Editing Hitbox
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:''For the website, see [[hitbox.tv]].'' | :''For the website, see [[hitbox.tv]].'' | ||
[[File:Mewtwo Up Aerial Hitbox Melee.gif|thumb|200px|An example of offensive and damageable collision bubbles in ''Melee'', as demonstrated with {{SSBM|Mewtwo}}'s up aerial. Yellow bubbles are | [[File:Mewtwo Up Aerial Hitbox Melee.gif|thumb|200px|right|An example of offensive and damageable collision bubbles in ''Melee'', as demonstrated with {{SSBM|Mewtwo}}'s up aerial. Yellow bubbles are collision bubbles, and red bubbles are hitbox bubbles.]] | ||
A '''hitbox''' or '''collision bubble''' ( | A '''hitbox''' or '''collision bubble''' (sometimes '''hitbubble''') is the main structure for how attacks are executed in most fighting games. Attacks have one or more hitboxes associated with them, and when these hitboxes overlap with a target's damageable area (often called their '''hurtbox''' or '''hurtbubbles'''), the attack is considered a hit. Hitboxes are invisible and usually, though not always, have the same shape as the attack's animation. | ||
==Overview== | ==Overview== | ||
[[File:SSBU Training Hurtboxes.png|thumb|250px|''[[Super Smash Bros. Ultimate]]''{{'}}s [[Training mode]] displaying hurtboxes for invulnerability: {{SSBU|Mario}} is [[invincible]] due to a [[Super Star]], while {{SSBU|Ridley}}'s wing, head, and arm are [[intangible]] due to his [[up tilt]].]] | [[File:SSBU Training Hurtboxes.png|thumb|250px|right|''[[Super Smash Bros. Ultimate]]''{{'}}s [[Training mode]] displaying hurtboxes for invulnerability: {{SSBU|Mario}} is [[invincible]] due to a [[Super Star]], while {{SSBU|Ridley}}'s wing, head, and arm are [[intangible]] due to his [[up tilt]].]] | ||
The two most common forms of hitbox shapes in video games are {{iw|wikipedia|cuboid}}s and spheres. Neither is obviously better than the other - cuboids can more easily form long or thin attacks or targets, while spheres are easier to calculate collision detection for. ''[[Smash 64]]'' uses cuboids whereas ''[[Melee]]'', ''[[Brawl]]'', ''[[Smash 4]]'', and ''[[Ultimate]]'' use spheres and sphere-like structures known as capsules (cylinders with spheres on the ends). | The two most common forms of hitbox shapes in video games are {{iw|wikipedia|cuboid}}s and spheres. Neither is obviously better than the other - cuboids can more easily form long or thin attacks or targets, while spheres are easier to calculate collision detection for. ''[[Smash 64]]'' uses cuboids whereas ''[[Melee]]'', ''[[Brawl]]'', ''[[Smash 4]]'', and ''[[Ultimate]]'' use spheres and sphere-like structures known as capsules (cylinders with spheres on the ends). | ||
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}} | ||
Hitboxes that are separated from a character's hurtboxes are often called '''disjointed''', which is usually an advantage, as they can connect from a farther distance, while keeping the attacker safer from retaliation and reducing the likelihood of trading blows. Examples of disjointed hitboxes include most weapon-based attacks, and more infamously the [[up tilt]]s of {{SSB|Kirby}} in ''Smash 64'' and {{SSBB|Snake}} in ''Brawl'', as well as some of {{SSBU|Joker}}'s moves when using Arsene. | Hitboxes that are separated from a character's hurtboxes are often called '''disjointed''', which is usually an advantage, as they can connect from a farther distance, while keeping the attacker safer from retaliation and reducing the likelihood of trading blows. Examples of disjointed hitboxes include most weapon-based attacks, and more infamously the [[up tilt]]s of {{SSB|Kirby}} in ''Smash 64'' and {{SSBB|Snake}} in ''Brawl'', as well as some of {{SSBU|Joker}}'s moves when using Arsene. | ||
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===Hitboxes in three dimensions=== | ===Hitboxes in three dimensions=== | ||
[[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|right|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. | ||
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. | *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. | ||
*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 | *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 a stationary Zelda completely. | ||
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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==Hitbox types== | ==Hitbox types== | ||
[[File:HitboxBubblesSSBM.png||thumb|250px|The different types of hitboxes and hurtboxes visualized in ''Melee''.]] | [[File:HitboxBubblesSSBM.png||thumb|250px|right|The different types of hitboxes and hurtboxes visualized in ''Melee''.]] | ||
{|class="wikitable" align="center" | {|class="wikitable" align="center" | ||
!Hitbox Type!![[Debug menu (SSBM)/DEVELOP mode|Debug mode]] Colour!!Explanation | !Hitbox Type!![[Debug menu (SSBM)/DEVELOP mode|Debug mode]] Colour!!Explanation | ||
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*If the hitbox with a lower part is [[shield]]ed, but the higher part [[shield stab]]s, the entire move is shielded, but the higher part still produces its graphical and sound effects. | *If the hitbox with a lower part is [[shield]]ed, but the higher part [[shield stab]]s, the entire move is shielded, but the higher part still produces its graphical and sound effects. | ||
|- | |- | ||
| | |Bone||''Smash 64''||The bone of a character model the hitbox is connected to. A value of 0 is a central bone and can only move with the character, while other values correspond to different bones of a character (such as an arm, leg, or in the case of swordfighters, a portion of the sword), and follow their movement even if the character themselves do not change position. Several attacks, particularly arcing swings, employ this property so their hitboxes can cover a wide area around the character without having to manually change their placement every frame; in later games, this is only done in specific cases to avoid blindspots.<br>In ''Ultimate'', character bones can have more descriptive names in hitbox scripts (such as "arml" or "legr"), with bone 0 being named "top". | ||
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|[[Damage]]||''Smash 64''||The base damage dealt by the hitbox. In the first three games, the initial damage is always an integer, but after ''Smash 64'', it rarely ends up as one once modified by factors like [[stale-move negation]]. From ''Smash 4'' onward, damage can be any number | |[[Damage]]||''Smash 64''||The base damage dealt by the hitbox. In the first three games, the initial damage is always an integer, but after ''Smash 64'', it rarely ends up as one once modified by factors like [[stale-move negation]]. From ''Smash 4'' onward, damage can be coded as any real number (using a {{s|wikipedia|single-precision floating-point format}}). | ||
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|[[Angle]]||''Smash 64''||The hitbox's launch trajectory, coded in degrees. Usually a number from 0 to 360, and can rarely be negative numbers such as -90. Depending on the game, values from 361 to 368 are reserved for special angles, such as the [[Sakurai angle]] (the default angle for horizontal-launching moves) or [[autolink angle]]. | |[[Angle]]||''Smash 64''||The hitbox's launch trajectory, coded in degrees. Usually a number from 0 to 360, and can rarely be negative numbers such as -90. Depending on the game, values from 361 to 368 are reserved for special angles, such as the [[Sakurai angle]] (the default angle for horizontal-launching moves) or [[autolink angle]]. | ||
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|Size||''Smash 64''||The hitbox's radius in units of distance. | |Size||''Smash 64''||The hitbox's radius in units of distance. | ||
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|X position||''Smash 64''||The hitbox's horizontal displacement (in units of distance) relative to the bone it is attached to. In ''Smash 4'' and ''Ultimate'', for a bone of 0 | |X position||''Smash 64''||The hitbox's horizontal displacement (in units of distance) relative to the bone it is attached to. In ''Smash 4'' and ''Ultimate'', for a bone of 0, this refers to the Z axis. | ||
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|Y position||''Smash 64''||The hitbox's vertical displacement (in units of distance) relative to the bone it is attached to. | |Y position||''Smash 64''||The hitbox's vertical displacement (in units of distance) relative to the bone it is attached to. | ||
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|Z position||''Smash 64''||The hitbox's displacement in the foreground/background (in units of distance) relative to the bone it is attached to. In ''Smash 4'' and ''Ultimate'', for a bone of 0 | |Z position||''Smash 64''||The hitbox's displacement in the foreground/background (in units of distance) relative to the bone it is attached to. In ''Smash 4'' and ''Ultimate'', for a bone of 0, this refers to the X axis. | ||
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|Effect||''Smash 64''||The hitbox's effect on hit, such as [[normal]], [[slash]], [[flame]], or [[electric]], among others. Can also be none. | |Effect||''Smash 64''||The hitbox's effect on hit, such as [[normal]], [[slash]], [[flame]], or [[electric]], among others. Can also be none. | ||
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|[[Rebound]]||''Melee''||If set, prevents a grounded move from being interrupted if the hitbox clangs with another, disregarding priority rules. This essentially has the same effect as the clang property did in ''Smash 64'', and is irrelevant if a hitbox cannot clang. In ''Ultimate'', this is merged with the clang property, which is set as "THRU" (rather than "ON" or "OFF") to determine that a hitbox can clang but not rebound.<br>In ''Brawl'' only, while this property is still present, it appears to be disabled altogether. | |[[Rebound]]||''Melee''||If set, prevents a grounded move from being interrupted if the hitbox clangs with another, disregarding priority rules. This essentially has the same effect as the clang property did in ''Smash 64'', and is irrelevant if a hitbox cannot clang. In ''Ultimate'', this is merged with the clang property, which is set as "THRU" (rather than "ON" or "OFF") to determine that a hitbox can clang but not rebound.<br>In ''Brawl'' only, while this property is still present, it appears to be disabled altogether. | ||
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|Trip chance||''Brawl''||The hitbox's bonus [[trip]] chance; for example, a value of 0.4 yields a 40% bonus trip chance. Can also be negative to disable the base trip chance, which is used for certain multi-hit moves such as {{SSBU|Roy}}'s up smash in ''Ultimate''. | |Trip chance||''Brawl''||The hitbox's bonus [[trip]] chance; for example, a value of 0.4 yields a 40% bonus trip chance. Can also be negative to disable the base trip chance, which is used for certain multi-hit moves such as {{SSBU|Roy}}'s up smash in ''Ultimate''. | ||
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|Hitlag multiplier||''Brawl''||Set to 1 by default. Modifies the duration of [[hitlag]] applied on impact to both the attacker (except for projectiles) and victim. | |Hitlag multiplier||''Brawl''||Set to 1 by default. Modifies the duration of [[hitlag]] applied on impact to both the attacker (except for projectiles) and victim. | ||
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|SDI multiplier||''Brawl''|| | |SDI multiplier||''Brawl''||Modifies the distance of [[smash directional influence]] for opponents struck by the hitbox. | ||
|- | |||
|Directness||''Melee''||Determines whether the hitbox is [[indirect]] or not, which is used for enemy/sticker interactions in ''Brawl'', and to determine a move's [[shieldstun]] from ''Smash 4'' onward, among other effects. In ''Melee'', the only known effect is that if an attack breaks a [[Metal Box]], it needs to be direct to give the attacker its effect. Not to be confused with a [[projectile]]. | |||
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|Type||''Brawl''||Determines what kind of [[sticker]]s ([[spirit]]s in ''Ultimate'') can power up the hitbox, such as [[arm]], [[leg]], [[body]], or [[weapon]], among others. | |Type||''Brawl''||Determines what kind of [[sticker]]s ([[spirit]]s in ''Ultimate'') can power up the hitbox, such as [[arm]], [[leg]], [[body]], or [[weapon]], among others. | ||
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|Reflectiveness||''Smash 64''||Determines whether the hitbox can be [[reflect]]ed. Usually a [[projectile]]. | |Reflectiveness||''Smash 64''||Determines whether the hitbox can be [[reflect]]ed. Usually a [[projectile]]. | ||
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|Absorptiveness||''Smash 64''||Determines whether the hitbox can be [[absorb]]ed. Usually a projectile | |Absorptiveness||''Smash 64''||Determines whether the hitbox can be [[absorb]]ed. Usually a projectile. | ||
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|[[Unblockable attack|Blockability]]||''Melee''||Determines whether the hitbox can be shielded. In ''Ultimate'', this property is merged with shield damage, which is listed as "no" if a hitbox is unblockable. | |[[Unblockable attack|Blockability]]||''Melee''||Determines whether the hitbox can be shielded. In ''Ultimate'', this property is merged with shield damage, which is listed as "no" if a hitbox is unblockable. | ||
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|Flinchless||''Melee''||If set, prevents the hitbox from inflicting hitstun or hitlag; any knockback coded for the hitbox instead pushes or pulls opponents, which is commonly referred to as a [[windbox]]. | |Flinchless||''Melee''||If set, prevents the hitbox from inflicting hitstun or hitlag; any knockback coded for the hitbox instead pushes or pulls opponents, which is commonly referred to as a [[windbox]]. | ||
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|Hit bits||''Melee''||Determines what a hitbox is capable of interacting with. This includes damageable stage objects (floors, ceilings, or other), or multiple opponents, as well as if it can connect against enemies from the [[Subspace Emissary]] in ''Brawl''. Most attacks can hit all specified objects, but certain others, such as [[Mario]]'s [[Fireball]]s, are set to ignore damageable floors so they cannot be stopped by [[Skyworld]]'s breakable platforms, for example. | |Hit bits||''Melee''||Determines what a hitbox is capable of interacting with. This includes damageable stage objects (floors, ceilings, or other), or multiple opponents, as well as if it can connect against enemies from the [[Subspace Emissary]] in ''Brawl''. Most attacks can hit all specified objects, but certain others, such as [[Mario]]'s [[Fireball]]s, are set to ignore damageable floors so they cannot be stopped by [[Skyworld]]'s breakable platforms, for example. From ''Smash 4'' onward, certain attacks with timing gaps between hitboxes (which would usually produce multiple hits), such as [[Lucas]]' [[down smash]], use special hit bits so the opponent is only struck by the first hitbox to connect; in ''Ultimate'', this property is still present on the move, but it uses a rehit rate instead to re-allow one strike per hitbox. | ||
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|Rehit rate||''Melee''||If not 0, allows the hitbox to strike again after the specified amount of frames. Commonly used for multi-hit moves in later games. | |Rehit rate||''Melee''||If not 0, allows the hitbox to strike again after the specified amount of frames. Commonly used for multi-hit moves in later games. | ||
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| | |Heedless||''Brawl''||If set, allows the hitbox to hit teammates even if [[team attack]] is turned off. Rarely used. | ||
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| | |Angle flipper||''Brawl''||Causes the hitbox to always launch opponents in the direction the user is facing, or the opposite, instead of depending on the attacker's position relative to the opponent. Used for various attacks such as [[forward tilt]]s, [[forward smash]]es, [[forward aerial]]s, and [[back aerial]]s in ''Ultimate''. Also used by [[Back Slash]]'s back hit to launch opponents with a different animation that does not turn them around. | ||
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|Piercing||''Brawl''||If set, allows the hitbox to ignore [[invincibility]]. Rarely used. | |Piercing||''Brawl''||If set, allows the hitbox to ignore [[invincibility]]. Rarely used. | ||
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|Disable hitlag||''Brawl''||If set, causes the hitbox to inflict no hitlag regardless of its hitlag multiplier. No longer used in ''Ultimate''.<!--DisableHitlag in the Ultimate calculator is false, it's actually the disable GFX property. Banjo's rapid jab and Aymr's shockwave have it enabled and still inflict knockback, but have no GFX--> | |Disable hitlag||''Brawl''||If set, causes the hitbox to inflict no hitlag regardless of its hitlag multiplier. No longer used in ''Ultimate''.<!--DisableHitlag in the Ultimate calculator is false, it's actually the disable GFX property. Banjo's rapid jab and Aymr's shockwave have it enabled and still inflict knockback, but have no GFX--> | ||
|- | |||
|Stretch||''Brawl''||Determines if a hitbox is stretched out, rather than being spherical. This allows them to cover more space right away, but prevents them from interpolating per frame. | |||
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|Disable GFX||''Brawl''||Determines if a hitbox produces hit graphics if it connects. Usually disabled for "conventional" windboxes, producing a visual difference between pushing attacks such as [[F.L.U.D.D.]] and [[Finishing Touch]]. | |Disable GFX||''Brawl''||Determines if a hitbox produces hit graphics if it connects. Usually disabled for "conventional" windboxes, producing a visual difference between pushing attacks such as [[F.L.U.D.D.]] and [[Finishing Touch]]. | ||
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|X stretch/X2||''Smash 4''||Determines how far a hitbox is stretched horizontally, with the same other properties as the standard X position. Alongside the other stretch coordinates, this is essentially an extension of the stretch property from ''Brawl'', denoting both ends of the hitbox. | |X stretch/X2||''Smash 4''||Determines how far a hitbox is stretched horizontally, with the same other properties as the standard X position. Alongside the other stretch coordinates, this is essentially an extension of the stretch property from ''Brawl'', denoting both ends of the hitbox. | ||
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|Set [[gravity]]||''Smash 4''||Determines whether the hitbox considers the target's gravity when knockback is calculated. Used only in ''Smash 4'' for Finishing Touch and [[Meteor Trampoline]]. | |Set [[gravity]]||''Smash 4''||Determines whether the hitbox considers the target's gravity when knockback is calculated. Used only in ''Smash 4'' for Finishing Touch and [[Meteor Trampoline]]. | ||
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|Hitstun modifier||''Ultimate''||Changes the amount of [[hitstun]] the hitbox does when hitting an opponent. Due to a glitch, even if specified for certain hitboxes, it applies to all of a move's hitboxes until they are changed later in the script. | |||
|Hitstun modifier||''Ultimate''||Changes the amount of [[hitstun]] the hitbox does when hitting an opponent. Due to a glitch, even if specified for certain hitboxes, it applies to all of a move's hitboxes until they are changed later in the script | |||
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|Shieldstun multiplier||''Ultimate''||Changes the amount of [[shieldstun]] the hitbox does to a shielding opponent. Due to a glitch, even if specified for certain hitboxes, it applies to all of a move's hitboxes until they are changed later in the script. | |Shieldstun multiplier||''Ultimate''||Changes the amount of [[shieldstun]] the hitbox does to a shielding opponent. Due to a glitch, even if specified for certain hitboxes, it applies to all of a move's hitboxes until they are changed later in the script. | ||
|- | |- | ||
|Set attack height||''Ultimate''||If the attacker and target are at a (roughly) equal height, forces the target to use a specific kind of flinch animation (high, middle, or low) regardless of which of their hurtboxes is hit. Used for most down tilts and angled forward tilts. | |Set attack height||''Ultimate''||If the attacker and target are at a (roughly) equal height, forces the target to use a specific kind of flinch animation (high, middle, or low) regardless of which of their hurtboxes is hit. Used for most down tilts and angled forward tilts. | ||
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|No finish camera||''Ultimate''||Prevents the hitbox from producing a [[Finish Zoom]], even if it would launch opponents far enough to do so. Generally used as a failsafe for certain multi-hit moves' linking portions. | |No finish camera||''Ultimate''||Prevents the hitbox from producing a [[Finish Zoom]], even if it would launch opponents far enough to do so. Generally used as a failsafe for certain multi-hit moves' linking portions. | ||
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|Disable tech||''Ultimate''||Prevents opponents from [[tech]]ing the hitbox's knockback. | |Disable tech||''Ultimate''||Prevents opponents from [[tech]]ing the hitbox's knockback. Currently only used for [[Cross Chop]]'s falling portion and [[Onslaught]]'s meteor smashing kick. A similar effect is present since ''Smash 4'' for certain [[Final Smash]]es such as [[Pair Up]], but not declared in hitbox scripts. | ||
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|[[Grab]] armor||''Ultimate''||If the hitbox strikes an opponent at the same time the user is grabbed by them, this property causes the opponent to [[armor]] through the hitbox and grab the user, much like in ''Brawl'', rather than forcing a [[grab release]]. Used only for {{SSBU|Sonic}}'s [[Homing Attack]], [[Spin Dash]], and [[Spin Charge]], as well as {{SSBU|Banjo & Kazooie}}'s [[Wonderwing]]. A multiplier can also be applied to the damage the grabber takes in this situation, which is set to 0.25× for Wonderwing. | |[[Grab]] armor||''Ultimate''||If the hitbox strikes an opponent at the same time the user is grabbed by them, this property causes the opponent to [[armor]] through the hitbox and grab the user, much like in ''Brawl'', rather than forcing a [[grab release]]. Used only for {{SSBU|Sonic}}'s [[Homing Attack]], [[Spin Dash]], and [[Spin Charge]], as well as {{SSBU|Banjo & Kazooie}}'s [[Wonderwing]]. A multiplier can also be applied to the damage the grabber takes in this situation, which is set to 0.25× for Wonderwing. | ||
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|Angle modifier||''Ultimate''||Changes the hitbox's launch angle depending on the attacker's momentum, making it more vertical if moving backward, and more horizontal if moving forward. Only used for the last hit of the {{SSBU|Mii Brawler}}'s [[Helicopter Kick]]. | |Angle modifier||''Ultimate''||Changes the hitbox's launch angle depending on the attacker's momentum, making it more vertical if moving backward, and more horizontal if moving forward. Only used for the last hit of the {{SSBU|Mii Brawler}}'s [[Helicopter Kick]]. | ||
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|[[ | |[[Freeze]] multiplier||''Ultimate''||Modifies the initial amount of time a freezing hitbox freezes targets for. Used only for {{SSBU|Hero}}'s [[Kacrackle Slash]], which has a 2× multiplier. | ||
|} | |} | ||
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==Trivia== | ==Trivia== | ||
[[File:What are hitboxes 2.jpg|thumb|An example of recoil animations making hitboxes appear to be unexpectedly large. Here, {{SSB4|Ryu}} is hitting {{SSB4|Lucina}} with a [[Shoryuken]], with the blue starburst showing where the collision occurred.]] | [[File:What are hitboxes 2.jpg|thumb|right|An example of recoil animations making hitboxes appear to be unexpectedly large. Here, {{SSB4|Ryu}} is hitting {{SSB4|Lucina}} with a [[Shoryuken]], with the blue starburst showing where the collision occurred.]] | ||
*In ''SSB'', grabs are normal hitboxes with no apparent mechanism for distinction from attacks. In ''Melee'', grab hitboxes and inert hitboxes are 0%-damage hitboxes with "grab" or "inert" for an effect. Both grabs and inert hitboxes are separate objects in ''Brawl'' and ''SSB4'', though in rare cases a 0%-damage hitbox is used as an inert one. | *In ''SSB'', grabs are normal hitboxes with no apparent mechanism for distinction from attacks. In ''Melee'', grab hitboxes and inert hitboxes are 0%-damage hitboxes with "grab" or "inert" for an effect. Both grabs and inert hitboxes are separate objects in ''Brawl'' and ''SSB4'', though in rare cases a 0%-damage hitbox is used as an inert one. | ||
*The single largest hitbox in ''Melee'' can be found when [[Raikou]] is released from a [[Poké Ball]]. | *The single largest hitbox in ''Melee'' can be found when [[Raikou]] is released from a [[Poké Ball]]. | ||
*Because characters enter a recoil animation upon being hit, pausing the game during | *Because characters enter a recoil animation upon being hit, pausing the game during the freeze frames can make it appear as if the attack's hitboxes are misaligned or too large. | ||
**This is especially prominent in ''Ultimate'' with the addition of [[Special Zoom]] and Finish Zoom. When an attack triggers one of these effects, the resulting zoom-in and slowdown can cause this apparent discrepancy to be much more noticeable. | **This is especially prominent in ''Ultimate'' with the addition of [[Special Zoom]] and Finish Zoom. When an attack triggers one of these effects, the resulting zoom-in and slowdown can cause this apparent discrepancy to be much more noticeable. | ||
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ToonLinkHitBoxHack.png|An example of a hack used to show the hitboxes of {{SSBB|Toon Link}}'s [[Spin Attack]] in ''Brawl''. | ToonLinkHitBoxHack.png|An example of a hack used to show the hitboxes of {{SSBB|Toon Link}}'s [[Spin Attack]] in ''Brawl''. | ||
</gallery> | </gallery> | ||
[[Category:Game physics]] | [[Category:Game physics]] | ||
[[Category:Hitboxes]] | [[Category:Hitboxes]] |