Hitbox: Difference between revisions

20 bytes added ,  9 years ago
(Undid edit by Cloud-master: that's Marth's grab being dumb large, nothing too notable)
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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, 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.
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, ''Super Smash Bros.'' is more accurately described as a [[wikipedia:2.5D#3D games with a two-dimensional playing field|2.5D]] game.


Notable examples of unexpected behaviour due to the 3D nature of hitboxes include:
Notable examples of unexpected behavior 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.
* 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].
* 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].
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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.
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.
Players tend to refer to any unexpected behavior of this nature as fault of the "z-axis", as z traditionally refers to the third dimension in a three-dimensional 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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