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(Reorganize: -grabs should count as within the bounds of "normal" priority - list 'transcendent' and 'cannot rebound' first as they are the most prominent exceptions to normal priority) |
(→Exceptions to normal priority: Hi, Bee. Will have to see about fleshing this out sometime) |
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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 | 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. | ||
For example: | For example: | ||
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====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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|[[Arm Rotor]] | |[[Arm Rotor]] | ||
|- | |- | ||
|[[Robin]] | |rowspan=12|[[Robin]] | ||
|[[Rapid jab]] | |||
|rowspan=12|{{GameIcon|SSBU}} | |||
|- | |||
|[[Rapid jab]] finisher | |[[Rapid jab]] finisher | ||
| | |- | ||
|[[Forward smash]] (Levin) | |||
|- | |||
|[[Up smash]] (Levin) | |||
|- | |||
|[[Down smash]] (Levin) | |||
|- | |||
|[[Neutral aerial]] (late hit 2 with Levin, entire attack with Bronze) | |||
|- | |||
|[[Forward aerial]] (late hit with Levin) | |||
|- | |||
|[[Back aerial]] (late hit with Levin) | |||
|- | |||
|[[Up aerial]] (late hit with Levin) | |||
|- | |||
|[[Down aerial]] (late hit with Levin) | |||
|- | |||
|[[Arcfire]] (flame pillar) | |||
|- | |||
|[[Nosferatu]] | |||
|- | |- | ||
|rowspan=3|[[Roy]] | |rowspan=3|[[Roy]] | ||
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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 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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