Hitbox: Difference between revisions

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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 damagable 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 damagable 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.


The two most common forms of hitbox shapes in video games are [[wikipedia:cuboid|cuboids]] and spheres. Neither is obviously better than the other - cuboids can more easily form long or thin attacks, while spheres are easier to calculate collision detection for. [[SSB]] uses cuboids whereas [[SSBM]] and [[SSBB]] use spheres.
The two most common forms of hitbox shapes in video games are [[wikipedia:cuboid|cuboids]] and spheres. Neither is obviously better than the other - cuboids can more easily form long or thin attacks, while spheres are easier to calculate collision detection for. ''[[SSB]]'' uses cuboids whereas ''[[SSBM]]'' and ''[[SSBB]]'' use spheres.


In SSBM, hitboxes can be seen using [[Debug Mode]]; there is no easy way to display hitboxes in the other two games, though a common technique in SSBB is to use hacks to place [[Super Scope]] shot visuals where the hitboxes are.
In ''SSBM'', hitboxes can be seen using [[Debug Mode]]; there is no easy way to display hitboxes in the other two games, though a common technique in ''SSBB'' is to use hacks to place [[Super Scope]] shot visuals where the hitboxes are.


Hitboxes that are large and/or distanced from the attacking character are often called '''disjointed''', which is often an advantage, as they can connect from a surprising distance while keeping the attacker away from retaliation. Examples of disjointed hitboxes include most sword and hammer attacks, as well as the [[up tilt]]s of {{SSB|Kirby}} (in SSB) and {{SSBB|Snake}}.
Hitboxes that are large and/or distanced from the attacking character are often called '''disjointed''', which is often an advantage, as they can connect from a surprising distance while keeping the attacker away from retaliation. Examples of disjointed hitboxes include most sword and hammer attacks, as well as the [[up tilt]]s of {{SSB|Kirby}} (in SSB) and {{SSBB|Snake}}.
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== Trapbox ==
== Trapbox ==
A '''trapbox''' is the hitbox left on the ground during [[Ness]]' [[Yoyo Glitch]]. As with all hitboxes, trapboxes are invisible.  It is called a trapbox because this hitbox is not attached at all to any kind of attack but instead just sits on the ground or, in some cases, floats in the air.
A '''trapbox''' is the hitbox left on the ground during [[Ness]]' [[Yoyo Glitch]]. As with all hitboxes, trapboxes are invisible.  It is called a trapbox because this hitbox is not attached at all to any kind of attack but instead just sits on the ground or, in some cases, floats in the air.


[[Category:Terms]]
[[Category:Terms]]
[[Category:Hitboxes|Hitboxes]]
[[Category:Hitboxes|Hitboxes]]