Editing Hitbox

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==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.  
Every action that is meant to interactive 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. 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).
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).

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