Articles with complex player interactions would benefit from being able to know which hitbox (from which player) collided with it.
For example, consider an article like Awatsu bubbles. They should be able to be hit by any player in a match. If the hitbox belongs to the Awatsu, it should get moved around in a direction based on the attack used. Otherwise, the bubble should be destroyed.
Obviously, the bubble would need to have the ‘Can be Hit by Owner’ flag enabled.
Setting the ‘Got Hit Reaction’ to ‘Destroy’ means that every character in the match, including the owner, will destroy the bubble.
Setting it to ‘Receive Hitpause’ means that we can take advantage of the ‘ApplyHitpause’ function provided by RivalsDamageInterface, which fires once every time the article is hit. Unfortunately, there are two variations of this function, and in Lua we can only override the one that has arguments (int32 HitpauseFrames). If we could override the one with arguments (const struct RivalsActiveHitbox &Hitbox, int32 DamageForScaling=-1, float HitpauseMultiplier=1.0f), we could at least get information about the properties of the hitbox. But even that would not tell us which player hit it.
In this specific example, I don’t even think it would be possible to set the ‘Got Hit Reaction’ to ‘Destroy’ and then spawn a duplicate of the article if the owner hit it.

Articles in general seem to currently lack a lot of functionality that characters have (such as the ability to run code on hit, or apply a custom status). The good news is that (in theory) things should improve over time as more base characters get lua-fied and thus need these features implemented.
