Understanding OvO's character hitboxes and hitbox manipulation
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Understanding OvO's character hitboxes and hitbox manipulation
Updated 4 years ago by Askover

OvO's hitboxes are really weird. There are 3 categories of move hitboxes -Vertical This is the most common hitbox, found on the following moves: Standing, jumping, ground pound jump, walljump, running, bonking, grounded wall jump, and jumping after dive. These hitboxes are very simple and standard -Horizontal This hitbox only appears on dive and slide, but are very important for both death clips and ceiling clip. (the dive in particular will be very important) The hitbox also sticks out ahead of the character. -Transitional These are moves that have changing hitboxes mid move. The 1fsp and jumping after sliding are moves with this property. These aren't commonly used in clips (yet :) )

So what does any of this mean?

Well, on there own, nothing. But notice how I said the dive was important. The dive is the most usable way to clip your hitbox through ceilings and spikes. By diving at the right time, you can clip into the ceiling. Also by understanding this, it shows why the game registers certain "cheap" deaths. If your interested more in this stuff, got to 1.3 edition and use the debug mode to get a feel for the hitboxes in game.

Also fun fact cause I didn't know where to put this in the guide cause it isn't practical. If you bonk and fall for a good distance, you can notice the hitbox falls faster than the sprite.

Thanks for reading and I hope you all have a better understanding of OvO's hitboxes. -Askover

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