Hitbox: Difference between revisions

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===Hitboxes in three dimensions===
===Hitboxes in three dimensions===
[[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.]]
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 with a x-axis horizontally, a y-axis vertically, and a z-axis for depth. This is why ''Smash Bros.'' is often referred as a "2.5 D" game. 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]] or {{SSB4|Ness}}'s [[airdodge]]). There are also some attacks that use the z-axis in its functionality or is effected by it in some way. An example would be {{SSB4|Peach}}'s [[nair]], which hits slim-bodied characters such as {{SSB4|Zero Suit Samus}} one frame later than it is supposed to, resulting with a [[glancing blow]] the frame it is supposed to hit.
 
There are a few stages that are only 2-dimensional, meaning they lack a z-axis entirely. An example of this would be [[Flat Zone]]. On such stages, the aforementioned attacks and dodges would be effected in exactly the opposite way they would be on a 3-dimensional stage. It can also cause some attacks to have bizarre properties due to everything being rendered on the exact same plain of existence. {{SSB4|Charizard}}'s [[f-tilt]] has a [[sweetspot]] (flame) and [[sourspot]] (tail) hitbox active at the same time, but since it has to swing its tail around from behind it cannot normally hit an opponent until it has brought it into the correct position on the z-axis in front of him. However, on a flattened stage, these hitboxes exist on the same plain, meaning that the sweetspot overrides the other one and thus it is actually impossible to be struck with the sourspot of Charizard's f-tilt on a 2-dimensional stage.


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