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this summary was kind of really out of date compared to the article - fixed it
(Fix electric wording)
(this summary was kind of really out of date compared to the article - fixed it)
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{{disambig2|priority in relation to attacks|controller slot priority|Port priority}}
{{disambig2|priority in relation to attacks|controller slot priority|Port priority}}
[[File:Jab cancel.png|250px|right|thumb|The white "bubble" between {{SSBB|Kirby}} and {{SSBB|Pikachu}}'s attacks indicates that two hitboxes have collided.]]
[[File:Jab cancel.png|250px|right|thumb|The white "bubble" between {{SSBB|Kirby}} and {{SSBB|Pikachu}}'s attacks indicates that two hitboxes have collided.]]
'''Priority''' is a property of [[hitbox]]es in the ''{{b|Super Smash Bros.|series}}'' series that describes their behavior upon interacting with other hitboxes. While the priority of the hitboxes produced by normal [[ground attack]]s follows a set of rules that is dependent upon the amount of damage they deal (the ''law of high and low priority''), different rules apply to those of normal [[aerial attack]]s, and certain [[special move]]s when performed in the air. Furthermore, some hitboxes and attacks, such as shots from [[Fox|Fox's]] [[Blaster (Fox)|Blaster]], possess a special kind of priority called '''transcendent priority''', which ignores the rules of normal priority. '''Rebound''' is a term used to describe an animation that occurs when two direct grounded moves with normal priority mechanics are within 9% of each other when they collide. The length of this animation changes based on the damage output of both attacks.
'''Priority''' is the system that governs how opposing [[attack]]s interact with each other in the ''{{b|Super Smash Bros.|series}}'' series. Most commonly, when the [[hitbox]]es of two characters' attacks collide with each other, they '''clank''', freezing both in place for a moment. If the attacks are roughly equal in strength - the difference in damage is 9% or less - then both characters '''rebound''' from the impact and pause for a moment before they can do anything else. If one attack is much stronger than the other, it wins outright, and more often than not will continue on to strike the enemy stuck rebounding. The most common exception is [[aerial attack]]s, which usually can clank with [[projectile]]s, but not with [[ground attack]]s or other aerials, and cannot rebound at all. Certain hitboxes are also marked as being "cannot clank" or "cannot rebound", affecting their ability to cancel out (and be cancelled out by) opposing moves.


Priority in the ''Super Smash Bros.'' series is not to be confused with the general term "priority" that is used to gauge the relative usefulness of a move with regards to its speed, the size or duration of its hitbox, or any other property it might have (e.g. [[armor]] or [[intangibility]]/[[invincibility]] around part of or the entire body). The concept of priority also governs how individual hitboxes and objects react, not attacks as a whole. For example, an attack can be cancelled if its only non-transcendent hitbox is outprioritized, regardless of the status of its other transcendent hitboxes. In addition, attacks being cancelled via priority rules is on a per-object basis, meaning that an attack that is outprioritized can still damage other players or objects if it hits at the same time.
While the effects of priority are calculated based on individual hitboxes, the results are applied to the attacker as a whole. For example, if one hitbox clanks with an enemy attack, the entire move clanks, regardless of how many other hitboxes would not have clanked. In addition, an attack that clanks is still dangerous to bystanders until rebound begins, even if it was entirely outprioritized by the opposing attack.
 
The term "priority" is often informally used to describe a move's general ability to beat other moves, due to factors such as its damage output, hitbox position, attack speed, non-vulnerable [[hurtbox]]es, or other properties.


==Normal priority==
==Normal priority==