Hitbox: Difference between revisions

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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]].]]
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. ''[[Smash 64]]'' uses cuboids whereas ''[[Melee]]'', ''[[Brawl]]'', ''[[Smash 4]]'', and ''[[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).


In ''Smash 64'', hacks can enable hitbox visibility (with a few limitations), such as in [[Media:SSB Hurtboxes.png|this image]]. In ''Melee'', hitboxes can be seen with the {{SSBM|debug menu}} if set to [[Debug menu (SSBM)/DEVELOP mode|DEVELOP]], though accessing it requires a cheating device. There is no easy way to display hitboxes in-game in later games, though a common technique in ''Brawl'' is to use hacks to place [[Super Scope]] shot visuals where the hitboxes are (which is significantly more involved a process and generally fails for any [[projectile]] or [[item]]). ''Ultimate''{{'}}s [[Training mode]] natively includes an option to display characters' hurtboxes when [[invincible]] or [[intangible]], though only their portions that overlay with the character's model are shown, rather than their true shapes.
In ''Smash 64'', hacks can enable hitbox visibility (with a few limitations), such as in [[Media:SSB Hurtboxes.png|this image]]. In ''Melee'', hitboxes can be seen with the {{SSBM|debug menu}} if set to [[Debug menu (SSBM)/DEVELOP mode|DEVELOP]], though accessing it requires a cheating device. There is no easy way to display hitboxes in-game in later games, though a common technique in ''Brawl'' is to use hacks to place [[Super Scope]] shot visuals where the hitboxes are (which is significantly more involved a process and generally fails for any [[projectile]] or [[item]]). ''Ultimate''{{'}}s [[Training mode]] natively includes an option to display characters' hurtboxes when [[invincible]] or [[intangible]], though only their portions that overlay with the character's model are shown, rather than their true shapes.
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It is a common misconception that, like in most other fighting games, hitboxes and hurtboxes only operate in two dimensions. In actuality, they interact in all three dimensions equally, even though the majority of gameplay elements are restricted to two-dimensional movement. As a result, ''Super Smash Bros.'' is more accurately described as a [[wikipedia:2.5D#3D games with a two-dimensional playing field|2.5D]] game.
It is a common misconception that, like in most other fighting games, hitboxes and hurtboxes only operate in two dimensions. In actuality, they interact in all three dimensions equally, even though the majority of gameplay elements are restricted to two-dimensional movement. As a result, ''Super Smash Bros.'' is more accurately described as a [[wikipedia:2.5D#3D games with a two-dimensional playing field|2.5D]] game.


Animations for a game like ''Smash'' are typically created so that hitboxes always activate on a median line, meaning collision occurs in the same relative spot without many unexpected interactions. This also facilitates the need for designers to carefully consider when hitboxes will activate, as a hitbox being active at a very early or very late part of an attack animation can lead to more unexpected interactions.<ref name="attackcollision">[https://www.youtube.com/watch?v=rwwF_4blK-o Always Keep Attack Collision in Mind <nowiki>[Animation]</nowiki>]</ref>
Animations for a game like ''Smash'' are typically created so that hitboxes always activate on a median line, meaning collision occurs in the same relative spot without many unexpected interactions. This also facilitates the need for designers to carefully consider when hitboxes will activate, as a hitbox being active at a very early or very late part of an attack animation can lead to more unexpected interactions.<ref name="attackcollision" />


Notable examples of unexpected behavior due to the 3D nature of hitboxes include:
Notable examples of unexpected behavior due to the 3D nature of hitboxes include:
*Animations where characters lean sideways can result in attacks missing them. King Dedede's [[spot dodge]] in ''[[Brawl]]'' is a notorious example, allowing him to dodge attacks with narrow hitboxes even after his intangibility ends.<ref>[https://www.youtube.com/watch?v=079p47Y42Og Metagame Minute Ep2: D3's Broken Spot Dodge - SSBB]</ref>
*Animations where characters lean sideways can result in attacks missing them. King Dedede's [[spot dodge]] in ''Brawl'' is a notorious example, allowing him to dodge attacks with narrow hitboxes even after his intangibility ends.<ref>[https://www.youtube.com/watch?v=079p47Y42Og Metagame Minute Ep2: D3's Broken Spot Dodge - SSBB]</ref>
*Attacks that swing in a horizontal arc can hit characters of different widths at different times. For example, Peach's [[neutral aerial]] in ''[[Smash 4]]'' usually hits Zero Suit Samus a frame later than most other characters. Similarly, Yoshi's running [[grab]] in ''[[Melee]]'' is so off to the side of the playing plane that it often misses skinny characters, such as Zelda or Marth, which is demonstrated in [https://youtu.be/zzRwSiMm3Zg?t=547 this clip] where [[aMSa]]'s Yoshi misses a grab at point blank range against [[PewPewU]]'s Marth.
*Attacks that swing in a horizontal arc can hit characters of different widths at different times. For example, Peach's [[neutral aerial]] in ''[[Smash 4]]'' usually hits Zero Suit Samus a frame later than most other characters. Similarly, Yoshi's running [[grab]] in ''Melee'' is so off to the side of the playing plane that it often misses skinny characters, such as Zelda or Marth, which is demonstrated in [https://youtu.be/zzRwSiMm3Zg?t=547 this clip] where {{Sm|aMSa}}'s Yoshi misses a grab at point blank range against {{Sm|PewPewU}}'s Marth.


When playing on a two-dimensional stage such as [[Flat Zone]], many of these quirks disappear, due to characters being almost completely flattened along the camera's axis. However, some new quirks can arise: if hitboxes are produced when an arcing attack is normally not yet in the playable plane, the flattening effect results in them being able to hit earlier than expected. For example, [[Charizard]]'s [[forward tilt]] in ''Smash 4'' can land its [[flame]] hitbox sooner than usual. It is also important to note that only the characters are flattened; their hitboxes and hurtboxes continue to operate as three-dimensional objects in a three-dimensional world, so manoeuvres such as using the [[Dragoon]] are not affected.
When playing on a two-dimensional stage such as [[Flat Zone]], many of these quirks disappear, due to characters being almost completely flattened along the camera's axis. However, some new quirks can arise: if hitboxes are produced when an arcing attack is normally not yet in the playable plane, the flattening effect results in them being able to hit earlier than expected. For example, [[Charizard]]'s [[forward tilt]] in ''Smash 4'' can land its [[flame]] hitbox sooner than usual. It is also important to note that only the characters are flattened; their hitboxes and hurtboxes continue to operate as three-dimensional objects in a three-dimensional world, so manoeuvres such as using the [[Dragoon]] are not affected.
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