Priority: Difference between revisions

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(→‎Attacks with transcendent priority: This table isn't really kept up to date as there is a lot missing, but I'll add these for now.)
Tag: Mobile edit
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{{ArticleIcons|series=y|unofficial=yes|fa=yes}}
{{ArticleIcons|series=y|unofficial=yes|fa=yes}}
{{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|thumb|The white "bubble" between {{SSBB|Kirby}} and {{SSBB|Pikachu}}'s attacks indicates that two hitboxes have collided.]]
'''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''' 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.