History Main / HitboxDissonance

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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** King Dedede's infamous chaingrab is due to his absurdly long grab range, which Greninja's hurtbox 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 his head, so some attacks while on the upper platform, during his up taunt, it's possible to hurt him.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.
17th Jan '16 11:13:07 AM Tuckerscreator
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** The Halloween event map Ghost Fort ([[NonIndicativeName which is actually played on KOTH Lakeside rather than 2Fort]]) features the ghost-wizard Merasmus, who can spin the Wheel of Fate to curse the players every time the point is captured. The curses include "Big Head" and "Tiny Head" curses, which gives them comically deep or squeaky voices respectively. To the dismay and relief of Snipers everywhere, while the models for the heads may balloon up to the size of their body or shrink to the size of a man's fist, hitboxes are unaffected. This actually makes getting a headshot on a Big Headed enemy much more difficult since the definition of where the head hitbox is in the model is no longer clear.
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** The Halloween event map Ghost Fort ([[NonIndicativeName which is actually played on KOTH Lakeside rather than 2Fort]]) features the ghost-wizard Merasmus, who can spin the Wheel of Fate to curse the players every time the point is captured. The curses include "Big Head" and "Tiny Head" curses, which gives them comically deep or squeaky voices respectively. To the dismay of Snipers and relief of Snipers everywhere, everyone else, while the models for the heads may balloon up to the size of their body or shrink to the size of a man's fist, hitboxes are unaffected. This actually makes getting a headshot on a Big Headed enemy much more difficult since the definition of where the head hitbox is in the model is no longer clear.
10th Jan '16 3:30:50 PM ReyKenobi
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** Additionally, this goes both ways with some monsters who fire a massive laser beams across the stage. What you're supposed to do is [[ViolationOfCommonSense sprint towards it and hit the dive buton, which causes you you to face plant on the ground]], causing the beam to go over you. If you're lucky, the game will register you as dodging it when you are either still diving or are getting up. If you are unlucky, the game may decide you ''didn't'' dodge even when your hunter is on the ground. ** Dalamadur in 4U deserves special mention with the death beams. Think you can dodge them by going to a much lower platform? NOPE! The game will still register you as being hit with the death beam, even when it's a good five meters above you. Bonus points if you are literally ''behind'' an object and the beam ''goes through it''. *** Dalamadur is far from the only monster to do this - Gravios uses a smaller attack, and the beam ''will'' clip through objects.
8th Jan '16 1:56:05 AM LucaEarlgrey
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* ''VideoGame/{{Gradius}}'': The Vic Viper's hitbox is located near the rear of the sprite (where the "engines" of the ship would be, presumably); this means that you can shove the guns of the Vic Viper into parts of bosses hidden behind shields and achieve quick kills that way.
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* ''VideoGame/{{Gradius}}'': The Vic Viper's hitbox is located near the rear of the sprite (where the "engines" of the ship would be, presumably); this means that you can shove the guns of the Vic Viper into parts of bosses hidden behind shields and achieve quick kills that way. With regards to [[DeadlyWalls walls]], if your basic shots can go through an opening, then your ship can go through, regardless of whether its sprite is clear of the walls.
6th Jan '16 6:58:55 PM nombretomado
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* ''SoulCalibur'': Custom characters suffer from this. Since all custom characters are the same height but use a standard character's weapons, the standard character's hitbox is mapped onto the custom character, which leads to problems when using the style of a particularly tall or short character.
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* ''SoulCalibur'': ''VideoGame/SoulCalibur'': Custom characters suffer from this. Since all custom characters are the same height but use a standard character's weapons, the standard character's hitbox is mapped onto the custom character, which leads to problems when using the style of a particularly tall or short character.

* VideoGame/{{Tekken}} 5 was pretty notorious for [[http://www.youtube.com/watch?v=wk34aY6x4t8 grounded mids]], especially in wall combos. To clarify for non-Tekken players: some mids do have the property of hitting a character on the ground (downward chops, rising kicks, etc). But there were a lot of straight thrusting attacks that hit a person almost completely lying on the ground or rolling to the side. One big offender was Anna's Tread Water kicks to Judgement Kick (f,f+3,4,3~b, 3), the last of which was a front kick which would hit a grounded opponent or sometimes even an opponent ''behind'' Anna.
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* VideoGame/{{Tekken}} 5 ''VideoGame/{{Tekken}} 5'' was pretty notorious for [[http://www.youtube.com/watch?v=wk34aY6x4t8 grounded mids]], especially in wall combos. To clarify for non-Tekken players: some mids do have the property of hitting a character on the ground (downward chops, rising kicks, etc). But there were a lot of straight thrusting attacks that hit a person almost completely lying on the ground or rolling to the side. One big offender was Anna's Tread Water kicks to Judgement Kick (f,f+3,4,3~b, 3), the last of which was a front kick which would hit a grounded opponent or sometimes even an opponent ''behind'' Anna.
16th Dec '15 8:47:17 AM Katsuhagi
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* In ''VideoGame/MarvelConestOfChampions'' [[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 always floats using his jetpack and only gets down on the ground for his winpose so he's the same height as the other champions.
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* In ''VideoGame/MarvelConestOfChampions'' ''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 so he's the same height as the other champions.winpose.
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