Hitbox: Difference between revisions

233 bytes added ,  11 years ago
no edit summary
No edit summary
No edit summary
Line 14: Line 14:
Hitboxes that are large and/or distanced from the attacking character are often called '''disjointed''', which is often an advantage, as they can connect from a surprising distance while keeping the attacker away from retaliation. Examples of disjointed hitboxes include most sword and hammer attacks, as well as the [[up tilt]]s of {{SSB|Kirby}} (in ''Smash 64'') and {{SSBB|Snake}}.
Hitboxes that are large and/or distanced from the attacking character are often called '''disjointed''', which is often an advantage, as they can connect from a surprising distance while keeping the attacker away from retaliation. Examples of disjointed hitboxes include most sword and hammer attacks, as well as the [[up tilt]]s of {{SSB|Kirby}} (in ''Smash 64'') and {{SSBB|Snake}}.


An interesting property of hitboxes in the Smash Bros. series is that under most conditions, they occupy not only the space where they currently are, but also the space where they were one [[frame]] ago as well as all the space in between (in a straight line, regardless of what the animation might look like during intervening subframes). This characteristic is likely to prevent situations where a fast projectile may end up passing through a character in less than a frame without hitting them. On the other hand, hurtboxes do not stretch over "interframe space" in this way, so a fast-moving object (such as Fox during his [[Fox Illusion|Illusion]]) may be able to move through a slow or stationary hitbox without being damaged. In addition, certain hitboxes in ''Brawl'' use the stretch effect to create a very long hitbox, for example in [[Zero Laser]] and [[Aura Storm]], instead of stretching over interframe space.
An interesting property of hitboxes in the Smash Bros. series is that under most conditions, they occupy not only the space where they currently are, but also the space where they were one [[frame]] ago as well as all the space in between (in a straight line, regardless of what the animation might look like during intervening subframes). This characteristic is likely to prevent situations where a fast projectile may end up passing through a character in less than a frame without hitting them. On the other hand, hurtboxes do not stretch over "interframe space" in this way, so a fast-moving object (such as Fox during his [[Fox Illusion|Illusion]]) may be able to move through a slow or stationary hitbox without being damaged. In addition, certain hitboxes in ''Brawl'' use the stretch effect to create a very long hitbox, for example in [[Zero Laser]] and [[Aura Storm]], instead of stretching over interframe space. It is unclear how the hitbox-stretching mechanism operates in ''Brawl'' when time is slowed via [[training mode]] or other effects, as ''Brawl'' renders subframes, whereas ''Melee'' and ''SSB64'' simply reduce the overall framerate.


[[Image:3D Hitboxes in Melee.png|thumb|250px|right|While the regular camera suggests Mario should have been hit already, a side view shows otherwise.]]
[[Image:3D Hitboxes in Melee.png|thumb|250px|right|While the regular camera suggests Mario should have been hit already, a side view shows otherwise.]]