Editing Grab
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*In ''Smash 64'' and ''Melee'', the grab has full priority over the hitbox, with the grabber ignoring it entirely and hitting the opponent. | *In ''Smash 64'' and ''Melee'', the grab has full priority over the hitbox, with the grabber ignoring it entirely and hitting the opponent. | ||
*In ''Brawl'', the grab has priority over the hitbox, but the hitbox still causes damage to the grabber, instead having them [[armor]] through it. | *In ''Brawl'', the grab has priority over the hitbox, but the hitbox still causes damage to the grabber, instead having them [[armor]] through it. | ||
*In ''Smash 4'' and ''Ultimate'', hitboxes outprioritize grabs; in this situation, the grabber receives full damage and knockback from the standard hitbox, while the attacker is [[grab release]]d and takes 3% damage (or more if the grab came from a special move and the grab itself dealt damage, like the beginning of [[Falcon Dive]]). In ''Ultimate'', however, a | *In ''Smash 4'' and ''Ultimate'', hitboxes outprioritize grabs; in this situation, the grabber receives full damage and knockback from the standard hitbox, while the attacker is [[grab release]]d and takes 3% damage (or more if the grab came from a special move and the grab itself dealt damage, like the beginning of [[Falcon Dive]]). In ''Ultimate'', however, a few attacks' hitboxes are coded to be outprioritized by grabs, with the grabber taking damage but armoring through the attack like in ''Brawl''. As of the current version of the game, this is only used for {{SSBU|Sonic}}'s [[Homing Attack]], [[Spin Dash]], and [[Spin Charge]], and more notably {{SSBU|Banjo & Kazooie}}'s [[Wonderwing]] (which also causes the grabber to take 0.25× damage from the hitbox). | ||
Likewise, if both characters attempt to grab each other at the same time, the situation is resolved differently in each game. In ''Smash 64'', ''Melee'', and ''Brawl'', this is determined by [[port priority]], with the character in the lower port always getting the grab. In ''Smash 4'', port priority is no longer a factor, with either character having an equally [[random]] chance to get the grab instead. ''Ultimate'' resolves both quirks by simply causing both grabs to cancel each other out, akin to a [[clang]]. This property is known as '''grab parrying''' by the in-game [[tip]]s, and results in both characters taking 1% damage and performing their rebound animation (unless they are in the air, where their grab release animation is used instead). The exact timing of when this can happen is specific to every animation of every character, and may even be assigned to actions that are not grabs. | Likewise, if both characters attempt to grab each other at the same time, the situation is resolved differently in each game. In ''Smash 64'', ''Melee'', and ''Brawl'', this is determined by [[port priority]], with the character in the lower port always getting the grab. In ''Smash 4'', port priority is no longer a factor, with either character having an equally [[random]] chance to get the grab instead. ''Ultimate'' resolves both quirks by simply causing both grabs to cancel each other out, akin to a [[clang]]. This property is known as '''grab parrying''' by the in-game [[tip]]s, and results in both characters taking 1% damage and performing their rebound animation (unless they are in the air, where their grab release animation is used instead). The exact timing of when this can happen is specific to every animation of every character, and may even be assigned to actions that are not grabs. |