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[[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 hurtboxes, and red bubbles are hitboxes.]]
[[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 hurtboxes, and red bubbles are hitboxes.]]


A '''hitbox''' or '''collision bubble''' (also known as a '''hitbubble''' and officially called an '''attack collision''' in ''Smash''<ref name="attackcollision">[https://www.youtube.com/watch?v=rwwF_4blK-o Always Keep Attack Collision in Mind <nowiki>[Animation]</nowiki>]</ref>) is the main structure for how attacks are executed in most fighting games. An attack's hitbox is the part of that attack that can deal damage when touched. A character's '''hurtbox''' (also called a '''hurtbubble''') is the part of a character which, when touched by a hitbox, causes the character to take damage. In other words, when an attack's hitbox overlaps with a hurtbox, the attack is considered a hit. An attack may have more than one hitbox associated with them, and while hitboxes are invisible, they usually, though not always, have the same shape as the attack's animation.
A '''hitbox''' or '''collision bubble''' (also known as a '''hitbubble''' and officially called an '''attack collision''' in ''Smash''<ref>[https://youtu.be/rwwF_4blK-o Always Keep Attack Collision in Mind <nowiki>[Animation]</nowiki>]</ref>) 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|''[[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]].]]
Every action that is meant to interact with something else possesses a hitbox of some kind. The parts of an animation where a hitbox is present are called '''active frames''', which generally correlate to the part of the animation that looks like it is supposed to cause an interaction. Attacks with a single strike tend to have very few active frames, while attacks that linger like [[Bowser]]'s [[Fire Breath]] has lots of active frames.
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. The original ''[[Super Smash Bros.]]'' uses cuboids whereas ''[[Super Smash Bros. Melee]]'', ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'', and ''[[Super Smash Bros. 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.
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{{anchor|Disjointed hitboxes}}
{{anchor|Disjointed hitboxes}}
[[File:Link disjoints.gif|thumb|left|150px|{{SSB|Link}} uses his forward smash on a wall in his ''Smash 64'' [[Break the Targets]] level and successfully breaks a target due to his sword's disjoint, he then uses his non-disjointed neutral air on a target above it and fails to break it.]]
[[File:Link disjoints.gif|thumb|left|150px|{{SSB|Link}} uses his forward smash on a wall in his ''Smash 64'' [[Break the Targets]] level and successfully breaks a target due to his sword's disjoint, he then uses his non-disjointed neutral air on a target above it and fails to break it.]]
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 Arsène.
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.


An interesting property of hitboxes in the ''Super Smash Bros.'' series is that under most conditions, they occupy not only the space where they currently are, but also the space where they were one [[frame]] ago, as well as all the space in between (in a straight line, regardless of what the animation might look like during intervening subframes). This characteristic, known as '''interpolation''', helps to prevent situations where a fast projectile may end up passing through a character in less than a frame without hitting them. On the other hand, hurtboxes do not interpolate in this way, so a fast-moving object (such as [[Fox]] during his [[Fox Illusion|Illusion]]) may be able to move through a slow or stationary hitbox without being damaged. In addition, certain hitboxes from ''Brawl'' onward use a stretch effect to create a very long hitbox, for example in {{b|Zero Laser|Samus}} and [[Aura Storm]], instead of interpolating. It is unclear how this hitbox-stretching mechanism operates when time is [[slowdown|slowed]] via Training mode or other effects, as the games render subframes, whereas ''Smash 64'' and ''Melee'' simply reduce the overall framerate.
An interesting property of hitboxes in the ''Super Smash Bros.'' series is that under most conditions, they occupy not only the space where they currently are, but also the space where they were one [[frame]] ago, as well as all the space in between (in a straight line, regardless of what the animation might look like during intervening subframes). This characteristic, known as '''interpolation''', helps to prevent situations where a fast projectile may end up passing through a character in less than a frame without hitting them. On the other hand, hurtboxes do not interpolate in this way, so a fast-moving object (such as [[Fox]] during his [[Fox Illusion|Illusion]]) may be able to move through a slow or stationary hitbox without being damaged. In addition, certain hitboxes from ''Brawl'' onward use a stretch effect to create a very long hitbox, for example in {{b|Zero Laser|Samus}} and [[Aura Storm]], instead of interpolating. It is unclear how this hitbox-stretching mechanism operates when time is [[slowdown|slowed]] via Training mode or other effects, as the games render subframes, whereas ''Smash 64'' and ''Melee'' simply reduce the overall framerate.
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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 name="attackcollision" />
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:
*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 {{Sm|aMSa}}'s Yoshi misses a grab at point blank range against {{Sm|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 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.


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 manoeuvres 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.


Players tend to refer to any unexpected behavior of this nature as fault of the "z-axis", as z traditionally refers to the third dimension in a three-dimensional environment. This tends to result in confusion when character moveset data is decoded, as while the camera's axis is indeed along the z-axis of stages, for characters and most other gameplay objects, the z-axis is the one that points forwards.
Players tend to refer to any unexpected behavior of this nature as fault of the "z-axis", as z traditionally refers to the third dimension in a three-dimensional environment. This tends to result in confusion when character moveset data is decoded, as while the camera's axis is indeed along the z-axis of stages, for characters and most other gameplay objects, the z-axis is the one that points forwards.

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