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Editing SmashWiki:Glossary
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*'''[[Hitbox]]''': The area of effect for an attack. Generally in proportion of the action; a kick attack should generally have hitboxes on the foot and leg. | *'''[[Hitbox]]''': The area of effect for an attack. Generally in proportion of the action; a kick attack should generally have hitboxes on the foot and leg. | ||
**'''[[Hurtbox]]''': The area on a character or object, where an opposing hitbox must touch to register hitting the character/object. | **'''[[Hurtbox]]''': The area on a character or object, where an opposing hitbox must touch to register hitting the character/object. | ||
**'''Disjointed hitbox''': A hitbox that extends past the character's hurtboxes, thus allowing it to pass through opposing hitboxes without hurting the user. Nearly every move technically has hitboxes that are disjointed to some degree, so this term more often gets used to refer to moves where the "disjoint" is significant enough for it to semi-reliably hit through opposing moves without the user getting hit, such as for most moves | **'''Disjointed hitbox''': A hitbox that extends past the character's hurtboxes, thus allowing it to pass through opposing hitboxes without hurting the user. Nearly every move technically has hitboxes that are disjointed to some degree, so this term more often gets used to refer to moves where the "disjoint" is significant enough for it to semi-reliably hit through opposing moves without the user getting hit, such as for most moves of characters with weapons. | ||
*'''[[Hitlag]]''': The freeze frames that occur when an attack connects, where both characters are frozen in position until the effect ends (unless caused by a projectile, then only the target experiences hitlag). Although primarily used by developers to enhance the feel of an attack's power, actions can also be cancelled or buffered during this time. Sometimes called "hitstop" or "hitpause" depending on the game and language. | *'''[[Hitlag]]''': The freeze frames that occur when an attack connects, where both characters are frozen in position until the effect ends (unless caused by a projectile, then only the target experiences hitlag). Although primarily used by developers to enhance the feel of an attack's power, actions can also be cancelled or buffered during this time. Sometimes called "hitstop" or "hitpause" depending on the game and language. | ||
*'''[[Hitstun]]''': The time when one cannot take any action after being hit. | *'''[[Hitstun]]''': The time when one cannot take any action after being hit. |