Editing Priority

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{{ArticleIcons|series=y|unofficial=yes|fa=yes}}
{{ArticleIcons|series=y|unofficial=yes|fa=yes}}
{{disambig2|priority in relation to attacks|controller slot priority|Port priority}}
{{disambig2|priority in relation to attacks|controller slot priority|Port priority}}
[[File:Jab cancel.png|250px|thumb|The white "bubble" between {{SSBB|Kirby}} and {{SSBB|Pikachu}}'s attacks indicates that two hitboxes have collided.]]
[[File:Jab cancel.png|250px|right|thumb|The white "bubble" between {{SSBB|Kirby}} and {{SSBB|Pikachu}}'s attacks indicates that two hitboxes have collided.]]
'''Priority''' is the system that governs how opposing [[attack]]s interact with each other in the ''{{b|Super Smash Bros.|series}}'' series. Most commonly, when the [[hitbox]]es of two characters' attacks collide with each other, they '''clank''', freezing both in place for a moment. If the attacks are roughly equal in strength - the difference in damage is 9% or less - then both characters '''rebound''' from the impact and pause for a moment before they can do anything else. If one attack is much stronger than the other, it wins outright, and more often than not will continue on to strike the enemy stuck rebounding. The most common exception is [[aerial attack]]s, which usually can clank with [[projectile]]s, but not with [[ground attack]]s or other aerials, and cannot rebound at all. Certain hitboxes are also marked as being "cannot clank" or "cannot rebound", affecting their ability to cancel out (and be cancelled out by) opposing moves.
'''Priority''' is a property of [[hitbox]]es in the ''{{b|Super Smash Bros.|series}}'' series that describes their behavior upon interacting with other hitboxes. While the priority of the hitboxes produced by normal [[ground attack]]s follows a set of rules that is dependent upon the amount of damage they deal (the ''law of high and low priority''), different rules apply to those of normal [[aerial attack]]s, and certain [[special move]]s when performed in the air. Furthermore, some hitboxes and attacks, such as shots from [[Fox|Fox's]] [[Blaster (Fox)|Blaster]], possess a special kind of priority called '''transcendent priority''', which ignores the rules of normal priority. '''Rebound''' is a term used to describe an animation that occurs when two direct grounded moves with normal priority mechanics are within 9% of each other when they collide. The length of this animation changes based on the damage output of both attacks.


While the effects of priority are calculated based on individual hitboxes, the results are applied to the attacker as a whole. For example, if one hitbox clanks with an enemy attack, the entire move clanks, regardless of how many other hitboxes would not have clanked. In addition, an attack that clanks is still dangerous to bystanders until rebound begins, even if it was entirely outprioritized by the opposing attack.
Priority in the ''Super Smash Bros.'' series is not to be confused with the general term "priority" that is used to gauge the relative usefulness of a move with regards to its speed, the size or duration of its hitbox, or any other property it might have (e.g. [[armor]] or [[intangibility]]/[[invincibility]] around part of or the entire body). The concept of priority also governs how individual hitboxes and objects react, not attacks as a whole. For example, an attack can be cancelled if its only non-transcendent hitbox is outprioritized, regardless of the status of its other transcendent hitboxes. In addition, attacks being cancelled via priority rules is on a per-object basis, meaning that an attack that is outprioritized can still damage other players or objects if it hits at the same time.
 
The term "priority" is often informally used to describe a move's general ability to beat other moves, due to factors such as its damage output, hitbox position, attack speed, non-vulnerable [[hurtbox]]es, or other properties.


==Normal priority==
==Normal priority==
[[File:WindyHillSSB4.png|thumb|{{SSB4|Mario}}'s [[Fireball]] colliding with {{SSB4|Sonic}}'s [[neutral attack]] in {{forwiiu}}.]]
[[File:WindyHillSSB4.png|thumb|{{SSB4|Mario}}'s [[Fireball]] colliding with {{SSB4|Sonic}}'s [[neutral attack]] in {{forwiiu}}.]]
''Normal priority'' describes the set of rules that apply to normal attack hitboxes, that is, any attack hitbox that does not have a special property such as ''transcendent'' or ''trample''. As such, the majority of standard attacks, aerials, special attacks, and projectiles contain hitboxes with ''normal priority''.
''Normal priority'' describes the set of rules that apply to normal attack hitboxes, that is, any attack hitbox that is not classified as ''transcendent''. As such, the majority of standard attacks, aerials, special attacks, and projectiles contain hitboxes with ''normal priority''.


===Ground attacks===
===Ground attacks===
When two ground attack hitboxes overlap, they will clank. This collision is signified by a white "bubble", and in ''[[Super Smash Bros. Melee|Melee]]'', a distinct "ting" sound, as if swords are clanging, is also heard. If two actual swords clank, such as Link and Marth's blades, a more realistic "ting" sound is heard. If the stronger hitbox (by %) deals more than 9% (the "priority range") more than the weaker hitbox, the stronger move will continue as normal and the weaker move will end, with the character going into rebound. If both hitboxes deal within 9% of each other, both moves will end and both characters will go into rebound. (note that in the original ''[[Super Smash Bros.]]'', the priority range is instead 10%). This comparison happens after most damage multipliers but before the 1v1 multiplier in ''[[Super Smash Bros. Ultimate|Ultimate]]''.
When two ground attack hitboxes overlap, they will clank. This collision is signified by a white "bubble", and in ''[[Super Smash Bros. Melee|Melee]]'', a distinct "ting" sound, as if swords are clanging, is also heard. If two actual swords clank, such as Link and Marth's blades, a more realistic "ting" sound is heard.
 
Clanking leads to both hitboxes being deactivated '''for that frame only''' vs the clanking opponent. On the following frame, one or both characters will go into the rebound animation. If the stronger hitbox (by %) deals more than 9% (the "priority range") more than the weaker hitbox, the stronger move will continue as normal and the weaker move will end, with the character going into rebound. If both hitboxes deal within 9% of each other, both moves will end and both characters will go into rebound. (note that in the original ''[[Super Smash Bros.]]'', the priority range is instead 10%). This comparison happens after most damage multipliers but before the 1v1 multiplier in ''[[Super Smash Bros. Ultimate|Ultimate]]''.


In Melee, the weaker hitbox won't hit the opponent if it clanks. However, the stronger hit can still hit the user of the weaker hit immediately, or on the following frames. In Ultimate, however, neither player can be hit by the clanking opponent '''on the frame that the clank occurs'''. If the stronger move continues, it can hit the clanking opponent on the following frame, assuming the move still has a hitbox on that frame.
If the stronger move continues, it can hit the clanking opponent on the following frame, assuming the move still has a hitbox on that frame.


For example:
For example:
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After the freeze frames are over, characters go through a unique rebound animation.
After the freeze frames are over, characters go through a unique rebound animation.


Prior to ''[[Super Smash Bros. Ultimate|Ultimate]]'', the length of the rebound animation increased proportionately to the damage each hitbox would have dealt. This meant that the fighter that performed the weaker attack would get out of rebound before the other and have frame advantage. The calculation for rebound duration depends on the game, but "R" always means rebound frames and "d" always means damage dealt, rounded down. In ''[[Melee]]'', the calculation is roughly <code>R=Roundup(0.559*(d+10))</code>, except for Dr. Mario, for which it is <code>R=Roundup(0.615*(d+10))</code> instead. In ''[[Smash 4]]'', the calculation is <code>R=Floor((d*15/8)+7.5)</code>.
Prior to ''[[Super Smash Bros. Ultimate|Ultimate]]'', the length of the rebound animation increased proportionately to the damage each hitbox would have dealt. This meant that the fighter that performed the weaker attack would get out of rebound before the other and have frame advantage. The calculation for rebound duration depends on the game, but "R" always means rebound frames and "d" always means damage dealt, rounded down. In [[Melee]], the calculation is roughly <code>R=Roundup(0.559*(d+10))</code>, except for Dr. Mario, for which it is <code>R=Roundup(0.615*(d+10))</code> instead. In [[Smash 4]], the calculation is <code>R=Floor((d*15/8)+7.5)</code>.


In ''Ultimate'', the length of the rebound animation for both characters is based on the damage dealt by the stronger hitbox (again, regardless of whether the user of the stronger move is going through rebound or not). It uses the same formula as ''Smash 4'', although the maximum rebound is 58 frames.
In Ultimate, the length of the rebound animation for both characters is based on the damage dealt by the stronger hitbox (again, regardless of whether the user of the stronger move is going through rebound or not). It uses the same formula as Smash 4, although the maximum rebound is 58 frames.


Overall, this means that, in ''Ultimate'', if both characters go through rebound they will be actionable on the same frame. The exception is if one character clanked using an electric move; that character will be actionable a bit later than the opponent due to the extra freeze frames.
Overall, this means that, in Ultimate, if both characters go through rebound they will be actionable on the same frame. The exception is if one character clanked with an electric move; that character will be actionable a bit later than the opponent due to the extra freeze frames.


If only one character goes through rebound, they will often be hit by the opponent's move as it continues. However, this is not necessarily the case if the original move was sufficiently disjointed or if the clank happens on the last frame of the opponent's hitbox. In that case the opponent will suffer the end lag of their attack whereas the character will suffer the freeze frames plus rebound animation, with the length of both based on the opponent's move.
If only one character goes through rebound, they will often be hit by the opponent's move as it continues. However, this is not necessarily the case if the original move was sufficiently disjointed or if the clank happens on the last frame of the opponent's hitbox. In that case the opponent will suffer the end lag of their attack whereas the character will suffer the freeze frames plus rebound animation, with the length of both based on the opponent's move.
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*However, if Ganondorf's forward aerial collides with Samus' fully charged Charge Shot (17% vs. 25%), his forward aerial will cancel out the Charge Shot and Ganondorf will not be harmed.
*However, if Ganondorf's forward aerial collides with Samus' fully charged Charge Shot (17% vs. 25%), his forward aerial will cancel out the Charge Shot and Ganondorf will not be harmed.


===Grabs===
==Exceptions to normal priority==
Grabboxes are not bound by usual priority rules. Instead, in each game, they behave differently if a grab connects with an opponent at the same time the opponent strikes the grabber with a standard hitbox.
===Considered both airborne and grounded===
{{incomplete|Needs data on non-Brawl games}}
 
{| class="wikitable sortable" width=47%
|-
!width=8%|Character
!width=35%|Move
!width=4%|Games
|-
|{{SSBB|Falco}}
|[[Falco Phantasm]]
|rowspan=10|{{GameIcon|SSBB}}
|-
|{{SSBB|Fox}}
|[[Fox Illusion]]
|-
|rowspan=3|{{SSBB|Meta Knight}}
|[[Mach Tornado]] (both grounded and airborne)
|-
|[[Drill Rush]] (both grounded and airborne)
|-
|[[Glide attack]]
|-
|rowspan=2|{{SSBB|Ness}}
|Up smash
|-
|[[Down smash]]
|-
|{{SSBB|Olimar}}
|All [[Pikmin (species)|Pikmin]]-based attacks
|-
|rowspan=2|{{SSBB|Zero Suit Samus}}
|[[Neutral aerial]]
|-
|[[Up smash]]* (second hitbox only)
|}
 
'''*'''The second hitbox of Zero Suit Samus' up smash behaves like an aerial. It may be out-prioritised by another character's aerial, but the up smash's animation and subsequent hitboxes cannot be cancelled.
 
The hitboxes of the above attacks can collide with the hitboxes of other attacks regardless of if they're ground or aerial attacks. When such a collision occurs, the clash bubble will appear and the outcome will follow the law of high and low priority. However, airborne attacks cannot be cancelled out, including airborne special moves. Thus, while the results of a collision will follow the law of high and low priority, the appearance of such a collision will differ to that of two colliding ground attacks.
 
If one of the above ground attacks collides with an aerial, or one of the above aerials collides with a ground attack, and the ground attack is below the priority range of the aerial, the ground attack will be cancelled and the airborne attack can damage the wielder of the ground attack. If the two hitboxes are within the priority range, the ground attack will be cancelled out, and, since it is an aerial attack, the animation of the airborne attack will persist. However, the airborne hitbox becomes harmless, and the wielder of the ground attack will not at all be knocked or damaged by the airborne hitbox, regardless of whether it connects or not.
 
For example:
*If King's Dedede up tilt collides with Meta Knight's glide attack (13% vs. 13%), Dedede's up tilt will be cancelled out, but he will not be harmed, even if the hitbox of Meta Knight's glide attack contacts King Dedede's body.
 
If the hitbox of a ground attack is above the priority range of a colliding airborne hitbox, both attack animations will persist, but the airborne hitbox will become harmless, while the ground attack is still able to damage. Thus, if the hitbox of the ground attack connects with the body of the character who used the airborne special, this character will take the damage and knockback of the ground attack. A notable example of a special move that can collide with the hitboxes of other attacks while airborne is {{SSBB|Meta Knight}}'s [[Mach Tornado]]. If performed on the ground (grounded), it can be cancelled out, but if airborne, it cannot be cancelled. Mach Tornado is a multi-hit move that deals 1% per hit during the main portion of the attack.
 
For example:
*If Captain Falcon's forward tilt collides with a hitbox of Meta Knight's grounded Mach Tornado (10% vs. 1%), the forward tilt will collide with, and cancel out the Mach Tornado.
*If the Mach Tornado is airborne, Captain Falcon's forward tilt can cancel one of its hitboxes, but cannot cancel the hitboxes that follow. Mach Tornado cannot cancel his forward tilt either, because it is too weak (10% vs. 1%). However, unless the hitbox of Captain Falcon's forward tilt connects with Meta Knight's body, the Mach Tornado will continue and can afterwards damage Captain Falcon, despite the fact that his forward tilt out-prioritised it.
 
===Moves that cannot rebound===
{{incomplete|Needs a complete list of moves for every game}}
 
Some attacks cannot ever rebound after colliding with an attack within the priority range (also known as '''trampling'''); in other words, they will continue their animations as if they did not collide at all, but the hitbox will be deactivated if the other move was within the 9% range. However, if the trampling move has hitboxes that are created on later frames, those hitboxes will still function. This can be advantageous for moves with this property that are either multihitting in nature, very fast, or very damaging (which would increase the length and therefore vulnerability of the rebounding animation), but is disadvantageous if the move's endlag is longer than the length of the opponent's freeze frames plus rebounding animation. Additionally, two moves that cannot rebound that are used against each other are more prone to damaging both characters instead of cancelling out their hitboxes.
 
Strangely in ''Brawl'', the hitbox flag which should determine whether a move can rebound or not is discarded as soon as the hitbox is generated. This means that moves in ''Brawl'' which are not supposed to rebound (such as {{mvsub|Jigglypuff|SSBB|dash attack|poss=y}}) will rebound anyway. This was most likely a coding error.
 
{| class="wikitable sortable" width=47%
|-
!width=8%|Character
!width=35%|Move
!width=5%|Games
|-
|{{SSB4|Bayonetta}}
|All [[smash attack]]s (except the aerial-only hitbox in ''Ultimate'')
|rowspan=2|{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|rowspan=2|{{SSB4|Bowser}}
|[[Forward smash]] (late)
|-
|[[Up smash]] (first hit only)
|{{GameIcon|SSBB}}*{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|rowspan=3|{{SSB4|Cloud}}
|[[Limit Break]] [[Cross Slash]]
|rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|[[Climhazzard]] (regular and Limit Break version, first hit only)
|-
|[[Finishing Touch]]
|-
|rowspan=2|[[Falco]]
|Forward smash
|{{GameIcon|SSBM}}**
|-
|[[Falco Phantasm]]
|{{GameIcon|SSBM}}{{GameIcon|SSB4}}
|-
|rowspan=2|[[Fox]]
|Forward smash
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}*{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|[[Fox Illusion]]
|{{GameIcon|SSBM}}{{GameIcon|SSB4}}
|-
|{{SSBU|Hero}}
|Forward tilt (hit 1)
|{{GameIcon|SSBU}}
|-
|{{SSB4|Ike}}
|[[Dash attack]] (early)
|{{GameIcon|SSB4}}
|-
|[[Jigglypuff]]
|Dash attack
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}*{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|rowspan=2|{{SSB4|Little Mac}}
|[[Neutral attack]]
|{{GameIcon|SSB4}}
|-
|All [[tilt attack]]s
|{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|{{SSB4|Lucario}}
|[[Force Palm]] (projectile portion)
|rowspan=5|{{GameIcon|SSB4}}
|-
|{{SSB4|Mewtwo}}
|Neutral attack (infinite)
|-
|{{SSB4|Mii Brawler}}
|[[Shot Put]]
|-
|{{SSB4|Mii Swordfighter}}
|[[Gale Strike]]
|-
|{{SSB4|Palutena}}
|All tilt attacks
|-
|{{SSBU|Richter}}
|[[Forward tilt]]
|{{GameIcon|SSBU}}
|-
|rowspan=3|{{SSB4|Ryu}}
|Forward tilt (held, both hits)
|rowspan=3|{{GameIcon|SSB4}}
|-
|[[Tatsumaki Senpukyaku]] (all versions)
|-
|[[Focus Attack]] (arm hitbox)
|-
|{{SSBU|Simon}}
|Forward tilt
|{{GameIcon|SSBU}}
|-
|{{SSB4|Zero Suit Samus}}
|[[Up tilt]] (both hits)
|rowspan=2|{{GameIcon|SSB4}}
|-
|{{SSB4|Zelda}}
|[[Farore's Wind]] (first hit, grounded)
|}
<nowiki>*</nowiki> Should not rebound but rebounds anyway, due to the anti-rebound flag not working properly in ''Brawl''.
 
<nowiki>**</nowiki> Does not rebound in later games, but the effect is nullified by the move gaining transcendent priority.
 
===Non-character objects with complex animations===
A select few attacks in ''SSB4'' will collide with other attacks, but can only nullify projectiles within the 9% range and will always lose a trade with regular hitboxes regardless of the 9% rule, much like a grab. For example, Bayonetta's up smash cannot be used as effectively as other up smashes to hit opponents in the air, as any hitbox that comes into contact with it will render the up smash inert, and if the hitbox is close enough to Bayonetta at the moment of colliding, only Bayonetta will take damage. However, if the opposing hitbox is a projectile or another attack with this property (i.e. Lucario's [[Aura Sphere]] or another Bayonetta's up smash), both characters will take damage as if one of them used an aerial hitbox (but the collision bubble will still appear). The overarching pattern among these attacks is that they are character-specific props that feature complex animations beyond simply moving or rotating, and thus it is possible (but not proven) that the game short-sightedly does not attempt to make them capable of trading with attacks from other animating elements (i.e. characters).


*In ''Smash 64'' and ''Melee'', the grab has full priority over the hitbox, with the grabber ignoring it entirely and hitting the opponent.
Because they cannot override regular hitboxes and it is not always clear to players whether a hitbox is attached to a character or a prop, these attacks are often perceived as having "low priority", and some moveset repositories such as [[Kurogane Hammer]] list them under such term.
*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 select few attacks' hitboxes are coded to be outprioritized by grabs, with the grabber taking damage but armoring through the attack like in ''Brawl''; this is the case 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.
{| class="wikitable sortable" width=47%
|-
!width=8%|Character
!width=35%|Move
!width=4%|Games
|-
|{{SSB4|Bayonetta}}
|All smash attacks (except for first hit of [[down smash]])
|rowspan=6|{{GameIcon|SSB4}}
|-
|rowspan=3|{{SSB4|Corrin}}
|Forward smash (non-[[charge|charging]] portion)
|-
|[[Dragon Fang Shot]] (both portions)
|-
|[[Dragon Lunge]] (initial lunge only)
|-
|{{SSB4|Olimar}}
|All [[Pikmin (species)|Pikmin]]-based attacks
|-
|{{SSB4|Villager}}
|[[Timber]] (tree hitboxes only, both sprouting and falling)
|}


==Exceptions to normal priority==
==Transcendent priority==
===Transcendent priority===
'''Transcendent priority''' (also known as '''transcending priority''') refers to hitboxes that cannot clank with other hitboxes, meaning they won't cancel out, or be cancelled out by, other hitboxes, even other transcendent hitboxes.
'''Transcendent priority''' (also known as '''transcending priority''') refers to hitboxes that cannot clank with other hitboxes, meaning they won't cancel out, or be cancelled out by, other hitboxes, even other transcendent hitboxes.


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Transcendent projectiles will go through other projectiles as if they're not there, and can't clank with aerials or grounded moves (meaning that they will generally hit the opponent if the opponent attempts to clank).
Transcendent projectiles will go through other projectiles as if they're not there, and can't clank with aerials or grounded moves (meaning that they will generally hit the opponent if the opponent attempts to clank).


In ''Smash 64'', transcendent priority only existed for certain projectiles (such as {{SSB|Fox}}'s {{b|Blaster|Fox}}) but from ''Melee'' onward, it could exist for any kind of attack.
In ''Smash 64'', transcendent priority only existed for certain projectiles (such as {{SSB|Fox}}'s [[Blaster (Fox)|Blaster]]) but from ''Melee'' onward, it could exist for any kind of attack.


For example:
For example:
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*As of version 9.0.0, many [[rapid jab]]s and their finishers in ''[[Ultimate]]'' are transcendent. This is to ensure that the final hit will connect without the fear of an opponent canceling the move with their own [[jab]].
*As of version 9.0.0, many [[rapid jab]]s and their finishers in ''[[Ultimate]]'' are transcendent. This is to ensure that the final hit will connect without the fear of an opponent canceling the move with their own [[jab]].


====Attacks with transcendent priority====
===Attacks with transcendent priority===
{{incomplete|Very likely not complete}}
{| class="wikitable sortable" width=62%
{| class="wikitable sortable" width=62%
|-
|-
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|{{GameIcon|SSBM}}
|{{GameIcon|SSBM}}
|-
|-
|rowspan=2|[[Olimar]]
|{{SSBB|Olimar}}
|Down smash (sweetspot only)
|Down smash (sweetspot only)
|{{GameIcon|SSBB}}
|{{GameIcon|SSBB}}
|-
|All Pikmin based aerials
|{{GameIcon|SSBU}}
|-
|-
|rowspan=2|{{SSB4|Palutena}}
|rowspan=2|{{SSB4|Palutena}}
Line 433: Line 608:
|[[Arm Rotor]]
|[[Arm Rotor]]
|-
|-
|rowspan=6|[[Robin]]
|[[Robin]]
|[[Rapid jab]]
|rowspan=4|{{GameIcon|SSBU}}
|-
|[[Rapid jab]] finisher
|[[Rapid jab]] finisher
|-
|{{GameIcon|SSBU}}
|[[Arcfire]] (pillar)
|-
|[[Neutral aerial]] (Bronze)
|-
|All smash attacks (Levin)
|rowspan=2|{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|All late aerials (Levin)
|-
|-
|rowspan=3|[[Roy]]
|rowspan=3|[[Roy]]
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|Focus Attack (fist hitbox only)
|Focus Attack (fist hitbox only)
|-
|-
|rowspan=2|{{SSBM|Samus}}
|{{SSBM|Samus}}
|Grab aerial
|Grab aerial
|{{GameIcon|SSBM}}
|{{GameIcon|SSBM}}
|-
|[[Bomb]]
|{{GameIcon|SSB}}
|-
|-
|rowspan=4|[[Sheik]]
|rowspan=4|[[Sheik]]
Line 493: Line 654:
|[[Rapid jab]] finisher
|[[Rapid jab]] finisher
|-
|-
|rowspan=4|[[Snake]]
|{{SSBB|Snake}}
|Forward smash
|Forward smash
|rowspan=3|{{GameIcon|SSBB}}{{GameIcon|SSBU}}
|rowspan=3|{{GameIcon|SSBB}}
|-
|-
|[[Hand Grenade]] (explosion)
|{{SSBB|Squirtle}}
|Up smash
|-
|-
|[[C4]]
|{{SSBB|Sonic}}
|-
|Neutral aerial
|Down smash
|rowspan=1|{{GameIcon|SSBB}}
|-
|rowspan=1|[[Squirtle]]
|Up smash (launcher hit only)
|{{GameIcon|SSBB}}{{GameIcon|SSBU}}
|-
|-
|rowspan=1|[[Terry]]
|rowspan=1|[[Terry]]
Line 513: Line 669:
|-
|-
|{{SSBB|Toon Link}}
|{{SSBB|Toon Link}}
|Spin Attack (all hits except final grounded hit)
|Spin Attack
|rowspan=1|{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|rowspan=4|{{GameIcon|SSBB}}
|-
|rowspan=3|{{SSBB|Wario}}
|Forward smash
|-
|-
|rowspan=3|[[Wario]]
|Down aerial (final hit only)
|Down aerial (final hit only)
|rowspan=2|{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|-
|[[Wario Waft]]
|[[Wario Waft]]
|-
|Forward smash
|rowspan=1|{{GameIcon|SSBB}}
|-
|-
|rowspan=3|[[Wolf]]
|rowspan=3|[[Wolf]]
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|{{GameIcon|SSBB}}
|{{GameIcon|SSBB}}
|-
|-
|rowspan=3|[[Zero Suit Samus]]
|rowspan=2|[[Zero Suit Samus]]
|Dash attack
|Dash attack
|rowspan=2|{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|rowspan=2|{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|-
|Down smash
|Down smash
|-
|[[Flip Jump]] (kick)
|rowspan=1|{{GameIcon|SSBB}}
|-
|}
===Moves that cannot rebound===
{{incomplete|Needs a complete list of moves for every game}}
Some attacks cannot ever rebound (also known as '''trampling'''); in other words, they will continue their animations as if they did not collide at all, but the hitbox will count as blocked for other clanking character, as long as the trampling move was not more than 9% stronger. However, if the trampling move has multiple hits, then later hits can still connect as clanking blocks only the current hit. This can be advantageous for moves with this property that are either multihitting in nature, very fast, or very damaging (which would increase the length and therefore vulnerability of the rebounding animation), but is disadvantageous if the move's endlag is longer than the length of the opponent's freeze frames plus rebounding animation. Additionally, two moves that cannot rebound that are used against each other are more prone to damaging both characters instead of cancelling out their hitboxes.
Strangely in ''Brawl'', the hitbox flag which should determine whether a move can rebound or not is discarded as soon as the hitbox is generated. This means that moves in ''Brawl'' which are not supposed to rebound (such as {{mvsub|Jigglypuff|SSBB|dash attack|poss=y}}) will rebound anyway. This was most likely a coding error.
{| class="wikitable sortable" width=47%
|-
!width=8%|Character
!width=35%|Move
!width=5%|Games
|-
|{{SSB4|Bayonetta}}
|All [[smash attack]]s (except the aerial-only hitbox in ''Ultimate'')
|rowspan=2|{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|rowspan=2|{{SSB4|Bowser}}
|[[Forward smash]] (late)
|-
|[[Up smash]] (first hit only)
|{{GameIcon|SSBB}}*{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|rowspan=3|{{SSB4|Cloud}}
|[[Limit Break]] [[Cross Slash]]
|rowspan=3|{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|[[Climhazzard]] (regular and Limit Break version, first hit only)
|-
|[[Finishing Touch]]
|-
|rowspan=2|[[Falco]]
|Forward smash
|{{GameIcon|SSBM}}**
|-
|[[Falco Phantasm]]
|{{GameIcon|SSBM}}{{GameIcon|SSB4}}
|-
|rowspan=2|[[Fox]]
|Forward smash
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}*{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|[[Fox Illusion]]
|{{GameIcon|SSBM}}{{GameIcon|SSB4}}
|-
|{{SSBU|Hero}}
|Forward tilt (hit 1)
|{{GameIcon|SSBU}}
|-
|{{SSB4|Ike}}
|[[Dash attack]] (early)
|{{GameIcon|SSB4}}
|-
|[[Jigglypuff]]
|Dash attack
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}*{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|rowspan=2|{{SSB4|Little Mac}}
|[[Neutral attack]]
|{{GameIcon|SSB4}}
|-
|All [[tilt attack]]s
|{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|{{SSB4|Lucario}}
|[[Force Palm]] (projectile portion)
|rowspan=5|{{GameIcon|SSB4}}
|-
|{{SSB4|Mewtwo}}
|Neutral attack (infinite)
|-
|{{SSB4|Mii Brawler}}
|[[Shot Put]]
|-
|{{SSB4|Mii Swordfighter}}
|[[Gale Strike]]
|-
|{{SSB4|Palutena}}
|All tilt attacks
|-
|{{SSBU|Richter}}
|[[Forward tilt]]
|{{GameIcon|SSBU}}
|-
|rowspan=3|{{SSB4|Ryu}}
|Forward tilt (held, both hits)
|rowspan=3|{{GameIcon|SSB4}}
|-
|[[Tatsumaki Senpukyaku]] (all versions)
|-
|[[Focus Attack]] (arm hitbox)
|-
|{{SSBU|Simon}}
|Forward tilt
|{{GameIcon|SSBU}}
|-
|{{SSB4|Zero Suit Samus}}
|[[Up tilt]] (both hits)
|rowspan=2|{{GameIcon|SSB4}}
|-
|{{SSB4|Zelda}}
|[[Farore's Wind]] (first hit, grounded)
|}
<nowiki>*</nowiki> Should not rebound but rebounds anyway, due to the anti-rebound flag not working properly in ''Brawl''.
<nowiki>**</nowiki> Does not rebound in later games, but the effect is nullified by the move gaining transcendent priority.
===Considered both airborne and grounded===
{{incomplete|Needs data on non-Brawl games}}
{| class="wikitable sortable" width=47%
|-
!width=8%|Character
!width=35%|Move
!width=4%|Games
|-
|{{SSBB|Falco}}
|[[Falco Phantasm]]
|rowspan=10|{{GameIcon|SSBB}}
|-
|{{SSBB|Fox}}
|[[Fox Illusion]]
|-
|rowspan=3|{{SSBB|Meta Knight}}
|[[Mach Tornado]] (both grounded and airborne)
|-
|[[Drill Rush]] (both grounded and airborne)
|-
|[[Glide attack]]
|-
|rowspan=2|{{SSBB|Ness}}
|Up smash
|-
|[[Down smash]]
|-
|{{SSBB|Olimar}}
|All [[Pikmin (species)|Pikmin]]-based attacks
|-
|rowspan=2|{{SSBB|Zero Suit Samus}}
|[[Neutral aerial]]
|-
|[[Up smash]]* (second hitbox only)
|}
'''*'''The second hitbox of Zero Suit Samus' up smash behaves like an aerial. It may be out-prioritised by another character's aerial, but the up smash's animation and subsequent hitboxes cannot be cancelled.
The hitboxes of the above attacks can collide with the hitboxes of other attacks regardless of if they're ground or aerial attacks. When such a collision occurs, the clash bubble will appear and the outcome will follow the law of high and low priority. However, airborne attacks cannot be cancelled out, including airborne special moves. Thus, while the results of a collision will follow the law of high and low priority, the appearance of such a collision will differ to that of two colliding ground attacks.
If one of the above ground attacks collides with an aerial, or one of the above aerials collides with a ground attack, and the ground attack is below the priority range of the aerial, the ground attack will be cancelled and the airborne attack can damage the wielder of the ground attack. If the two hitboxes are within the priority range, the ground attack will be cancelled out, and, since it is an aerial attack, the animation of the airborne attack will persist. However, the airborne hitbox becomes harmless, and the wielder of the ground attack will not at all be knocked or damaged by the airborne hitbox, regardless of whether it connects or not.
For example:
*If King's Dedede up tilt collides with Meta Knight's glide attack (13% vs. 13%), Dedede's up tilt will be cancelled out, but he will not be harmed, even if the hitbox of Meta Knight's glide attack contacts King Dedede's body.
If the hitbox of a ground attack is above the priority range of a colliding airborne hitbox, both attack animations will persist, but the airborne hitbox will become harmless, while the ground attack is still able to damage. Thus, if the hitbox of the ground attack connects with the body of the character who used the airborne special, this character will take the damage and knockback of the ground attack. A notable example of a special move that can collide with the hitboxes of other attacks while airborne is {{SSBB|Meta Knight}}'s [[Mach Tornado]]. If performed on the ground (grounded), it can be cancelled out, but if airborne, it cannot be cancelled. Mach Tornado is a multi-hit move that deals 1% per hit during the main portion of the attack.
For example:
*If Captain Falcon's forward tilt collides with a hitbox of Meta Knight's grounded Mach Tornado (10% vs. 1%), the forward tilt will collide with, and cancel out the Mach Tornado.
*If the Mach Tornado is airborne, Captain Falcon's forward tilt can cancel one of its hitboxes, but cannot cancel the hitboxes that follow. Mach Tornado cannot cancel his forward tilt either, because it is too weak (10% vs. 1%). However, unless the hitbox of Captain Falcon's forward tilt connects with Meta Knight's body, the Mach Tornado will continue and can afterwards damage Captain Falcon, despite the fact that his forward tilt out-prioritised it.
===Non-character objects with complex animations===
A select few attacks in ''SSB4'' will collide with other attacks, but can only nullify projectiles within the 9% range and will always lose a trade with regular hitboxes regardless of the 9% rule, much like a grab. For example, Bayonetta's up smash cannot be used as effectively as other up smashes to hit opponents in the air, as any hitbox that comes into contact with it will render the up smash inert, and if the hitbox is close enough to Bayonetta at the moment of colliding, only Bayonetta will take damage. However, if the opposing hitbox is a projectile or another attack with this property (i.e. Lucario's [[Aura Sphere]] or another Bayonetta's up smash), both characters will take damage as if one of them used an aerial hitbox (but the collision bubble will still appear). The overarching pattern among these attacks is that they are character-specific props that feature complex animations beyond simply moving or rotating, and thus it is possible (but not proven) that the game short-sightedly does not attempt to make them capable of trading with attacks from other animating elements (i.e. characters).
Because they cannot override regular hitboxes and it is not always clear to players whether a hitbox is attached to a character or a prop, these attacks are often perceived as having "low priority", and some moveset repositories such as [[Kurogane Hammer]] list them under such term.
{| class="wikitable sortable" width=47%
|-
!width=8%|Character
!width=35%|Move
!width=4%|Games
|-
|{{SSB4|Bayonetta}}
|All smash attacks (except for first hit of [[down smash]])
|rowspan=6|{{GameIcon|SSB4}}
|-
|rowspan=3|{{SSB4|Corrin}}
|Forward smash (non-[[charge|charging]] portion)
|-
|[[Dragon Fang Shot]] (both portions)
|-
|[[Dragon Lunge]] (initial lunge only)
|-
|{{SSB4|Olimar}}
|All [[Pikmin (species)|Pikmin]]-based attacks
|-
|{{SSB4|Villager}}
|[[Timber]] (tree hitboxes only, both sprouting and falling)
|}
|}


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