Editing Port priority

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For example, say that player 1 and 2 are using the same character and attack each other with the same attack at the same time. A naïve game might check P1's hitboxes against P2's hurtboxes and resolve P1's attack on P2 before even checking to see if P2 is also attacking P1, resulting in P1 always winning the otherwise-even trade. This specific case does not happen, as all the ''Smash Bros.'' games were designed to anticipate this situation, checking players in multiple passes and using rules of [[priority]] to determine whether the players win, lose, or tie the exchange. However, many other situations have no such designed exceptions, and so port priority dictates which player "wins".
For example, say that player 1 and 2 are using the same character and attack each other with the same attack at the same time. A naïve game might check P1's hitboxes against P2's hurtboxes and resolve P1's attack on P2 before even checking to see if P2 is also attacking P1, resulting in P1 always winning the otherwise-even trade. This specific case does not happen, as all the ''Smash Bros.'' games were designed to anticipate this situation, checking players in multiple passes and using rules of [[priority]] to determine whether the players win, lose, or tie the exchange. However, many other situations have no such designed exceptions, and so port priority dictates which player "wins".


Note that in the following sections, the "lower port" refers to whichever player is closest to port 1, while the "higher port" is closest to the last port (generally 4 [[8-Player Smash|or 8]]).
Note that in the following sections, the "higher port" refers to whichever player is closest to port 1, while the "lower port" is closest to the last port (generally 4 [[8-Player Smash|or 8]]).


===Game Start===
===Game Start===
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===Grabbing===
===Grabbing===
In the first three ''Smash'' games, if two players attempt to [[grab]] each other on the same frame, the lower port always gets the grab. This is the case no matter what kind of grab it is, as long as the two players are grabbing each other on the same frame.
In the first three ''Smash'' games, if two players attempt to [[grab]] each other on the same frame, the higher port always gets the grab. This is the case no matter what kind of grab it is, as long as the two players are grabbing each other on the same frame.


Starting in ''[[Super Smash Bros. 4]]'', port priority is no longer a factor in this situation. In ''Smash 4'', the player who gets the grab is instead determined at random. In ''[[Super Smash Bros. Ultimate]]'', a new mechanic is introduced: in the event of simultaneous grabs, both characters take minimal damage and act as if a rebound occurs. Grabbing [[special move]]s are less consistent; while most behave under this new mechanic, [[Inhale]] determines the grabber at random, and [[Fishing Rod]] uses port priority.
Starting in ''[[Super Smash Bros. 4]]'', port priority is no longer a factor in this situation. In ''Smash 4'', the player who gets the grab is instead determined at random. In ''[[Super Smash Bros. Ultimate]]'', a new mechanic is introduced: in the event of simultaneous grabs, both characters take minimal damage and act as if a rebound occurs. Grabbing [[special move]]s are less consistent; while most behave under this new mechanic, [[Inhale]] determines the grabber at random, and [[Fishing Rod]] uses port priority.
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===Throwing===
===Throwing===
In ''Melee'', when a lower port throws a higher port, the higher-port character processes one frame of being in [[hitstun]] on the same frame of their release. This does not occur in the opposite case where the thrower is a higher port. As a result, all throws in ''Melee'' have one fewer frame of hitstun when used by a lower-port player, which can equate to an entire step in a [[chaingrab]].<ref>https://smashboards.com/threads/how-port-priority-affects-throws.393128/#post-21318549</ref> This can lead to other lesser effects, such as {{SSBM|Dr. Mario}}'s down throw behaving differently on [[Mr. Game & Watch]] depending on who has the higher port.<ref>https://www.youtube.com/watch?v=EllXsKyXcLQ</ref>
In ''Melee'', when a lower port throws a higher port, the higher-port character processes one frame of being in [[hitstun]] on the same frame of their release. This does not occur in the opposite case where the thrower is a higher port. As a result, all throws in ''Melee'' have one fewer frame of hitstun when used by a lower-port player, which can equate to an entire step in a [[chaingrab]].<ref>https://smashboards.com/threads/how-port-priority-affects-throws.393128/#post-21318549</ref> This can lead to other lesser effects, such as {{SSBM|Dr. Mario}}'s down throw behaving differently on [[Mr. Game & Watch]] depending on who has the higher port.<ref>https://www.youtube.com/watch?v=EllXsKyXcLQ</ref>
It is unclear how this situation resolves in other games.


===Two characters attacking a third===
===Two characters attacking a third===
If two characters attack a third and both attacks connect at the same time, the victim takes damage from both attacks and the sum of the damage affects knockback. However, the trajectory of the victim will only be affected by a single attack, not both. Usually, the hit that deals stronger knockback prevails. But if both hits deal exactly same amount of knockback, then the trajectory is determined according to the hit by the attacker with lower port.
If two characters attack a third and both attacks connect at the same time, the victim takes damage from both attacks and the sum of the damage affects knockback. However, the trajectory of the victim will only be affected by a single attack, not both. Usually, the hit that deals stronger knockback prevails. But if both hits deal exactly same amount of knockback, then the trajectory is determined according to the hit by the attacker with higher port.


===Grabbing edges===
===Grabbing edges===
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===Landing in the same space===
===Landing in the same space===
Two characters that attempt to occupy the same space on the ground will [[jostle]] each other until they are separated. If two or more airborne characters attempt to land in the exact same place on the ground, the players with the lower ports always get pushed to the left.
Two characters that attempt to occupy the same space on the ground will [[jostle]] each other until they are separated. If two or more airborne characters attempt to land in the exact same place on the ground, the players with the higher ports always get pushed to the left.


===Transformations===
===Transformations===

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