Editing Hitbox

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[[File:3D Hitboxes in Melee.png|thumb|250px|While the regular camera suggests Mario should have been hit already, a side view shows otherwise.]]
[[File:3D Hitboxes in Melee.png|thumb|250px|While the regular camera suggests Mario should have been hit already, a side view shows otherwise.]]
It is a common misconception that, like in most other fighting games, hitboxes and hurtboxes only operate in two dimensions. In actuality, they interact in all three dimensions equally, even though the majority of gameplay elements are restricted to two-dimensional movement. As a result, ''Super Smash Bros.'' is more accurately described as a [[wikipedia:2.5D#3D games with a two-dimensional playing field|2.5D]] game.
It is a common misconception that, like in most other fighting games, hitboxes and hurtboxes only operate in two dimensions. In actuality, they interact in all three dimensions equally, even though the majority of gameplay elements are restricted to two-dimensional movement. As a result, ''Super Smash Bros.'' is more accurately described as a [[wikipedia:2.5D#3D games with a two-dimensional playing field|2.5D]] game.
Animations for a game like ''Smash'' are typically created so that hitboxes always activate on a median line, meaning collision occurs in the same relative spot without many unexpected interactions. This also facilitates the need for designers to carefully consider when hitboxes will activate, as a hitbox being active at a very early or very late part of an attack animation can lead to more unexpected interactions.<ref>[https://www.youtube.com/watch?v=rwwF_4blK-o Always Keep Attack Collision in Mind <nowiki>[Animation]</nowiki>]</ref>


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:

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