Hitbox and Hurtbox
The two invisible shapes that actually decide a collision — a hitbox deals damage, a hurtbox receives it — and neither matches the sprite.
Hitbox and Hurtbox name the two collision shapes underneath every attack in an action or fighting game, and the distinction between them is the whole reason a hit lands or doesn't. A hitbox is the region that, if it overlaps something, deals damage — it exists only during an attack's active frames, and it's usually smaller and shorter-lived than the swinging sword or fist it's attached to. A hurtbox is the region that, if something's hitbox overlaps it, receives damage — it's tied to the character's whole body and is present essentially all the time the character can be hurt. Neither shape is the visible sprite; both are invisible rectangles or capsules the sprite is drawn over, sized by feel rather than by matching the art exactly.
This is where Frame Data and collision meet directly: a hitbox is only "live" during an attack's active-frame window, which is why an attack can visually connect on a screen a frame before or after it actually registers — the animation and the hitbox's activation aren't the same clock, and a fighting game's readability depends on keeping the gap between them small enough that players don't feel cheated by a visual hit that didn't count.
Invincibility Frames are the cleanest illustration of the pair's usefulness as a concept: an i-frame window is nothing more than a character's hurtbox switching off entirely for a span of frames, so hitboxes that would otherwise connect simply have nothing to collide with. This is also distinct from a character's ordinary movement-collision box, a third shape entirely, which governs whether two bodies can occupy the same space — a fighting game character can have hurtboxes overlapping an opponent's hitbox constantly while their movement-collision keeps them from ever actually touching.
See also4
Frame Data
The startup, active and recovery cost of an action measured in simulation ticks, and what it predicts about a matchup.
Play & Games13 connections
Invincibility Frames
The animation window during which a character is immune to hits despite appearing vulnerable on screen.
Play & Games12 connections
Parry and Riposte
A timed defensive window that, met exactly, punishes the attacker instead of the defender.
Play & Games11 connections
Game Feel
The perceptual layer between input and simulation, and the tuning that makes a control scheme read as responsive.
Play & Games26 connections