Hitbox: Difference between revisions

67 bytes added ,  4 years ago
(→‎Hitbox types: I just wanted update with Ultimate; I haven't checked the rest of others yet.)
Tag: Mobile edit
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==Hitbox types==
==Hitbox types==
{|class="wikitable" align="center"
{|class="wikitable" align="center"
!Hitbox Type!!''Smash 64'' {{SSB|Debug menu}} color!!''Melee'' [[Debug menu (SSBM)/DEVELOP mode|Debug mode]] color!!''Ultimate'' color!!Explanation
!Hitbox Type!!''Smash 64'' {{SSB|Debug menu}} color!!''Melee'' [[Debug menu (SSBM)/DEVELOP mode|Debug mode]] color!!''Smash 4'' color!!''Ultimate'' color!!Explanation
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|rowspan=4|Offensive||colspan=3 style="background:rgba(255,0,0,0.5)"|Red ([[sweet spot (hitbox)|sweetspot]] or clean hit in ''Ultimate'' if contains one)||rowspan=4|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).
|rowspan=4|Offensive||colspan=4 style="background:rgba(255,0,0,0.5)"|Red ([[sweet spot (hitbox)|sweetspot]] or clean hit in ''Ultimate'' if contains one)||rowspan=4|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).
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|||||style="background:rgba(230,0,230,0.5)"|Purple-magenta (sourspot or early-late hit)
|||||colspan=2 style="background:rgba(230,0,230,0.5)"|Purple-magenta (sourspot or early-late hit)
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|||||style="background:rgba(255,182,193,0.5)"|Light pink (late hit)
|||||colspan=2 style="background:rgba(255,182,193,0.5)"|Light pink (late hit)
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|||||style="background:rgba(186,85,211,0.5)"|Light purple (latest hit)
|||||colspan=2 style="background:rgba(186,85,211,0.5)"|Light purple (latest hit)
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|Damageable||colspan=2 style="background:rgba(255,255,0,0.5)"|Yellow||style="background:rgba(191,191,191,0.5)"|Grey||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||colspan=2 style="background:rgba(255,255,0,0.5)"|Yellow||colspan=2 style="background:rgba(191,191,191,0.5)"|Grey||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.
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|Invincible||||colspan=2 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||||colspan=3 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]].
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|Intangible||||colspan=2 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||||colspan=3 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]].
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|Reflective||||colspan=2 style="background:rgba(0,255,127,0.5)"|Aqua||Defensive hitboxes that [[reflect]] attacks.
|Reflective||||colspan=3 style="background:rgba(0,255,127,0.5)"|Aqua||Defensive hitboxes that [[reflect]] attacks.
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|Shield||||style="background:rgba(0,255,255,0.5)"|Cyan||||Defensive hitboxes that [[shield]] attacks.
|Shield||||style="background:rgba(0,255,255,0.5)"|Cyan||||||Defensive hitboxes that [[shield]] attacks.
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|Absorbing||||colspan=2 style="background:rgba(0,127,255,0.5)"|Cyan-blue||Defensive hitboxes that [[absorb]] attacks.
|Absorbing||||colspan=3 style="background:rgba(0,127,255,0.5)"|Cyan-blue||Defensive hitboxes that [[absorb]] attacks.
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|Grab||||colspan=2 style="background:rgba(255,0,255,0.5)"|Magenta||[[Grab]] hitboxes will ignore any special or defensive hitboxes.
|Grab||||colspan=3 style="background:rgba(255,0,255,0.5)"|Magenta||[[Grab]] hitboxes will ignore any special or defensive hitboxes.
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|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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|Super Armor||||||style="background:rgba(81,0,99,0.5)"|Dark purple||Defensive hitboxes that have [[super armor]].
|Super Armor||||||||style="background:rgba(81,0,99,0.5)"|Dark purple||Defensive hitboxes that have [[super armor]].
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|[[Windbox]]||||||style="background:rgba(0,0,255,0.5)"|Blue||Offensive hitbox that often push or pull opponents.
|[[Windbox]]||||||||style="background:rgba(0,0,255,0.5)"|Blue||Offensive hitbox that often push or pull opponents.
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