Hitbox: Difference between revisions

196 bytes added ,  9 years ago
→‎Overview: not an article but still.
(→‎Overview: not an article but still.)
Line 18: Line 18:


[[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.]]
{{move|Z-axis|There is enough on this topic for it to not remain a stub or in a section; pause camera, hurtbox and hitbox movement in the 3rd dimension, flat stages with only 2 dimensions, etc.}}
It is a common misconception that, like some other fighting games, hitboxes and hurtboxes only operate in two dimensions. In actuality, they interact in all three dimensions equally, and there are many situations where certain animations can bring some of a character's hurtboxes outside the line of fire for many attacks (such as the end of {{SSBB|King Dedede}}'s [[sidestep]]).
It is a common misconception that, like some other fighting games, hitboxes and hurtboxes only operate in two dimensions. In actuality, they interact in all three dimensions equally, and there are many situations where certain animations can bring some of a character's hurtboxes outside the line of fire for many attacks (such as the end of {{SSBB|King Dedede}}'s [[sidestep]]).