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[[File:Mewtwo Up Aerial Hitbox Melee.gif|thumb|200px|right|An example of offensive and damageable collision bubbles in ''Melee'', as demonstrated with {{SSBM|Mewtwo}}'s up aerial. Yellow bubbles are collision bubbles, and red bubbles are hitbox bubbles.]]
[[File:Mewtwo Up Aerial Hitbox Melee.gif|thumb|200px|right|An example of offensive and damageable collision bubbles in ''Melee'', as demonstrated with {{SSBM|Mewtwo}}'s up aerial. Yellow bubbles are collision bubbles, and red bubbles are hitbox bubbles.]]


A '''hitbox''' or '''collision bubble''' (sometimes '''hitbubble''') is the main structure for how attacks are executed in most fighting games. Attacks have one or more hitboxes associated with them, and when these hitboxes overlap with a target's damageable area (sometimes called their '''hurtbox''' or '''hurtbubbles'''), the attack is considered a hit. Hitboxes are invisible and usually, though not always, have the same shape as the attack's animation.
A '''hitbox''' or '''collision bubble''' (sometimes '''hitbubble''') is the main structure for how attacks are executed in most fighting games. Attacks have one or more hitboxes associated with them, and when these hitboxes overlap with a target's damageable area (often called their '''hurtbox''' or '''hurtbubbles'''), the attack is considered a hit. Hitboxes are invisible and usually, though not always, have the same shape as the attack's animation.


==Overview==
==Overview==
The two most common forms of hitbox shapes in video games are {{iw|wikipedia|cuboid}}s and spheres. Neither is obviously better than the other - cuboids can more easily form long or thin attacks or targets, while spheres are easier to calculate collision detection for. ''[[Smash 64]]'' uses cuboids whereas ''[[Melee]]'', ''[[Brawl]]'', ''[[SSB4]]'', and ''[[Ultimate]]'' use spheres and sphere-like structures known as capsules (cylinders with spheres on the ends).
[[File:SSBU Training Hurtboxes.png|thumb|250px|right|''[[Super Smash Bros. Ultimate]]''{{'}}s [[Training mode]] displaying hurtboxes for invulnerability: {{SSBU|Mario}} is [[invincible]] due to a [[Super Star]], while {{SSBU|Ridley}}'s wing, head, and arm are [[intangible]] due to his [[up tilt]].]]
The two most common forms of hitbox shapes in video games are {{iw|wikipedia|cuboid}}s and spheres. Neither is obviously better than the other - cuboids can more easily form long or thin attacks or targets, while spheres are easier to calculate collision detection for. ''[[Smash 64]]'' uses cuboids whereas ''[[Melee]]'', ''[[Brawl]]'', ''[[Smash 4]]'', and ''[[Ultimate]]'' use spheres and sphere-like structures known as capsules (cylinders with spheres on the ends).


In ''Smash 64'', hacks can enable hitbox visibility (with a few limitations), such as in [[Media:SSB Hurtboxes.png|this image]]. In ''Melee'', hitboxes can be seen by setting DBLEVEL to [[Debug menu (SSBM)/DEVELOP mode|DEVELOP]] in the {{SSBM|debug menu}}. There is no easy way to display hitboxes in-game in ''Brawl'', ''SSB4'' or ''Ultimate'', though a common technique in ''Brawl'' is to use hacks to place [[Super Scope]] shot visuals where the hitboxes are (which is significantly more involved a process and generally fails for any [[projectile]] or [[item]]).
In ''Smash 64'', hacks can enable hitbox visibility (with a few limitations), such as in [[Media:SSB Hurtboxes.png|this image]]. In ''Melee'', hitboxes can be seen with the {{SSBM|debug menu}} if set to [[Debug menu (SSBM)/DEVELOP mode|DEVELOP]], though accessing it requires a cheating device. There is no easy way to display hitboxes in-game in later games, though a common technique in ''Brawl'' is to use hacks to place [[Super Scope]] shot visuals where the hitboxes are (which is significantly more involved a process and generally fails for any [[projectile]] or [[item]]). ''Ultimate''{{'}}s [[Training mode]] natively includes an option to display characters' hurtboxes when [[invincible]] or [[intangible]], though only their portions that overlay with the character's model are shown, rather than their true shapes.


Should multiple hitboxes of a single move connect with the opponent, only one of them will count. The order of precedence is known as the "hitbox stack" - hitboxes higher in the stack will override ones lower should they both hit at the same time. Mechanically, this is denoted by giving each hitbox an ID number, and lower numbers indicate higher precedence (higher stack position). For example, Marth's down aerial in ''Melee'' features its tipper hitbox on top of the stack, so hitting with both a tipper and non-tipper hitbox will result in the tipper counting (even if the majority of the opponent was hit by the other hitboxes). By contrast, the move in ''Brawl'' has the tipper on the bottom, so the tipper can only hit if none of the other hitboxes do. As a result, even through the sizes and positions of the hitboxes did not change much between games, the tipper is simple to hit with in ''Melee'' while being difficult in ''Brawl''.
Should multiple hitboxes of a single move connect with the opponent, only one of them will count. The order of precedence is known as the "hitbox stack" - hitboxes higher in the stack will override ones lower should they both hit at the same time. Mechanically, this is denoted by giving each hitbox an ID number, and lower numbers indicate higher precedence (higher stack position). For example, [[Marth]]'s [[down aerial]] in ''Melee'' features its [[tipper]] hitbox on top of the stack, so hitting with both a tipper and non-tipper hitbox will result in the tipper counting, even if the majority of the opponent was hit by the other hitboxes. By contrast, the move in ''Brawl'' has the tipper on the bottom, so the tipper can only hit if none of the other hitboxes do. As a result, even through the sizes and positions of the hitboxes did not change much between games, the tipper is more difficult to hit in ''Brawl'' than in ''Melee''.


{{anchor|Disjointed hitboxes}}
{{anchor|Disjointed hitboxes}}
Hitboxes that are separated from a character's hurtboxes are often called '''disjointed''', which is usually an advantage, as they can connect from a farther distance, while keeping the attacker safer from retaliation and reducing the likelihood of trading blows. Examples of disjointed hitboxes include most weapon-based attacks, and more infamously the [[up tilt]]s of {{SSB|Kirby}} in ''Smash 64'' and {{SSBB|Snake}} in ''Brawl'' as well as some of {{SSBU|Joker}}'s moves when using Arsene.
Hitboxes that are separated from a character's hurtboxes are often called '''disjointed''', which is usually an advantage, as they can connect from a farther distance, while keeping the attacker safer from retaliation and reducing the likelihood of trading blows. Examples of disjointed hitboxes include most weapon-based attacks, and more infamously the [[up tilt]]s of {{SSB|Kirby}} in ''Smash 64'' and {{SSBB|Snake}} in ''Brawl'', as well as some of {{SSBU|Joker}}'s moves when using Arsene.


An interesting property of hitboxes in the ''Super Smash Bros.'' series is that under most conditions, they occupy not only the space where they currently are, but also the space where they were one [[frame]] ago as well as all the space in between (in a straight line, regardless of what the animation might look like during intervening subframes). This characteristic, known as '''interpolation''', helps to prevent situations where a fast projectile may end up passing through a character in less than a frame without hitting them. On the other hand, hurtboxes do not interpolate in this way, so a fast-moving object (such as Fox during his [[Fox Illusion|Illusion]]) may be able to move through a slow or stationary hitbox without being damaged. In addition, certain hitboxes from ''Brawl'' onward use a stretch effect to create a very long hitbox, for example in {{b|Zero Laser|Samus}} and [[Aura Storm]], instead of interpolating. It is unclear how this hitbox-stretching mechanism operates when time is slowed via [[training mode]] or other effects, as the games render subframes, whereas ''Smash 64'' and ''Melee'' simply reduce the overall framerate.
An interesting property of hitboxes in the ''Super Smash Bros.'' series is that under most conditions, they occupy not only the space where they currently are, but also the space where they were one [[frame]] ago, as well as all the space in between (in a straight line, regardless of what the animation might look like during intervening subframes). This characteristic, known as '''interpolation''', helps to prevent situations where a fast projectile may end up passing through a character in less than a frame without hitting them. On the other hand, hurtboxes do not interpolate in this way, so a fast-moving object (such as [[Fox]] during his [[Fox Illusion|Illusion]]) may be able to move through a slow or stationary hitbox without being damaged. In addition, certain hitboxes from ''Brawl'' onward use a stretch effect to create a very long hitbox, for example in {{b|Zero Laser|Samus}} and [[Aura Storm]], instead of interpolating. It is unclear how this hitbox-stretching mechanism operates when time is [[slowdown|slowed]] via Training mode or other effects, as the games render subframes, whereas ''Smash 64'' and ''Melee'' simply reduce the overall framerate.


===Hitboxes in three dimensions===
===Hitboxes in three dimensions===
[[File:3D Hitboxes in Melee.png|thumb|250px|right|While the regular camera suggests Mario should have been hit already, a side view shows otherwise.]]
[[File: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, ''Super 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 in most 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 behavior 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 [[spot dodge]] 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 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 ''[[Smash 4]]'' 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 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 almost completely 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 almost completely 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. For example, [[Charizard]]'s [[forward tilt]] in ''Smash 4'' can land its [[flame]] hitbox sooner than usual. 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 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.
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.
{{clr}}
{{clr}}


==Hitbox types==
==Hitbox types==
[[File:HitboxBubblesSSBM.png||thumb|250px|right|The different types of hitboxes and hurtboxes visualized in ''Melee''.]]
{|class="wikitable" align="center"
{|class="wikitable" align="center"
!Hitbox Type!![[Debug menu (SSBM)/DEVELOP mode|Debug mode]] Colour!!Explanation
!Hitbox Type!![[Debug menu (SSBM)/DEVELOP mode|Debug mode]] Colour!!Explanation
|-
|-
|Offensive||style="background:rgba(255,0,0,0.5)"|Red||The standard type of attacking hitbox. From ''Brawl'' onward, there are various types of offensive hitboxes, some of which have unique abilities (like the ability to ignore [[shield]]s).
|Offensive||style="background:rgba(255,0,0,0.5)"|Red||The standard type of attacking hitbox. From ''Brawl'' onward, there are various types of offensive hitboxes, some of which have unique properties (like the ability to ignore [[shield]]s).
|-
|-
|Damageable||style="background:rgba(255,255,0,0.5)"|Yellow||The standard type of damageable area, also known as hurtboxes. Characters have a variety of these attached to their bodies, while damageable stage areas (such as the wedge of ice on the [[Summit]]) and non-playable entities (like [[enemies]] and [[boss]]es) use them as well.
|Damageable||style="background:rgba(255,255,0,0.5)"|Yellow||The standard type of damageable area, also known as hurtboxes. Characters have a variety of these attached to their bodies, while damageable stage areas (such as the wedge of ice on the [[Summit]]) and non-playable entities (like [[enemies]] and [[boss]]es) use them as well.
|-
|-
|Invincible||style="background:rgba(0,255,0,0.5)"|Green||Invincible targets can be hit by attacks but will not flinch or take any damage or knockback. For example, this occurs for characters that have just stepped off a [[revival platform]], or who have used a [[Starman (item)|Star]].
|Invincible||style="background:rgba(0,255,0,0.5)"|Green||Invincible targets can be hit by attacks, but do not take any [[damage]] or [[knockback]] from them. For example, this occurs for characters that have just stepped off a [[revival platform]], or have acquired a [[Super Star]].
|-
|-
|Intangible||style="background:rgba(0,0,255,0.5)"|Blue||Intangible targets cannot be hit by attacks. This occurs during [[dodge]]s and [[roll]]s. Various characters have attacks which provide parts of their body with intangibility, such as Mario's head during his [[up smash]].
|Intangible||style="background:rgba(0,0,255,0.5)"|Blue||Intangible targets cannot be hit by attacks. This occurs during actions such as [[dodge]]s, [[tech]]s, and [[ledge]] getups. Various characters' attacks provide certain parts of their body with intangibility, such as Mario's head during his [[up smash]].
|-
|Grab||style="background:rgba(255,0,255,0.5)"|Magenta||[[Grab]] hitboxes ignore any special or defensive hitboxes.
|-
|Shield||style="background:rgba(0,255,255,0.5)"|Cyan||Defensive hitboxes that [[shield]] attacks, unless they are grabs or unblockable. Also used by moves such as most [[counterattack]]s.
|-
|-
|Reflective||style="background:rgba(0,255,127,0.5)"|Aqua||Defensive hitboxes that [[reflect]] attacks.
|Reflective||style="background:rgba(0,255,127,0.5)"|Aqua||Defensive hitboxes that [[reflect]] attacks.
|-
|Shield||style="background:rgba(0,255,255,0.5)"|Cyan||Defensive hitboxes that [[shield]] attacks.
|-
|-
|Absorbing||style="background:rgba(0,127,255,0.5)"|Cyan-blue||Defensive hitboxes that [[absorb]] attacks.
|Absorbing||style="background:rgba(0,127,255,0.5)"|Cyan-blue||Defensive hitboxes that [[absorb]] attacks.
|-
|-
|Grab||style="background:rgba(255,0,255,0.5)"|Magenta||[[Grab]] hitboxes will ignore any special or defensive hitboxes.
|Inert||style="background:rgba(191,191,191,0.5)"|Grey||Inert hitboxes are used for collision detection when a regular hitbox is unsuitable, such as the dash of [[Raptor Boost]] and [[Gerudo Dragon]].
|-
|Inert||style="background:rgba(191,191,191,0.5)"|Grey||Inert hitboxes are used for collision detection when a regular hitbox is unsuitable (such as the dash of [[Raptor Boost]] and [[Gerudo Dragon]]).
|}
|}


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|[[Angle]]||''Smash 64''||The hitbox's launch trajectory, coded in degrees. Usually a number from 0 to 360, and can rarely be negative numbers such as -90. Depending on the game, values from 361 to 368 are reserved for special angles, such as the [[Sakurai angle]] (the default angle for horizontal-launching moves) or [[autolink angle]].
|[[Angle]]||''Smash 64''||The hitbox's launch trajectory, coded in degrees. Usually a number from 0 to 360, and can rarely be negative numbers such as -90. Depending on the game, values from 361 to 368 are reserved for special angles, such as the [[Sakurai angle]] (the default angle for horizontal-launching moves) or [[autolink angle]].
|-
|-
|Knockback scaling||''Smash 64''||Also known as knockback growth. A factor in the knockback formula, generally determining the rate at which the hitbox's knockback rises as the target's damage increases, with the default being 100. For example, a value of 110 means knockback increases at a 1.1× rate compared to other hitboxes with the same damage and base knockback.
|Knockback scaling||''Smash 64''||Also known as knockback growth. A factor in the [[knockback]] formula, generally determining the rate at which the hitbox's knockback rises as the target's damage increases, with the default being 100. For example, a knockback scaling of 110 means knockback increases at a 1.1× rate compared to other hitboxes with the same damage and base knockback.
|-
|-
|Fixed knockback value||''Smash 64''||If not 0, causes the hitbox to deal a specific amount of knockback regardless of its damage or the target's, though it can still be modified by factors such as [[launch rate]] (prior to ''Smash 4'') or [[weight]].
|Fixed knockback value||''Smash 64''||If not 0, causes the hitbox to deal a specific amount of knockback regardless of its damage or the target's, though it can still be modified by factors such as [[launch rate]] (prior to ''Smash 4'') or [[weight]].
|-
|-
|Base knockback||''Smash 64''||A factor in the [[knockback]] formula, generally determining the minimum knockback the hitbox can apply, though not being the only factor (the hitbox's damage and knockback scaling are relevant as well).
|Base knockback||''Smash 64''||A factor in the knockback formula, generally determining the minimum knockback the hitbox can apply, though not being the only factor (the hitbox's damage and knockback scaling are relevant as well).
|-
|-
|Size||''Smash 64''||The hitbox's radius in units of distance.
|Size||''Smash 64''||The hitbox's radius in units of distance.
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|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'', ''Melee'' 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. 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.
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|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||''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]].
|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. In ''Melee'', the only known effect is that if an attack breaks a [[Metal Box]], it needs to be direct to give the attacker its effect. 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.
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|-
|-
|Special hitbox||''Smash 64''||Creates a special hitbox.
|Special hitbox||''Smash 64''||Creates a special hitbox.
|-
|Collateral hitbox||''Smash 64''||Creates a hitbox that can only strike bystanders during a [[throw]], and not the thrown opponent. Used for moves such as [[Mario]]'s [[back throw]].
|-
|-
|Change hitbox damage||''Smash 64''||Changes the damage of a specific hitbox.
|Change hitbox damage||''Smash 64''||Changes the damage of a specific hitbox.
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|-
|-
|Remove all hitboxes||''Smash 64''||Deletes all active hitboxes.
|Remove all hitboxes||''Smash 64''||Deletes all active hitboxes.
|-
|Hitbox loop||''Smash 64''||Causes part of a move's hitbox script to execute a specified amount of times instead of only once (akin to loop functions in programming languages), usually to repeatedly create and remove hitboxes. This allows the move to hit multiple times, and is how most multi-hit moves without a rehit rate are handled, especially in earlier games.
|-
|-
|Check front/back||''Melee''||Restricts the hitbox to only hitting opponents from the front or from behind. Used for [[Disable]] (can only hit from the front) and [[Back Slash]] (has two sets of hitboxes for the respective front and back hits).
|Check front/back||''Melee''||Restricts the hitbox to only hitting opponents from the front or from behind. Used for [[Disable]] (can only hit from the front) and [[Back Slash]] (has two sets of hitboxes for the respective front and back hits).
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|-
|-
|Disable tech||''Ultimate''||Prevents opponents from [[tech]]ing the hitbox's knockback. Currently only used for [[Cross Chop]]'s falling portion and [[Onslaught]]'s meteor smashing kick. A similar effect is present since ''Smash 4'' for certain [[Final Smash]]es such as [[Pair Up]], but not declared in hitbox scripts.
|Disable tech||''Ultimate''||Prevents opponents from [[tech]]ing the hitbox's knockback. Currently only used for [[Cross Chop]]'s falling portion and [[Onslaught]]'s meteor smashing kick. A similar effect is present since ''Smash 4'' for certain [[Final Smash]]es such as [[Pair Up]], but not declared in hitbox scripts.
|-
|[[Grab]] armor||''Ultimate''||If the hitbox strikes an opponent at the same time the user is grabbed by them, this property causes the opponent to [[armor]] through the hitbox and grab the user, much like in ''Brawl'', rather than forcing a [[grab release]]. Used only for {{SSBU|Sonic}}'s [[Homing Attack]], [[Spin Dash]], and [[Spin Charge]], as well as {{SSBU|Banjo & Kazooie}}'s [[Wonderwing]]. A multiplier can also be applied to the damage the grabber takes in this situation, which is set to 0.25× for Wonderwing.
|-
|Angle modifier||''Ultimate''||Changes the hitbox's launch angle depending on the attacker's momentum, making it more vertical if moving backward, and more horizontal if moving forward. Only used for the last hit of the {{SSBU|Mii Brawler}}'s [[Helicopter Kick]].
|-
|[[Freeze]] multiplier||''Ultimate''||Modifies the initial amount of time a freezing hitbox freezes targets for. Used only for {{SSBU|Hero}}'s [[Kacrackle Slash]], which has a 2× multiplier.
|}
|}


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<gallery>
<gallery>
Kirby Forward Tilt Hitbox Smash 64.gif|The hitboxes of {{SSB|Kirby}}'s forward tilt, with Kirby's collision boxes, in the original game.
Kirby Forward Tilt Hitbox Smash 64.gif|The hitboxes of {{SSB|Kirby}}'s forward tilt, with Kirby's collision boxes, in the original game.
HitboxBubblesSSBM.png|Various hitboxes and hurtboxes in ''Melee''.
ToonLinkHitBoxHack.png|An example of a hack used to show the hitboxes of {{SSBB|Toon Link}}'s [[Spin Attack]] in ''Brawl''.
ToonLinkHitBoxHack.png|An example of a hack used to show the hitboxes of {{SSBB|Toon Link}}'s [[Spin Attack]] in ''Brawl''.
</gallery>
</gallery>