Hitboxes are the 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.
Types of hitboxes
- Hurtbox: This box represents the damageable area - The bodies of the characters and destructible stage areas. Usually in a yellow color.
- Attack box: This box represents a damaging hitbox - These can be found on attacks and projectiles. Usually in a red color.
- Windbox: A special type of attack box that does not do any damage but disrupts the opponent's movement. Characters with higher weight, falling speed, and traction will resist their effects more than others.
- Invincibility box: A special type of hurtbox with Invincibility frames that will not take damage.
- Intangibility box: A box with Invincibility frames that attack boxes cannot touch, only colliding with the stage. All characters have them during actions such as Sidestepping, but are also present in certain attacks. Usually in a white color.
- Anchor box: A minuscule box that keeps track of the character's center in situations where their position is being forcefully altered, such as when being thrown or teleporting. They are small and dark blue in color.
- Handbox: This box allows the execution ledge grabbing. Usually pale blue in color.
- Grabbox: Only used in grab attacks. This box grabs opponents and holds them in place. These can be found on grabs such as Kirby's Inhale, Yoshi's Egg Lay, and Captain Falcon's Falcon Dive. All these attacks share the characteristic of being able to penetrate the enemy's shield.
- Item box: Only used for grabbing items. It is usually represented by the green color.
- Big box: Used for verifying if two or more hitboxes colide, it makes the game less laggy, as, if two big boxes do not colide, 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, although they should not have one. This can make the coliding hitboxes more accurate. It can be used in the blur of swords or in parts beyond a character limbs.