Super Smash Bros. series

Range: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
mNo edit summary
m (Text replacement - "|thumb|right" to "|thumb")
 
(25 intermediate revisions by 17 users not shown)
Line 1: Line 1:
{{ArticleIcons|ssb=y|ssbm=y|ssbb=y}}
{{ArticleIcons|series=y}}
[[File:Range-Lucario-Brawl.png|200px|thumb|{{SSBB|Lucario}} using its [[forward smash]] against {{SSBB|King Dedede}}. Notice the high range of Lucario's forward smash.]]


{{image|If it's possible...}}
'''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 most of [[Marth]]'s attacks, [[Simon Belmont|Simon]]'s whip attacks, and [[Ike]]'s aerials, 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.
'''Range''', also known as '''reach''', is a general term used to describe how far an attack's [[hitbox]] reaches relative to the attacker and can be described as how far an attack extends from a character when in a stationary position. For example, many of [[Marth|Marth's]] attacks have good range, as the length of his sword can hit opponents from a distance, leaving Marth himself in a safe spot. There are attacks that are considered to have "long" range when it is actually a character rushing ahead to attack. An example of this is Wolf's forward smash. On the other hand, many [[grab|grabs]] have poor range; one must get in very close to be able to connect with them, which is usually risky to do. Attacks with [[disjointed hitbox|disjointed hitboxes]] generally have more range. [[Projectile|Projectiles]] 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]].
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, whip, etc.) have longer range than ones who do not. Characters with short range are forced to [[approach]] more often, while those with longer range can often afford to [[camp]]. Larger and heavier characters, such as [[Donkey Kong]], tend to have better reach than smaller and lighter characters, such as [[Pichu]], in exchange for a larger [[hurtbox]].


Characters who generally have small range are short. Height helps with range as the taller characters have more reach with arm and leg moves. Since Ganondorf is the tallest human character, he benefits heavily from this since he has no projectiles and lacks a safe approach.
There are attacks that are considered to have "long" range, when the character is merely rushing ahead to attack. An example of this is {{SSBB|Wolf}}'s forward smash in ''Brawl''. Additionally, there is also variation in attack hitboxes. [[Falcon Kick]], for instance, covers a lot of ground, but the range of the move is only as long as [[Captain Falcon]]'s leg. [[Pikachu]] and [[Pichu]]'s Skull Bash and [[Luigi]]'s Green Missile cover more ground, but the hitbox on those moves covers the entirety of the attacker's body. [[Wario]]'s [[Wario Bike]] is unique in that it covers ground as well, but is actually an item that attacks. [[Sonic]]'s [[Spin Dash]] side special and [[Spin Charge]] down special are special: his body is the hitbox and he keeps going after connecting, but keeps momentum.


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 characters 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 a mix of Green Missile and Falcon Kick. His body is the hitbox and he keeps going after connecting, but keeps momentum.
It is generally considered advantageous for a player to have a longer range than their opponent, as they can safely hit said opponent without the risk of being hit back. There is much more to this element of gameplay in terms of [[spacing]], but longer ranged attacks being better holds true in the simplest terms. However, as a form of balance, characters and attacks with longer range tend to be on the slower end of the spectrum with high amounts of lag. This means that long range attacks tend to lose up close with characters that have shorter range, but are faster and can get more moves out.
{{stub}}
 
[[Category:Game Physics]]
[[Category:Game physics]]
[[Category:Hitboxes]]

Latest revision as of 09:14, April 12, 2023

Lucario using its forward smash against 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 hitboxes generally have more range, such as most of Marth's attacks, Simon's whip attacks, and Ike's aerials, allowing them to attack opponents from a safe distance. On the other hand, many grabs have poor range: a user must get in very close to be able to connect with them, which is usually risky to do. Projectiles in general have very long range.

Although various attacks have various ranges, certain characters tend to have longer reaches than others, allowing them to space more easily. For example, most characters with a weapon (sword, hammer, whip, etc.) have longer range than ones who do not. Characters with short range are forced to approach more often, while those with longer range can often afford to camp. Larger and heavier characters, such as Donkey Kong, tend to have better reach than smaller and lighter characters, such as Pichu, in exchange for a larger hurtbox.

There are attacks that are considered to have "long" range, when the character is merely rushing ahead to attack. An example of this is Wolf's forward smash in Brawl. Additionally, there is also variation in attack hitboxes. Falcon Kick, for instance, covers a lot of ground, but the range of the move is only as long as Captain Falcon's leg. Pikachu and Pichu's Skull Bash and Luigi's Green Missile cover more ground, but the hitbox on those moves covers the entirety of the attacker's body. Wario's Wario Bike is unique in that it covers ground as well, but is actually an item that attacks. Sonic's Spin Dash side special and Spin Charge down special are special: his body is the hitbox and he keeps going after connecting, but keeps momentum.

It is generally considered advantageous for a player to have a longer range than their opponent, as they can safely hit said opponent without the risk of being hit back. There is much more to this element of gameplay in terms of spacing, but longer ranged attacks being better holds true in the simplest terms. However, as a form of balance, characters and attacks with longer range tend to be on the slower end of the spectrum with high amounts of lag. This means that long range attacks tend to lose up close with characters that have shorter range, but are faster and can get more moves out.