Editing Talk:Priority
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:No one is going to get that theory, and KH already clarified in that video that there is no separate priority reserved for projectiles or items (see Villager's bowling ball vs. Timber). He also said that whether or not these attacks are in fact props shouldn't matter (as Zero Suit Samus's n-air uses her whip, which is a prop, but does not have low priority). I think I laid out a perfectly good reason why said attacks are of low priority anyway. I'd hate it if Bayonetta was charging an up smash, directly below me, and I had no other way to avoid it without using something like Diddy Kong's Monkey Flip. God forbid you try to challenge something like that with another character's weak aerials if it didn't have this property. [[User:Smashgold347238|<span style="color:#D4AF37">Gold</span>]] [[file:Goldsig.png|20px|link=User talk:Smashgold347238]] 21:53, 29 June 2016 (EDT) | :No one is going to get that theory, and KH already clarified in that video that there is no separate priority reserved for projectiles or items (see Villager's bowling ball vs. Timber). He also said that whether or not these attacks are in fact props shouldn't matter (as Zero Suit Samus's n-air uses her whip, which is a prop, but does not have low priority). I think I laid out a perfectly good reason why said attacks are of low priority anyway. I'd hate it if Bayonetta was charging an up smash, directly below me, and I had no other way to avoid it without using something like Diddy Kong's Monkey Flip. God forbid you try to challenge something like that with another character's weak aerials if it didn't have this property. [[User:Smashgold347238|<span style="color:#D4AF37">Gold</span>]] [[file:Goldsig.png|20px|link=User talk:Smashgold347238]] 21:53, 29 June 2016 (EDT) | ||
::ZSS's nair is a non-relevant example, because in SSB4 it doesn't actually have any hitboxes on it (they're all attached to ZSS directly). And while yeah I guess it could be true that it's a balance decision, we have no proof of it, and even if it were we would need to outline what the technical deal is regardless. Maybe the technical deal is as simple as "supposed to always lose when clanking", but until we can find such we can only work with what we do know. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Inconceivable 23:26, 29 June 2016 (EDT) | ::ZSS's nair is a non-relevant example, because in SSB4 it doesn't actually have any hitboxes on it (they're all attached to ZSS directly). And while yeah I guess it could be true that it's a balance decision, we have no proof of it, and even if it were we would need to outline what the technical deal is regardless. Maybe the technical deal is as simple as "supposed to always lose when clanking", but until we can find such we can only work with what we do know. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Inconceivable 23:26, 29 June 2016 (EDT) | ||
:::I mean, that's probably it. If someone throws out an attack to clank with Bayonetta's smash attacks, they are either completely safe when not in range to hit her, or they completely beat her attack | :::I mean, that's probably it. If someone throws out an attack to clank with Bayonetta's smash attacks, they are either completely safe when not in range to hit her, or they completely beat her attack. There's no need to overcomplicate things if one of the foremost authorities on Smash 4 knowledge made a video about priority (crude as it might be) specifically to stop spreading misinformation on it. Is low priority a balance mechanic? Perhaps not, but there would also be no other real explanation for why that property even exists in the first place. [[User:Smashgold347238|<span style="color:#D4AF37">Gold</span>]] [[file:Goldsig.png|20px|link=User talk:Smashgold347238]] 23:45, 29 June 2016 (EDT) | ||