examples of unexpected behavior due to the 3D nature of hitboxes include:
*Animations where characters lean sideways can result in attacks missing them. King Dedede's [[spot dodge]] in ''[[Brawl]]'' is a notorious example, allowing him to dodge attacks with narrow hitboxes even after his intangibility ends.<ref>[https://www.youtube.com/watch?v=079p47Y42Og Metagame Minute Ep2: D3's Broken Spot Dodge - SSBB]</ref>
*Animations where characters lean sideways can result in attacks missing them. King Dedede's [[spot dodge]] in ''[[Brawl]]'' is a notorious example, allowing him to dodge attacks with narrow hitboxes even after his intangibility ends.<ref>[https://www.youtube.com/watch?v=079p47Y42Og Metagame Minute Ep2: D3's Broken Spot Dodge - SSBB]</ref>
*Attacks that swing in a horizontal arc can hit characters of different widths at different times. For example, Peach's [[neutral aerial]] in ''[[Smash 4]]'' usually hits Zero Suit Samus a frame later than most other characters. Similarly, Yoshi's running [[grab]] in ''[[Melee]]'' is so off to the side of the playing plane that it often misses skinny characters, such as Zelda or Marth, which is demonstrated in [https://youtu.be/zzRwSiMm3Zg?t=547 this clip] where [[aMSa]]'s Yoshi misses a grab at point blank range against [[PewPewU]]'s Marth.
*Attacks that swing in a horizontal arc can hit characters of different widths at different times. For example, Peach's [[neutral aerial]] in ''[[Smash 4]]'' usually hits Zero Suit Samus a frame later than most other characters. Similarly, Yoshi's running [[grab]] in ''[[Melee]]'' is so off to the side of the playing plane that it often misses skinny fighters, such as Zelda or Marth, while stationary, for example in [https://youtu.be/zzRwSiMm3Zg?t=544 this clip], [[aMSa]] would've grabbed [[PewPewU]] if the grab hitbox was closer to the middle of the playing plane


When playing on a two-dimensional stage such as [[Flat Zone]], many of these quirks disappear, due to characters being almost completely flattened along the camera's axis. However, some new quirks can arise: if hitboxes are produced when an arcing attack is normally not yet in the playable plane, the flattening effect results in them being able to hit earlier than expected. For example, [[Charizard]]'s [[forward tilt]] in ''Smash 4'' can land its [[flame]] hitbox sooner than usual. It is also important to note that only the characters are flattened; their hitboxes and hurtboxes continue to operate as three-dimensional objects in a three-dimensional world, so maneuvers such as using the [[Dragoon]] are not affected.
When playing on a two-dimensional stage such as [[Flat Zone]], many of these quirks disappear, due to characters being almost completely flattened along the camera's axis. However, some new quirks can arise: if hitboxes are produced when an arcing attack is normally not yet in the playable plane, the flattening effect results in them being able to hit earlier than expected. For example, [[Charizard]]'s [[forward tilt]] in ''Smash 4'' can land its [[flame]] hitbox sooner than usual. It is also important to note that only the characters are flattened; their hitboxes and hurtboxes continue to operate as three-dimensional objects in a three-dimensional world, so maneuvers such as using the [[Dragoon]] are not affected.

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