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==Explanation== | ==Explanation== | ||
[[File:Blast_through_diagram.png|thumb|A diagram explaining the glitch. On the top scenario, the knockback is too weak; the character doesn't move enough between frames.]] | [[File:Blast_through_diagram.png|thumb|A diagram explaining the glitch. On the top scenario, the knockback is too weak; the character doesn't move enough between frames.]] | ||
Every game in the ''Smash'' series checks if a character has collided with terrain on every frame. This collision check consists of the game determining if characters' [[hitbox]]es are inside the walls of any terrain. If the game concludes this is the case, All [[knockback]] momentum is halted and the game applies the relevant conditions like visual and sound effects, the [[tech]] window, and redirecting the knockback based on the angle of collision. | |||
If | If a character's knockback is particularly high, the character moves a large distance per frame. This causes a situation where the character moves fast enough for their hurtbox to completely pass through the entirety of a piece of terrain in a single frame. The game does not account for this situation, so the character passes through the terrain seemingly unaffected. | ||
This glitch isn't usually a problem because the ''Super Smash Bros.'' game engines check for collisions at least once per frame, | This glitch isn't usually a problem because the ''Super Smash Bros.'' game engines check for collisions at least once per frame, and most terrain is large or thick enough to be almost impossible to completely pass through within one frame. This situation can only happen with particularly high knockback against particularly thin terrain. A solution would be to implement a different collision detection method, like one that checks for hitboxes between the before and after positions, though this glitch is niche enough that the developers have never considered implementing a fix of any kind. | ||
Interestingly, | Interestingly, the [[Corneria]] stage in ''Super Smash Bros. Brawl'' has a blast through location in its upper fin, though this often results in the affected character shifting trajectory a bit, as if it were refracted. Whether or not this is influenced by the interference of knockback from a small detection of collision on the frame after the pass through, or if this "glitch" is actually accounted for in the engine is unknown. | ||
==Video== | ==Video== |
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