Priority: Difference between revisions

520 bytes added ,  4 years ago
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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 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 both hitboxes still cancel each other out if they are within the 9% range. 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 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 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 both hitboxes still cancel each other out if they are within the 9% range. 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 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%
{| class="wikitable sortable" width=47%
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!width=8%|Character
!width=8%|Character
!width=35%|Move
!width=35%|Move
!width=4%|Games
!width=5%|Games
|-
|-
|{{SSB4|Bayonetta}}
|{{SSB4|Bayonetta}}
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|{{SSB4|Ike}}
|{{SSB4|Ike}}
|[[Dash attack]] (early)
|[[Dash attack]] (early)
|rowspan=9|{{GameIcon|SSB4}}
|{{GameIcon|SSB4}}
|-
|-
|{{SSB4|Jigglypuff}}
|[[Jigglypuff]]
|Dash attack
|Dash attack
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}*{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|-
|rowspan=2|{{SSB4|Little Mac}}
|rowspan=2|{{SSB4|Little Mac}}
|[[Neutral attack]]
|[[Neutral attack]]
|rowspan=7|{{GameIcon|SSB4}}
|-
|-
|All [[tilt attack]]s
|All [[tilt attack]]s
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|[[Farore's Wind]] (first hit, grounded)
|[[Farore's Wind]] (first hit, grounded)
|}
|}
*Should not rebound but rebounds anyway, due to the anti-rebound flag not working properly in ''Brawl''.


===Non-character objects with complex animations===
===Non-character objects with complex animations===
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