Editing Hitbox
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In ''Smash 64'', hacks can enable hitbox visibility (with a few limitations), such as in [[Media:SSB Hurtboxes.png|this image]]. In ''Melee'', hitboxes can be seen with the {{SSBM|debug menu}} if set to [[Debug menu (SSBM)/DEVELOP mode|DEVELOP]], though accessing it requires a cheating device. There is no easy way to display hitboxes in-game in later games, though a common technique in ''Brawl'' 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]]). ''Ultimate''{{'}}s [[Training mode]] natively includes an option to display characters' hurtboxes when [[invincible]] or [[intangible]], though only their portions that overlay with the character's model are shown, rather than their true shapes. | In ''Smash 64'', hacks can enable hitbox visibility (with a few limitations), such as in [[Media:SSB Hurtboxes.png|this image]]. In ''Melee'', hitboxes can be seen with the {{SSBM|debug menu}} if set to [[Debug menu (SSBM)/DEVELOP mode|DEVELOP]], though accessing it requires a cheating device. There is no easy way to display hitboxes in-game in later games, though a common technique in ''Brawl'' 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]]). ''Ultimate''{{'}}s [[Training mode]] natively includes an option to display characters' hurtboxes when [[invincible]] or [[intangible]], though only their portions that overlay with the character's model are shown, rather than their true shapes. | ||
Should multiple hitboxes of a single move connect with the opponent, only one of them will count. The order of precedence is known as the "hitbox stack" - hitboxes higher in the stack will override ones lower should they both hit at the same time. Mechanically, this is denoted by giving each hitbox an ID number, and lower numbers indicate higher precedence (higher stack position). For example, [[Marth]]'s [[down aerial]] in ''Melee'' features its [[tipper]] hitbox on top of the stack, so hitting with both a tipper and non-tipper hitbox will result in the tipper counting, even if the majority of the opponent was hit by the other hitboxes. By contrast, the move in ''Brawl'' has the tipper on the bottom, so the tipper can only hit if none of the other hitboxes do. As a result, even | Should multiple hitboxes of a single move connect with the opponent, only one of them will count. The order of precedence is known as the "hitbox stack" - hitboxes higher in the stack will override ones lower should they both hit at the same time. Mechanically, this is denoted by giving each hitbox an ID number, and lower numbers indicate higher precedence (higher stack position). For example, [[Marth]]'s [[down aerial]] in ''Melee'' features its [[tipper]] hitbox on top of the stack, so hitting with both a tipper and non-tipper hitbox will result in the tipper counting, even if the majority of the opponent was hit by the other hitboxes. By contrast, the move in ''Brawl'' has the tipper on the bottom, so the tipper can only hit if none of the other hitboxes do. As a result, even through the sizes and positions of the hitboxes did not change much between games, the tipper is more difficult to hit in ''Brawl'' than in ''Melee''. | ||
{{anchor|Disjointed hitboxes}} | {{anchor|Disjointed hitboxes}} |