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Reword. Be more precise about rebound and its mechanics. - Zed from Kuroganehammer discord
(Reword. Be more precise about rebound and its mechanics. - Zed from Kuroganehammer discord)
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''Normal priority'' describes the set of rules that apply to normal attack hitboxes, that is, any attack hitbox that is not classified as ''transcendent''. As such, the majority of standard attacks, aerials, special attacks, and projectiles contain hitboxes with ''normal priority''.
''Normal priority'' describes the set of rules that apply to normal attack hitboxes, that is, any attack hitbox that is not classified as ''transcendent''. As such, the majority of standard attacks, aerials, special attacks, and projectiles contain hitboxes with ''normal priority''.


===Ground attacks and projectiles===
===Ground attacks===
The hitboxes of normal ground attacks follow the ''law of high and low priority''. This means that they interact with each other in terms of the damage they deal, which in turn classifies each as having "high" or "low" priority. When two ground attack hitboxes overlap, they will collide, and will either cancel each other out, or one will override (out-prioritize) the other. This collision is signified by a white "bubble", and in ''[[Super Smash Bros. Melee|Melee]]'', a distinct "ting" sound, as if swords are clanging, is also heard. If two actual swords clash, such as Link and Marth's blades, a more realistic "ting" sound is heard. The law of high and low priority functions in terms of a damage (priority) range of 9%. On these terms, one ground attack must deal 9% or more additional damage than another attack if it is to out-prioritize it, hence, the "priority range" in ''Smash Bros'' games is 9% (note that in the original ''[[Super Smash Bros.]]'', the priority range is instead 10%).
When two ground attack hitboxes overlap, they will clank. This collision is signified by a white "bubble", and in ''[[Super Smash Bros. Melee|Melee]]'', a distinct "ting" sound, as if swords are clanging, is also heard. If two actual swords clank, such as Link and Marth's blades, a more realistic "ting" sound is heard.


If one attack hitbox is above the priority range of another, that is, deals 9% or more than the other, the stronger hitbox out-prioritizes the weaker one, and the weaker attack is cancelled by the stronger one. However, if two colliding ground attack hitboxes are within the priority range, meaning that the difference in damage dealt by the two hitboxes is less than or equal to 9%, they will "clash", and both will cancel out, delivering no damage to either character. Thus, normal attacks with "high" priority are those whose hitboxes deal a large amount of damage, and are therefore more inclined to out-prioritize other attacks, while those with "low" priority deal little damage.
Clanking leads to both hitboxes being deactivated '''for that frame only''' vs the clanking opponent. On the following frame, one or both characters will go into the rebound animation. If the stronger hitbox (by %) deals more than 9% (the "priority range") more than the weaker hitbox, the stronger move will continue as normal and the weaker move will end, with the character going into rebound. If both hitboxes deal within 9% of each other, both moves will end and both characters will go into rebound. (note that in the original ''[[Super Smash Bros.]]'', the priority range is instead 10%). This comparison happens after most damage multipliers but before the 1v1 multiplier in ''[[Super Smash Bros. Ultimate|Ultimate]]''.
 
If the stronger move continues, it can hit the clanking opponent on the following frame, assuming the move still has a hitbox on that frame.


For example:
For example:
*In ''Brawl'', if {{SSBB|Marth}}'s un-tipped forward smash collides with {{SSBB|Ike}}'s forward smash (14% vs. 22%), they will clash and cancel each other out.
*In ''Brawl'', if {{SSBB|Marth}}'s un-tipped forward smash collides with {{SSBB|Ike}}'s forward smash (14% vs. 22%), both moves will end and both characters will go through rebound.
*However, if Marth's un-tipped forward smash collides with {{SSBB|Ganondorf}}'s forward smash (14% vs. 24%), Ganondorf's forward smash will cancel out (out-prioritise) Marth's forward smash and hit Marth.
*However, if Marth's un-tipped forward smash collides with {{SSBB|Ganondorf}}'s forward smash (14% vs. 24%), Ganondorf's forward smash will continue and may hit Marth as Marth rebounds.
*If {{SSBB|Captain Falcon}}'s forward smash collides with {{SSBB|Ness}}' up tilt (19% vs. 7%), Captain Falcon's forward smash will out-prioritise Ness' up tilt and hit Ness.
*If {{SSBB|Captain Falcon}}'s forward smash collides with {{SSBB|Ness}}' up tilt (19% vs. 7%), Captain Falcon's forward smash will continue and hit Ness as Ness starts to rebound.
*If Captain Falcon's [[Falcon Punch]] collides with {{SSBB|Yoshi}}'s [[Egg Roll]] (27% vs. 12%), the Falcon Punch will out-prioritise the Egg Roll and hit Yoshi.
 
===Rebound===
Depending on the relative strength of the ground moves, either one or both characters will go through rebound.
 
First, a rebounding character will suffer freeze frames equal to the hitlag of the '''stronger''' attack (by %). This is true whether the user of the stronger attack goes through rebound or not. During these freeze frames, all hitboxes are disabled. This takes into account all hitlag modifiers, with one exception: the electric modifier is applied based on whether the '''character's''' hitbox has the electric effect. So if Pichu's ftilt clanks with Chrom's ftilt, Chrom will be frozen for 13 frames (typical for Chrom ftilt, which is the stronger move), but Pichu will be frozen for 19 frames (equivalent to hitlag that Chrom's ftilt would have if it had the electric effect).
 
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>.
 
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 with 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.
 
===Projectiles===
Similar rules apply when ground attack hitboxes overlap normal projectile hitboxes. If the ground move deals more than 9% more than the projectile, the projectile is destroyed and the ground move continues uninterrupted. If the two moves deal within 9% of each other, the projectile is destroyed and the ground move is canceled into rebound. If the projectile deals at least 9% more than the ground hitbox, the ground move is canceled into rebound and the projectile continues (usually hitting the opponent on the following frame).
 
Similarly, if two projectiles collide, the projectiles will clank and the weaker projectile will be destroyed. The stronger projectile will either continue or also be destroyed depending on whether it does at least 9% more than the weaker projectile.


The same rules apply when ground attack hitboxes overlap normal projectile hitboxes.
Note that there are some projectiles that don't get destroyed by clanking. However, their hitboxes are generally disabled for the character or object that clanked with them.


For example:
For example:
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*However, if the second hitbox of {{SSBB|Bowser}}'s forward smash collides with Samus' fully charged Charge Shot, they will cancel each other out (23% vs. 25%).
*However, if the second hitbox of {{SSBB|Bowser}}'s forward smash collides with Samus' fully charged Charge Shot, they will cancel each other out (23% vs. 25%).


While most normal projectiles follow the rules of ground priority, Snake's [[Remote Missile]], Diddy Kong's [[Peanut Popgun]], and King Dedede's [[Waddle Dee Toss]] behave differently. While the 8% range does apply to Dedede's Gordo, its hitbox behaves like an airborne attack as it cannot be cancelled out. For example, if Captain Falcon's forward smash collides with a Gordo (19% vs. 23%), the clash bubble will appear, and the forward smash will be cancelled out while the Gordo is not. However, since both hitboxes are within the priority range, the Gordo will go right through Captain Falcon without harming him, and continue along its natural path. It will, however, still possess its damaging hitboxes, and can still harm any other character it happens to touch along its route.
While most normal projectiles follow the rules of ground priority, Snake's [[Remote Missile]], Diddy Kong's [[Peanut Popgun]], and King Dedede's [[Waddle Dee Toss]] behave differently. While the 9% range does apply to Dedede's Gordo, its hitbox behaves like an airborne attack as it cannot be cancelled out. For example, if Captain Falcon's forward smash collides with a Gordo (19% vs. 23%), the clash bubble will appear, and the forward smash will be cancelled out while the Gordo is not. However, since both hitboxes are within the priority range, the Gordo will go right through Captain Falcon without harming him, and continue along its natural path. It will, however, still possess its damaging hitboxes, and can still harm any other character it happens to touch along its route.


Snake's Remote Missile has a damagable hitbox and behaves like a thrown item, such as a [[capsule]]. Hence, when opposing hitboxes collide with the Remote Missile, they will damage it instead of colliding with it. If the Remote Missile takes enough damage, it will be destroyed. The peanuts from Diddy Kong's Peanut Popgun behave the same way, but any colliding hitbox, even if it only deals 1%, will destroy the peanuts.
Snake's Remote Missile has a damagable hitbox and behaves like a thrown item, such as a [[capsule]]. Hence, when opposing hitboxes collide with the Remote Missile, they will damage it instead of colliding with it. If the Remote Missile takes enough damage, it will be destroyed. The peanuts from Diddy Kong's Peanut Popgun behave the same way, but any colliding hitbox, even if it only deals 1%, will destroy the peanuts.


===Aerial attacks===
===Aerial attacks===
Different rules apply to the hitboxes of normal aerial attacks. When a normal aerial attack hitbox overlaps that of a normal ground attack or another normal aerial, the attacks cannot collide or clash and the law of high and low priority does not apply. If an overlap between the hitboxes of two such attacks occurs, both will persist, irrespective of each other, and will damage their foes if they contact them.
Different rules apply to the hitboxes of normal aerial attacks. When a normal aerial attack hitbox overlaps that of a normal ground attack or another normal aerial, the attacks do not clank. If an overlap between the hitboxes of two such attacks occurs, both will persist, irrespective of each other, and will damage their foes if they contact them.


For example:
For example:
*If {{SSBB|Sonic}}'s back aerial overlaps {{SSBB|Mario}}'s up tilt, neither attack is cancelled, and both characters are hit by each other's attacks.
*If {{SSBB|Sonic}}'s back aerial overlaps {{SSBB|Mario}}'s up tilt, neither attack is cancelled, and both characters are hit by each other's attacks.


However, the hitboxes of aerial attacks can collide with normal projectiles, in which case the law of high and low priority functions. However, aerial attack animations cannot be cancelled out, and will continue even if out-prioritised.
However, the hitboxes of aerial attacks '''can''' clank with projectiles. The aerial will suffer freeze frames based on the stronger move as described above, but then the aerial will continue. The projectile will be destroyed unless it deals more than 9% more than the aerial attack. In that case it is likely to hit the aerial user on the following frame.


For example:
For example:
*If Marth's forward aerial collides with Samus' fully charged Charge Shot (10% vs. 25%), his forward aerial will not be cancelled out, but it will fail to cancel out the Charge Shot. As a result, the collision action will occur, but Samus' Charge Shot will out-prioritise the forward aerial and hit Marth.
*If Marth's forward aerial collides with Samus' fully charged Charge Shot (10% vs. 25%), his forward aerial will not be cancelled out, but it will fail to cancel out the Charge Shot. As a result, the collision action will occur, but Samus' Charge Shot will out-prioritise the forward aerial and hit Marth.
*However, if Ganondorf's forward aerial collides with Samus' fully charged Charge Shot (17% vs. 25%), his forward aerial will cancel out the Charge Shot and Ganondorf will not be harmed.
*However, if Ganondorf's forward aerial collides with Samus' fully charged Charge Shot (17% vs. 25%), his forward aerial will cancel out the Charge Shot and Ganondorf will not be harmed.
===Rebound===
Rebound refers to the usual outcome when two different [[hitbox]]es connect without one having priority over the other. The outcome is the animations of both attacks are interrupted and both fighters are briefly caught in a unique "rebound" animation where neither can perform any action until the animation is finished. The length of the animation increases proportionately to the damage the hitbox would have dealt. This means 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>.


==Exceptions to normal priority==
==Exceptions to normal priority==
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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 ever 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 the hitbox will be deactivated if the other move was within the 9% range. However, if the trampling move has hitboxes that are created on later frames, those hitboxes will still function. 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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==Transcendent priority==
==Transcendent priority==
'''Transcendent priority''' (also known as '''transcending priority''') refers to hitboxes that cannot clang with other hitboxes, meaning they won't cancel out, or be cancelled out by, other hitboxes, even other transcendent hitboxes. Transcendent hitboxes will always win exchanges, but are more likely to trade hits and are unable to cancel out projectiles. 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.
'''Transcendent priority''' (also known as '''transcending priority''') refers to hitboxes that cannot clank with other hitboxes, meaning they won't cancel out, or be cancelled out by, other hitboxes, even other transcendent hitboxes.
 
Transcendent grounded moves cannot clank with other grounded moves, meaning that they are more prone to trading. They are also unable to cancel out projectiles.
 
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 [[Blaster (Fox)|Blaster]]) but from ''Melee'' onward, it could exist for any kind of attack.


For example:
For example:
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