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* ''VideoGame/SonicTheHedgehog'':

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* ''VideoGame/SonicTheHedgehog'':''Franchise/SonicTheHedgehog'':
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* Deliberately implemented in ''VideoGame/{{Destiny}}'' and [[VideoGame/Destiny2 the sequel]], where weapons have a range of "target adjustment" or aim assist values, that effectively increases the size of enemy hitboxes, which can turn a near miss into a hit or a neck-shot into a headshot. Some abilities also possess this, which lead to hilarity with the Hunter's throwing knife Roboteching around a corner and nailing people in the head when its aim assist was boosted.

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* Deliberately implemented in ''VideoGame/{{Destiny}}'' and [[VideoGame/Destiny2 the sequel]], where weapons have a range of "target adjustment" or aim assist values, that effectively increases the size of enemy hitboxes, which can turn a near miss {{near miss|es}} into a hit or a neck-shot into a headshot. Some abilities also possess this, which lead to hilarity with the Hunter's throwing knife Roboteching around a corner and nailing people in the head when its aim assist was boosted.
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** Various raid bosses as of ''Endwalker'' have notoriously large hitboxes that can allow players to stand very far away from the actual boss model while still in melee range to deal damage. While this has always been the case with certain bosses, there was a noticeable increase. In earlier expansions, players would have to move far away from the boss to resolve certain mechanics, usually at a detriment to melee-based classes that would usually need to be in range. "Abyssos: The Seventh Circle" (P7) is a well-cited example of this hitbox range, which has a gigantic hitbox to account for the changing arena layout. This isn't helped by the fact that most boss models are [[EvilIsBigger bigger than their cutscene models would imply]]- so the models are bigger than usual, and the hitboxes are even bigger than that.
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* ''VideoGame/{{Allegiance}}'', being a team-based strategy/space combat hybrid, is especially susceptible to such problems, since flying ''every'' type of ship needs to be a fair experience for every player. Sometimes, the hitbox for a spacecraft with a complex shape oversimplifies the object's geometry a little ''too'' much. At the extreme, there is one ship that ''looks'' very small, with several thin wings, but ''acts'' as if all the wings were joined by solid surfaces, making what looks like a compact and difficult ship to hit an easy, bulky target in reality. There are also small, but annoying problems with the hit-boxes of a few space stations, which can be a problem since player ships often have to dock at these, and bumping into invisible walls when it looks like you should be flying into a docking bay is never fun. Fortunately, only a very few models suffer from these issues, and only require a little extra care. As the game is being developed by fans, there have been a number of attempts to create new hitbox models and fix these issues; some progress has been made, but the solutions aren't always easy to implement in practice. (Not to mention that in a few cases, some players have [[GoodBadBug gotten used to the hitboxes]], and don't want to see them fixed!)

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* ''VideoGame/{{Allegiance}}'', ''VideoGame/Allegiance2000'', being a team-based strategy/space combat hybrid, is especially susceptible to such problems, since flying ''every'' type of ship needs to be a fair experience for every player. Sometimes, the hitbox for a spacecraft with a complex shape oversimplifies the object's geometry a little ''too'' much. At the extreme, there is one ship that ''looks'' very small, with several thin wings, but ''acts'' as if all the wings were joined by solid surfaces, making what looks like a compact and difficult ship to hit an easy, bulky target in reality. There are also small, but annoying problems with the hit-boxes of a few space stations, which can be a problem since player ships often have to dock at these, and bumping into invisible walls when it looks like you should be flying into a docking bay is never fun. Fortunately, only a very few models suffer from these issues, and only require a little extra care. As the game is being developed by fans, there have been a number of attempts to create new hitbox models and fix these issues; some progress has been made, but the solutions aren't always easy to implement in practice. (Not to mention that in a few cases, some players have [[GoodBadBug gotten used to the hitboxes]], and don't want to see them fixed!)
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In video games, a hitbox is the part of an object considered 'solid' for the game's purposes. It would be very mathematically complicated to model all the characters' body parts and check when they've touched, so instead, a circular, rectangular, spherical, cuboidal or capsular region of each character is chosen as the hitbox. When two hitboxes overlap, the game knows that the characters have collided; when an attack lands inside a character's hitbox, it has hit the character. FightingGame jargon usually differentiates the two boxes by calling the boxes that hit enemies (causing enemies to flinch) as "hitboxes" and the boxes on their body as "hurtboxes."[[note]]In most cases, they overlap. Over time, game developers have been able to make boxes that act differently, and so the term "hurtbox" was born.[[/note]] In other genres the term "hitbox" gets used for both.

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In video games, a hitbox is the part of an object considered 'solid' for the game's purposes. It would be very Because video game characters and items are made of hundreds or thousands of polygons, it is mathematically complicated to model all the characters' body parts and constantly check when they've touched, so instead, when and where they collided. Instead, a circular, rectangular, spherical, cuboidal or capsular region of each character much simpler shape is chosen as used by the hitbox.engine for physics and collision purposes. When two hitboxes overlap, the game knows that the characters have collided; when an attack lands inside a character's hitbox, it has hit the character. FightingGame jargon usually differentiates the two boxes by calling the boxes that hit enemies (causing enemies to flinch) as "hitboxes" and the boxes on their body as "hurtboxes."[[note]]In most cases, they overlap. Over time, game developers have been able to make boxes that act differently, and so the term "hurtbox" was born.[[/note]] In other genres the term "hitbox" gets used for both.




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* A hitbox is an incongruous shape, such as a cubical hitbox on a spherical object, creating an item that "should" roll down a gentle slope to stay still, or vice versa.
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** Sometimes you can hit invisible walls because the nearby walls have an extended wall, like in [[https://www.reddit.com/r/warthunder/comments/11pbpju/hitbox/ this example]].

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** Sometimes you can hit invisible walls because the nearby walls have an extended wall, hitbox, like in [[https://www.reddit.com/r/warthunder/comments/11pbpju/hitbox/ this example]].
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* ''VideoGame/WarThunder'':
** For a long time, fired shells consisted only in pixels. This meant that you could do "impossible" shots when you managed to penetrate a tank through an incredibly tiny hole and say kill an otherwise well protected crew-member, or make the internal ammo storage detonate, when in reality the shot would have impacted externally without a penetration. Even small caliber cannons like tose of anti-air guns could kill heavy tanks because of very surgical shots in weak spots. This was "fixed" with the addition of volumetric shells... when the ammo at that point didn't penetrate surfaces that could have been penetrated, because the hitbox of a tiny appendage caused the shell to register a "hit" and explode, or didn't fully exploit shot-traps because the shell detonated earlier. It's a bit like a bed-sheet that is too short. Thankfully, the devs slowly try to patch wonky behavior of hitboxes whenever it is reported.
** Subverted with lag, which makes you think that something is wrong with hitboxes, but actually it's a connection issue. Due to packet loss and ping, it is very common that your hitbox registers damage out of the blue, because the data packet is lagging, and you don't see someone firing at you (it happened on the server side of the game, but your client-game wasn't updated and didn't show). This is also the reason why sometimes you suddenly explode with your aircraft while flying low but not touching anything... you actually hit some trees or building by not pulling up in time, because of lag. Similarly, it is also possible to register a shot to an enemy vehicle but only see sparks. What happens is that your client-side game again shows you a non-updated position of your target, which actually moved away from where you are firing at, so the server doesn't communicate that you damaged the target (because you effectively didn't). Then after some seconds the target "teleports" some meters away, fully operational.
** It is possible to fly through the upper parts of trees without registering any damage: their actual hitboxes are smaller. Sometimes the result is hilariously in your favour, like in [[https://www.reddit.com/r/warthunder/comments/uzjsye/gaijin_buffed_hitboxes/ this example]]. Of course, first or later you will underestimate how small they are and crash because you passed a pixel too low.
** Sometimes you can hit invisible walls because the nearby walls have an extended wall, like in [[https://www.reddit.com/r/warthunder/comments/11pbpju/hitbox/ this example]].
** Averted with most gaps between bridges or tunnels, which allow you to pass through with enjoyable accuracy. Except the occasional hit to an invisible hitbox leftover, not always patched. [[https://www.reddit.com/r/warthunder/comments/189xxat/did_my_reckless_flying_get_me_killed_yes_is_this/ Here]] you can see a monumental rock being a bit too monumental.
** Variable sweep wings, like those of the F-14 or the Mig-23 have a static hitbox. While the game shows your wings changing their geometry and updating your acceleration, you can press a button to show your hitbox model and it is always the same. This means that shots that should have missed you actually hit your "fully extended" wings, and you can't pass through many gaps, or you might hit something even if you supposed there was room.
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A High Tier Scrappy is someone who is a scrappy because they're overpowered. Here the Scrappy-ness comes from a weakness, not a strength, so the trope doesn't apply.


* ''VideoGame/StreetFighterV'': Part of the reason Nash was a HighTierScrappy early in the game's life-cycle was the fact that his hurtboxes during his punches and kicks were ludicrously big -- in the neighborhood of 150% bigger than his arm/leg -- making it trivially easy to stuff his attacks.

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* ''VideoGame/StreetFighterV'': Part of the reason Nash was a HighTierScrappy TheScrappy early in the game's life-cycle despite being high-tier was the fact that his hurtboxes during his punches and kicks were ludicrously big -- in the neighborhood of 150% bigger than his arm/leg -- making it trivially easy to stuff his attacks.
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Trope was cut/disambiguated due to cleanup


* ''VideoGame/{{Overwatch}}'' has extra large hitboxes for projectile weapons. This has led to situations where characters like [[ArcherArchetype Hanzo]] can effectively get headshots around corners.

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* ''VideoGame/{{Overwatch}}'' has extra large hitboxes for projectile weapons. This has led to situations where characters like [[ArcherArchetype Hanzo]] Hanzo can effectively get headshots around corners.

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