Hitbox: Difference between revisions

35 bytes added ,  10 years ago
→‎Overview: That's not proper use of "impractical", and thats not what a disjointed hitbox is.
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(→‎Overview: That's not proper use of "impractical", and thats not what a disjointed hitbox is.)
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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''.
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'' while being difficult in ''Brawl''.


{{anchor|Disjointed hitboxes}}
{{anchor|Disjointed hitboxes}}
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 separated from a character's hurtboxes are often called '''disjointed''', which is usually an advantage, as they can connect from a farther distance, while keeping the attacker safer from retaliation and reducing the likelihood of trading blows. Examples of disjointed hitboxes include most weapon-based 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. 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.
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.
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