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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 using [[Debug Mode]]. There is no easy way to display hitboxes in-game in ''Brawl'', though a common technique 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). | 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 using [[Debug Mode]]. There is no easy way to display hitboxes in-game in ''Brawl'', though a common technique 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). | ||
Should multiple hitboxes of a single move connect with the opponent, only one of them will count. The order of precedence is known as the "hitbox stack" - hitboxes higher in the stack will override ones lower should they both hit at the same time. Mechanically, this is denoted by giving each hitbox an ID number, and lower numbers indicate higher precedence (higher stack position). For example, Marth's down aerial in ''Melee'' features its tipper hitbox on top of the stack, so hitting with both a tipper and non-tipper hitbox will result in the tipper counting (even if the majority of the opponent was hit by the other hitboxes). By contrast, the move in ''Brawl'' has the tipper on the bottom, so the tipper can only hit if none of the other hitboxes do. As a result, even through the sizes and positions of the hitboxes did not change much between games, the tipper is simple to hit with in ''Melee'' and impractical in ''Brawl''. | |||
{{anchor|Disjointed hitboxes}} | {{anchor|Disjointed hitboxes}} |