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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 using 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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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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====Attacks with transcendent priority====
====Attacks with transcendent priority====
{{incomplete|Definitely not complete; e.g. moves not updated for all Smash iterations, other moves completely unnoted, many rapid jabs and finishers missing}}
{| class="wikitable sortable" width=62%
{| class="wikitable sortable" width=62%
|-
|-
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|[[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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|{{GameIcon|SSBU}}
|{{GameIcon|SSBU}}
|-
|-
|rowspan=17|[[Zelda]]
|rowspan=15|[[Zelda]]
|Neutral attack
|Neutral attack
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|rowspan=5|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|-
|[[Rapid jab]]
|rowspan=2|{{GameIcon|SSBU}}
|-
|[[Rapid jab]] finisher
|-
|-
|Forward tilt
|Forward tilt
|rowspan=5|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|-
|Up tilt
|Up tilt
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|Forward smash
|Forward smash
|-
|-
|Up smash (looping hits)
|Up smash (except final hitbox)
|{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|-
|-
|Down smash
|Down smash
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|-
|-
|Neutral aerial
|Neutral aerial
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|-
|-
|Forward aerial (sweetspot only in ''Smash 4'')
|Forward aerial (sweetspot only in ''Smash 4'')
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|-
|-
|Up aerial
|Up aerial
|rowspan=2|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|-
|Down aerial (sourspot only)
|{{GameIcon|SSB4}}
|-
|-
|[[Nayru's Love]]
|[[Nayru's Love]]
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|-
|-
|[[Din's Fire]]
|[[Din's Fire]]
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|[[Farore's Wind]]
|[[Farore's Wind]]
|{{GameIcon|SSBB}}
|{{GameIcon|SSBB}}
|-
|[[Phantom Slash]]
|{{GameIcon|SSBU}}
|-
|-
|rowspan=3|[[Zero Suit Samus]]
|rowspan=3|[[Zero Suit Samus]]
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{{incomplete|Needs a complete list of moves for every game}}
{{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.  
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 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.
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.
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|{{SSB4|Zero Suit Samus}}
|{{SSB4|Zero Suit Samus}}
|[[Up tilt]] (both hits)
|[[Up tilt]] (both hits)
|rowspan=1|{{GameIcon|SSB4}}
|rowspan=2|{{GameIcon|SSB4}}
|-
|rowspan=2|[[Zelda]]
|Up smash (final hit)
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|-
|[[Farore's Wind]] (all hits)
|{{SSB4|Zelda}}
|rowspan=1|{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|[[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> Should not rebound but rebounds anyway, due to the anti-rebound flag not working properly in ''Brawl''.

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