62
edits
(Undid edit by TauKhan . Had accidentally rolled back on versions) Tag: Undo |
No edit summary |
||
Line 89: | Line 89: | ||
|Groundness/Airness||''Smash 64''||Determines whether the hitbox can strike grounded opponents, aerial opponents, or both (or neither, but this is very rarely used). Attacks intended to have different behavior on grounded and aerial opponents (such as [[Samus]]' [[up tilt]] from ''Melee'' onward) generally use two hitboxes with the same placement, but differences in other properties as desired. In ''Ultimate'', hitboxes can also be set to not connect against [[Floor recovery|prone]] opponents, which is generally used for [[bury]]ing hitboxes. | |Groundness/Airness||''Smash 64''||Determines whether the hitbox can strike grounded opponents, aerial opponents, or both (or neither, but this is very rarely used). Attacks intended to have different behavior on grounded and aerial opponents (such as [[Samus]]' [[up tilt]] from ''Melee'' onward) generally use two hitboxes with the same placement, but differences in other properties as desired. In ''Ultimate'', hitboxes can also be set to not connect against [[Floor recovery|prone]] opponents, which is generally used for [[bury]]ing hitboxes. | ||
|- | |- | ||
|[[Shield damage]]||''Smash 64''||The hitbox's additional damage dealt to [[shield]]s; usually 0, which means the hitbox deals regular damage to shields (excluding the multiplier of 0.7× in ''Melee''/''Brawl'' and 1.19× in ''Smash 4''/''Ultimate''). Can also be a negative value to have hitboxes deal less damage to shields, though this is only used in ''Smash 64'' and ''Ultimate''. | |[[Shield damage]]||''Smash 64''||The hitbox's additional damage dealt to [[shield]]s; usually 0, which means the hitbox deals regular damage to shields (excluding the multiplier of 0.7× in ''Melee''/''Brawl'' and 1.19× in ''Smash 4''/''Ultimate''). Can also be a negative value to have hitboxes deal less damage to shields, though this is only used in ''Smash 64'', ''Melee'' and ''Ultimate''. | ||
|- | |- | ||
|Clang||''Smash 64''||Determines whether the hitbox can cancel out other hitboxes through [[priority]] rules. In ''Smash 64'', if a hitbox that cannot clang interacts with another hitbox, the move will clash, but its animation will continue, rather than going through the [[rebound]] animation. In later games, hitboxes that cannot clang simply cannot interact with other hitboxes. | |Clang||''Smash 64''||Determines whether the hitbox can cancel out other hitboxes through [[priority]] rules. In ''Smash 64'', if a hitbox that cannot clang interacts with another hitbox, the move will clash, but its animation will continue, rather than going through the [[rebound]] animation. In later games, hitboxes that cannot clang simply cannot interact with other hitboxes. | ||
Line 105: | Line 105: | ||
|SDI multiplier||''Brawl''||Modifies the distance of [[smash directional influence]] for opponents struck by the hitbox. | |SDI multiplier||''Brawl''||Modifies the distance of [[smash directional influence]] for opponents struck by the hitbox. | ||
|- | |- | ||
|Directness||'' | |Directness||''Melee''||Determines whether the hitbox is [[indirect]] or not, which is used for enemy/sticker interactions in ''Brawl'', and to determine a move's [[shieldstun]] from ''Smash 4'' onward, among other effects. The only known effect in ''Melee'' is breaking metal box with a direct hitbox makes the attacker metal. Not to be confused with a [[projectile]]. | ||
|- | |- | ||
|Type||''Brawl''||Determines what kind of [[sticker]]s ([[spirit]]s in ''Ultimate'') can power up the hitbox, such as [[arm]], [[leg]], [[body]], or [[weapon]], among others. | |Type||''Brawl''||Determines what kind of [[sticker]]s ([[spirit]]s in ''Ultimate'') can power up the hitbox, such as [[arm]], [[leg]], [[body]], or [[weapon]], among others. | ||
Line 123: | Line 123: | ||
|Flinchless||''Melee''||If set, prevents the hitbox from inflicting hitstun or hitlag; any knockback coded for the hitbox instead pushes or pulls opponents, which is commonly referred to as a [[windbox]]. | |Flinchless||''Melee''||If set, prevents the hitbox from inflicting hitstun or hitlag; any knockback coded for the hitbox instead pushes or pulls opponents, which is commonly referred to as a [[windbox]]. | ||
|- | |- | ||
|Hit bits||'' | |Hit bits||''Melee''||Determines what a hitbox is capable of interacting with. This includes damageable stage objects (floors, ceilings, or other), or multiple opponents, as well as if it can connect against enemies from the [[Subspace Emissary]] in ''Brawl''. Most attacks can hit all specified objects, but certain others, such as [[Mario]]'s [[Fireball]]s, are set to ignore damageable floors so they cannot be stopped by [[Skyworld]]'s breakable platforms, for example. From ''Smash 4'' onward, certain attacks with timing gaps between hitboxes (which would usually produce multiple hits), such as [[Lucas]]' [[down smash]], use special hit bits so the opponent is only struck by the first hitbox to connect; in ''Ultimate'', this property is still present on the move, but it uses a rehit rate instead to re-allow one strike per hitbox. | ||
|- | |- | ||
|Rehit rate||'' | |Rehit rate||''Melee''||If not 0, allows the hitbox to strike again after the specified amount of frames. Commonly used for multi-hit moves in later games. | ||
|- | |- | ||
|Heedless||''Brawl''||If set, allows the hitbox to hit teammates even if [[team attack]] is turned off. Rarely used. | |Heedless||''Brawl''||If set, allows the hitbox to hit teammates even if [[team attack]] is turned off. Rarely used. |
edits