Editing Range
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[[File:Range-Lucario-Brawl.png|200px|thumb|right|{{SSBB|Lucario}} using his forward smash against {{SSBB|King Dedede}}. Notice the high range of Lucario's forward smash.]] | |||
'''Range''', also known as '''reach''', is a general term used to describe how far an attack's [[hitbox]] reaches relative to the attacker. Range is measured based on how far an attack extends from a character when in a stationary position. Attacks with [[disjointed hitbox]]es generally have more range, such as many of [[Marth]]'s attacks (in ''Melee'' and ''Brawl''), {{SSB4|Shulk}}'s aerial attacks in ''Smash 4'', and {{SSB4|Bayonetta}}'s Wicked Weaves smash attacks, allowing them to attack opponents from a safe distance. On the other hand, many [[grab]]s have poor range: a user must get in very close to be able to connect with them, which is usually risky to do. [[Projectile]]s in general have very long range. | |||
Although various attacks have various ranges, certain characters tend to have longer reaches than others, allowing them to [[Spacing|space]] more easily. For example, most characters with a weapon (sword, hammer, etc) have longer range than ones who don't. Characters with short range are forced to [[approach]] more often, while those with longer range can afford to [[camp]]. Larger, heavier characters such as [[Bowser]] tend to have better reach than smaller, lighter characters such as {{SSBB|Squirtle}}. | |||
There are attacks that are considered to have "long" range when actually a character is just rushing ahead to attack. An example of this is {{SSBB|Wolf}}'s forward smash. Additionally, there is also variation in attack hitboxes. Moves like Falcon Kick generally cover a lot of ground, but the range is only as long as his leg. Skull Bash and Green Missile cover more ground, but the character's hitbox is their entire body. Wario Bike is unique in that it covers ground as well, but is actually an item that attacks. Sonic's side special and down special are special: his body is the hitbox and he keeps going after connecting, but keeps momentum. | |||
[[Category:Game physics]] | [[Category:Game physics]] | ||
[[Category:Hitboxes]] | [[Category:Hitboxes]] |