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Hitboxes are the main structure for how attacks are executed in the Super Smash Flash series, representing areas in which an attack can hit an opponent. For example, when a character uses a slashing attack, the hitbox is focused around the area where the weapon slashes. Attacks with longer range have a hitbox that extends farther.
They are normally hidden, but can be made visible by modifying the game's files.
Types of hitboxes
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|Hurtbox||Represents the damageable area in an object, such as characters' bodies and destructible stage areas. Usually in a yellow color.|
|A special type of hurtbox where its owner will not take damage.|
|Attackbox||Commonly and erroneously referred to as "hitbox", this represents the damaging part of an object. It is found on attacks and projectiles, and is usually in a red color.|
|Intangibility||A box with invincibility frames, which attackboxes cannot touch. All characters have them during actions such as Sidestepping, but are also present in certain attacks. Usually in a white color.|
|Touchbox||An usually minuscule box that sets the center position of grabbed opponents in a move. They are dark blue in color. Examples of moves that heavily alter their touchbox include Ness' forward throw, and Goku's Instant Transmission.|
|Grabbox||N/A||Only used in grab attacks. This box grabs opponents and holds them in place. These can be found on normal grabs, as well as command grabs, such as Kirby's Inhale and Captain Falcon's Falcon Dive. All these attacks share the characteristic of being able to penetrate the enemy's shield.|
|Handbox||This box allows the execution of ledge grabbing. Usually pale blue in color.|
|Big boxes||Used for verifying if two or more hitboxes collide, it makes the game less laggy, as, if two big boxes do not collide, the game will confirm that no action can happen between them in that frame. Represented by a non-solid pink color.|
Disjointed hitboxes are attack boxes that are not attached to the normal hitboxes of characters. These types of hitboxes can hit projectiles and other attacks without risking damage to the player. These hitboxes tend to be found on weapons, such as swords. Some of them are long, giving more range to the character's attacks.
Interpolation is the action of giving some parts of a frame hitboxes when they would not normally have them. This can make the colliding hitboxes more accurate. It can be used in the blur of swords or in parts beyond a character's limbs.