Fighting 64: Collision Cb

Because hit collision causes hit-stun (frames where no collision response occurs except knockback trajectory), a landing hitbox can link into another before the opponent can act. Smash 64 has minimal hit-stun decay, allowing “zero-to-death” strings where multiple hitbox collisions occur without the opponent ever touching the ground or a wall. This is unique to 64 among the series.

| Mechanic | Smash 64 | Melee/Ultimate | |----------|----------|----------------| | Hit-stun duration | Long (20–40 frames typical) | Short (5–15 frames) | | Ledge collision | Invincibility until release | Invincibility + magnetic grab | | Wall/ceiling collision | Present, leads to tech chases | Reduced in competitive stages | | DI influence on collision | Moderate (±18° trajectory shift) | High (±22°+ with vectoring) | collision cb fighting 64

A technique called Z-canceling (pressing shield 11 frames before landing after an aerial attack) nullifies landing lag. This reduces the time before a new hitbox collision can be generated. The frame-perfect collision window allows true combos not possible in later entries. Because hit collision causes hit-stun (frames where no