History Main / HitBoxDissonance

1st May '16 9:04:59 AM Saber15
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* Some [[HumongousMecha mechs]] in the ''Videogame/MechWarrior'' series have this issue on certain [[SubsystemDamage components]]. The Uziel in ''Mechwarrior Living Legends'' had a cockpit hitbox that was physically impossible to damage without splash damage (later patched), and many mechs in ''Mechwarrior 4'' have odd hitbox locations, especially on asymmetrical mech. On the [[http://www.deviantart.com/download/130229435/MW4_Cauldron_Born_by_Walter_NEST.jpg Cauldron-Born]], the "Center Torso" hitbox is actually the projecting cockpit area, the Left Torso is only capable of being hit from the left side, and the Right Torso makes up the entire right side of the mech and can be hit from any angle. ''Mechwarrior Online'' has the mech hitboxes being constantly patched, but what really annoys people on this game is the terrain hitboxes that frequently are too big and don't match the terrain, it is a common sight seeing lasers being interrupted mid-air hitting phantom hitboxes near corners, cliff edges, trees, rocks and other objects in the terrain.

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* Some [[HumongousMecha mechs]] in the The ''Videogame/MechWarrior'' series have traditionally has this issue for game balance on certain [[SubsystemDamage components]]. the cockpits of its HumongousMecha, which were designed for a [[Tabletopgame/BattleTech tabletop boardgame]] where hitboxes are irrelevant. Typically, a [[SnipingTheCockpit mech's cockpit can only be sniped]] from the front, on a glass panel directly in front of where the pilot would be sitting, which prevents mechs with large canopies from becoming deathtraps. This presents some particularly silly looking situations like mechs with side windows shrugging off lethal Gauss Rifle slugs because they hit the side window which counts as a heavily armored torso section.
** Mechs with particularly odd silhouettes typically suffer from hitbox dissonance as the head-torso-arms-legs SubsystemDamage system was designed for humanoid mechs.
The Uziel Cauldron Born in ''Mechwarrior 4'' gets a double dosage of it, thanks to its asymmetrical aircraft-like body, where the entire left side of the mech can be shielded by the offset cockpit nose, which counts as either a center or right torso depending on where it is hit.
**
''Mechwarrior Living Legends'' had a number of oddities. The Uziel had its cockpit hitbox that was physically impossible armor completely buried in the torso armor for a few months, making it immune to any non-explosive weapon. Until the final update, small vehicles like the Chevalier tank and Harasser hovercraft took absurd amounts of damage from explosive weaponry thanks to SplashDamageAbuse causing a single rocket to damage without splash damage (later patched), and many mechs in ''Mechwarrior 4'' have odd hitbox locations, especially on asymmetrical mech. On the [[http://www.deviantart.com/download/130229435/MW4_Cauldron_Born_by_Walter_NEST.jpg Cauldron-Born]], the "Center Torso" hitbox is actually the projecting cockpit area, the Left Torso is only capable of being hit from the left side, and the Right Torso makes up the entire right side of the mech and can be hit from any angle. ''every'' armor section
**
''Mechwarrior Online'' has the mech hitboxes being constantly patched, but what really annoys people some particularly terrible hitbox dissonance on this game is the its terrain hitboxes that frequently are too big which is especially noticeable on city and don't match industrial areas. On most structures, the terrain, it is hitbox extends at least a common sight seeing lasers being interrupted mid-air hitting phantom hitboxes near corners, cliff edges, trees, rocks meter beyond the physical object, leading to huge amounts of frustration and other objects wasted shots on maps like HPG Manifold, which takes place in the terrain.a greebled-up industrial area.
8th Mar '16 5:43:59 AM Ookamikun
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** Despite the game being played in a 2D plane, the hitboxes still follow the 3D models. It's why sometimes you'll see attacks passing through a character despite seemingly hitting them - because the model is in a (non-dodging) pose that somehow makes the attack not connect with it.
22nd Feb '16 5:52:05 PM MyFinalEdits
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** But perhaps the most extreme example is the fanmade {{Mario}} knockoff, ''Super Marisa World'', [[http://en.touhouwiki.net/wiki/Super_Marisa_World:_Bosses#Kaguya_Houraisan during the Kaguya battle]]. Damn, that's a small hitbox!

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** But perhaps the most extreme example is the The fanmade {{Mario}} knockoff, ''Super Marisa World'', [[http://en.touhouwiki.net/wiki/Super_Marisa_World:_Bosses#Kaguya_Houraisan during the Kaguya battle]]. Damn, that's a small hitbox!
22nd Feb '16 12:29:34 AM Chabal2
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* In ''VideoGame/{{Berzerk}}'', [[FloatingLimbs the gap between the humanoid's head and body]] is not part of a hitbox; a horizontal shot that goes through it is harmless.

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** Ichirin is so much smaller than Unzan (a cloud youkai) it's joked that [[http://danbooru.donmai.us/posts/518740 she]] serves as [[http://danbooru.donmai.us/posts/913715 his]] hitbox.
* In ''VideoGame/{{Berzerk}}'', [[FloatingLimbs the gap between the humanoid's head and body]] is not part of a hitbox; a horizontal shot that goes through it is harmless.
20th Feb '16 2:00:18 PM eroock
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->''There are no hitboxes, there are just ideas.''
-->--'''LetsPlay/{{Medibot}}''', ''[[http://www.youtube.com/watch?v=YScneARDb2o#t=107s Lets Play Sonic Shuffle]]''

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->''There ->''"There are no hitboxes, there are just ideas.''
-->--'''LetsPlay/{{Medibot}}''',
"''
-->-- '''LetsPlay/{{Medibot}}''',
''[[http://www.youtube.com/watch?v=YScneARDb2o#t=107s Lets Play Sonic Shuffle]]''
4th Feb '16 8:53:00 AM Reath987
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* In ''VideoGame/StarwardRogue'', your mech's hitbox is only a small portion of the center. This really helps in surviving all the intense {{bullet hell}} patterns.
31st Jan '16 12:54:48 PM ryanasaurus0077
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* In ''VideoGame/SuperMarioWorld'', the giant Big Bubble enemies have really tiny hitboxes, making it hard to Spin Jump off of them.

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* In ''VideoGame/SuperMarioWorld'', the ''VideoGame/SuperMarioWorld'':
** The
giant Big Bubble enemies have really tiny hitboxes, making it hard to Spin Jump off of them.them.
** [[https://www.youtube.com/watch?v=0EIZB7h_pgE This actually caused a death glitch]] (demonstrated in the linked-to video by jumping over a key while riding Yoshi and getting smashed against a ceiling in the process) which could very well be an early version of ''VideoGame/SuperMario64''[='=]s infamous [[DisproportionateRetribution Killer Corner]] glitch.
27th Jan '16 4:14:14 PM Adept
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* In ''VideoGame/{{Berzerk}}'', [[RaymanianLimbs the gap between the humanoid's head and body]] is not part of a hitbox; a horizontal shot that goes through it is harmless.

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* In ''VideoGame/{{Berzerk}}'', [[RaymanianLimbs [[FloatingLimbs the gap between the humanoid's head and body]] is not part of a hitbox; a horizontal shot that goes through it is harmless.
25th Jan '16 10:43:45 PM Karxrida
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** Ganon's down special continues for about four seconds, but by the third second it stops doing potential damage. This creates the odd situation where you should be going through someone with your foot but they smack you back. More evident in his recovery (up special) where not only is it unlikely that you will latch onto an opponent, but the punch at the end will most likely never hit.

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** Ganon's down special Ganondorf's Down Special continues for about four seconds, but by the third second it stops doing potential damage. This creates the odd situation where you should be going through someone with your foot but they smack you back. More evident in his recovery (up special) where not only is it unlikely that you will latch onto an opponent, but the punch at the end will most likely never hit.



** In ''Melee'', Marth and Roy's grab hitboxes are twice as long as they really should have been. Their standing grabs are actually able to grab Yoshi from farther out than he can grab them, despite them having seemingly standard grabs and Yoshi having an obviously ranged grab. Though this is partly due to Yoshi's large nose extending his hurtbox quite a bit further out than most characters deal with.

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** In ''Melee'', Marth and Roy's grab hitboxes are twice as long as they really should have been. Their standing grabs are actually able to grab Yoshi from farther out than he can grab them, despite them having seemingly standard grabs and Yoshi having an obviously ranged grab. Though this is partly due to Yoshi's large nose extending grab via his hurtbox quite a bit further out than most characters deal with.tongue.



** King Dedede's infamous chaingrab is due to his absurdly long grab range, which extends quite a distance from his actual hand.
** Meta Knight's up taunt includes some hurtboxes way above him. If he's on the main platform on Brawl's Yoshi's Island, and someone attacks while on the upper platform, during his up taunt, it's possible to hurt him.

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** King Dedede's infamous chaingrab is due to his absurdly has a long grab range, which extends extending quite a distance from his actual hand.
** Meta Knight's up taunt includes some hurtboxes way above him. If he's on the main platform on Brawl's ''Brawl'''s Yoshi's Island, and someone attacks while on the upper platform, during his up taunt, it's possible to hurt him.


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** Greninja's hurtbox extends above his head, so some attacks that clearly should hit will register.
19th Jan '16 12:46:32 PM Katsuhagi
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* In ''VideoGame/MarvelContestOfChampions'' [[Film/GuardiansOfTheGalaxy Rocket Raccoon]] has the same size hitbox as all other champions, so as not to give him an unfair advantage due to his relative smallness. This is also why he [[PowerFloats always floats in combat]] using his jetpack and only gets down on the ground for his winpose.

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* In ''VideoGame/MarvelContestOfChampions'' [[Film/GuardiansOfTheGalaxy Rocket Raccoon]] has the same size hitbox as all other champions, so as not to give him an unfair advantage due to his relative smallness. This is also why he [[PowerFloats always floats in combat]] using his jetpack and only gets down on the ground for one special attack and for his winpose.
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