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 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.
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, even though the majority of gameplay elements are restricted to two-dimensional movement. As a result, ''Smash Bros.'' is more accurately described as a [[wikipedia:2.5D#3D games with a two-dimensional playing field|2.5D]] game.


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.
Notable examples of unexpected behaviour due to the 3D nature of hitboxes include:
* Animations where characters lean sideways can result in attacks missing them. King Dedede's [[sidestep]] in ''[[Brawl]]'' is a notorious example, allowing him to dodge attacks with narrow hitboxes even after his intangibility ends.
* Attacks that swing in a horizontal arc can hit characters of different widths at different times. For example, Peach's [[neutral aerial]] in ''[[SSB4]]'' usually hits Zero Suit Samus a frame later than most other characters. Similarly, Yoshi's running [[grab]] in ''[[Melee]]'' is so off to the side of the playing plane that it often [https://media.giphy.com/media/Z21kc7i3txHEY/giphy.gif misses a stationary Zelda completely].
 
When playing on a two-dimensional stage such as [[Flat Zone]], many of these quirks disappear, due to characters being flattened along the camera's axis. However, some new quirks can arise: if hitboxes are produced when an arcing attack is normally not yet in the playable plane, the flattening effect results in them being able to hit earlier than expected. It is also important to note that only the characters are flattened; their hitboxes and hurtboxes continue to operate as three-dimensional objects in a three-dimensional world, so maneuvers such as using the [[Dragoon]] are not affected.
 
Players tend to refer to any unexpected behaviour of this nature as fault of the "Z-axis", as Z traditionally refers to the third dimension in a 3D environment. This tends to result in confusion when character moveset data is decoded, as while the camera's axis is indeed along the Z axis of stages, for characters and most other gameplay objects the Z axis is the one that points forwards.


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