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Serpent King (talk | contribs) m (Reverted edits by 124.6.132.70 (talk) to last version by JRJ007.) Tag: Rollback |
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==Exceptions to normal priority== | ==Exceptions to normal 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. | |||
===Moves that cannot rebound=== | ===Moves that cannot rebound=== |
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