Editing Port priority

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{{disambig2|the mechanic in ''Smash Bros.''|the tournament|Tournament:Port Priority: A Pacific Northwest Regional}}
{{ArticleIcons|allgames=y}}
{{ArticleIcons|allgames=y}}
{{disambig2|the mechanic in ''Smash Bros.''|the tournament|Tournament:Port Priority: A Pacific Northwest Regional}}
{{disambig2|priority in relation to controller ports|attack priority|Priority}}
{{disambig2|priority in relation to controller ports|attack priority|Priority}}
[[File:Wii ports.jpg|thumb|250px|A Wii with its GameCube controller ports exposed. P1 to P4 are arranged from left to right.]]
[[File:Wii ports.jpg|thumb|250px|A Wii with its GameCube controller ports exposed. P1 to P4 are arranged from left to right.]]
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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===
The position where players spawn on stage at the start of a game is dependant on port to some extent in all games in the ''Smash'' series. In the first two games in the series, where characters spawned was not only port dependant, but stage dependant as well. This caused an issue where some characters would have an unfair advantage due to where they are spawned. For example, {{SSBM|Marth}} in ''Melee'' can easily rack up damage and quickly kill an opponent if they do not react quick enough because he happened to spawn on a platform above said oppenent. In ''Brawl'', stage dependance was removed and characters now spawn symmetrically on any stage whenever it is possible, although team battles do not always spawn teams next to each other (in a AABB formation). Starting in ''Smash 4'', team battles always spawn teams next to each other (in a AABBCCDD formation).
The position where players spawn on stage at the start of a game is dependant on port to some extent in all games in the ''Smash'' series. In the first two games in the series, where characters spawned was not only port dependant, but stage dependant as well. This caused an issue where some characters would have an unfair advantage due to where they are spawned. For example, {{SSBM|Marth}} in ''Melee'' can easily rack up damage and quickly kill an opponent if they do not react quick enough because he happened to spawn on a platform above said oppenent. In ''Brawl'' onward, stage dependance was removed and characters now spawn symmetrically on any stage whenever it is possible.


===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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===KOs===
===KOs===
Port priority determines the winner in certain cases of simultaneous KOs, including those that involve the use of suicide techniques. In this field, its influence in ''Melee'' differs from that in ''Brawl''. In ''Melee'', the outcome of simultaneous KOs during normal stock matches is not determined by port priority, regardless of their causes. However, when a match involving two players is tied and [[Sudden Death]] is initiated, if both players are KOd at the same time, the player with the lowest port wins the match. The opposite is true in ''Ultimate'', where the highest port wins. In ''Smash 64'' however, matches won't go to Sudden Death and each player is instead ranked based on port; in order of P4 first, P3 second, P2 third and P1 fourth place.
Port priority determines the winner in certain cases of simultaneous KOs, including those that involve the use of suicide techniques. In this field, its influence in ''Melee'' differs from that in ''Brawl''. In ''Melee'', the outcome of simultaneous KOs during normal stock matches is not determined by port priority, regardless of their causes. However, when a match involving two players is tied and [[Sudden Death]] is initiated, if both players are KOd at the same time, the player with the lowest port wins the match. The opposite is true in ''Ultimate,'' where the highest port wins. In ''Smash 64'' however, matches won't go to Sudden Death and each player is instead ranked based on port; in order of P4 first, P3 second, P2 third and P1 fourth place.


Unlike ''Melee'', the winner of a simultaneous KO during a Sudden Death match in ''Brawl'' is random, and unaffected by port priority (aside from Kirby and Meta Knight's up throw; where the player with the highest port wins).<ref>http://www.smashboards.com/showthread.php?t=166063 Amazing Ampharos' Sudden Death information</ref> However, in ''Brawl'', it does affect the use of {{SSBB|Bowser}}'s [[Flying Slam]] as a [[sacrificial KO]] technique. If, during a stock match involving two players, Bowser uses Flying Slam offstage on both players' last stocks, Bowser will either win (if he has a lower port) or a Sudden Death match will be initiated (if he has a higher port).
Unlike ''Melee'', the winner of a simultaneous KO during a Sudden Death match in ''Brawl'' is random, and unaffected by port priority (aside from Kirby's up throw; where the player with the highest port wins).<ref>http://www.smashboards.com/showthread.php?t=166063 Amazing Ampharos' Sudden Death information</ref> However, in the [[NTSC]] and NTSC-J versions of ''Brawl'', it does affect the use of {{SSBB|Bowser}}'s [[Flying Slam]] as a [[sacrificial KO]] technique. If, during a stock match involving two players, Bowser uses Flying Slam to sacrificial KO on both players' last stocks, Bowser will either win or a Sudden Death match will be initiated. In this scenario, if the Bowser player's port is lower than that of their opponent's port, the Bowser player wins the match. However, if the Bowser player's port is higher, Sudden Death initiates. In the [[PAL]] version of ''Brawl'', the use of Flying Slam in the aforementioned manner will win Bowser the match regardless of port priority.


The winner of a simultaneous KO in Sudden Death is not decided by port priority in ''Smash 4''. It is instead verified by whoever dealt the most damage.
The winner of a simultaneous KO in Sudden Death is not decided by port priority in ''Smash 4''. It is instead verified by whoever dealt the most damage.
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===[[KO Uppercut]]===
===[[KO Uppercut]]===
In ''Smash 4'', if two {{SSB4|Little Mac}}s use KO Uppercut at the same time, only the player with the higher port will be hit by the move. This is the only instance of a move with [[transcendent priority]] behaving in this way in ''Smash 4''.
In ''Smash 4'', if two {{SSB4|Little Mac}}s use KO Uppercut at the same time, only the player with the higher port will be hit by the move. This is the only instance of a move with [[transcendent priority]] behaving in this way in ''Smash 4''.
===[[Luigi Cyclone]]===
Due to a programming error in ''Melee'', the parameter to determine if Luigi Cyclone is charged or uncharged at the beginning of a game is left blank. This causes the game to arbitrarily determine if the move should start charged or uncharged. Factors towards this determination include character combinations, if the player is in the higher port, and the stage being played on. In the PAL version it seems to only work for the player with the lower port independent of character choice and on the stages [[Fountain of Dreams]], [[Pokémon Stadium]], [[Icicle Mountain]], [[Onett]], [[Big Blue]] and [[Poké Floats]].


==Faux super armor==
==Faux super armor==

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