Priority: Difference between revisions
1. Remove the "if able" from the "Normal Priority" section - the "if able" is only a thing when normal priority *doesn't* apply. 2. Clarify the difference in mechanics between Melee and Ultimate (not sure whether Ultimate's mechanics started in Brawl, 4, or Ultimate)
m (Text replacement - "|right|thumb" to "|thumb") |
(1. Remove the "if able" from the "Normal Priority" section - the "if able" is only a thing when normal priority *doesn't* apply. 2. Clarify the difference in mechanics between Melee and Ultimate (not sure whether Ultimate's mechanics started in Brawl, 4, or Ultimate)) |
||
Line 13: | Line 13: | ||
===Ground attacks=== | ===Ground attacks=== | ||
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 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 | 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 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]]''. | ||
In Melee, the weaker hitbox won't hit the opponent if it clanks. However, the stronger hit can still hit the user of the weaker hit immediately, or on the following frames. In Ultimate, however, neither player can be hit by the clanking opponent '''on the frame that the clank occurs'''. 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: | ||
Line 21: | Line 23: | ||
===Rebound=== | ===Rebound=== | ||
Depending on the relative strength of the ground moves, either one or both characters will go through 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). | 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). |