Priority: Difference between revisions

349 bytes added ,  1 month ago
Updated for SSB4/SSBU Zelda
(Updated for SSB4/SSBU Zelda)
 
(One intermediate revision by one other user not shown)
Line 89: Line 89:


====Attacks with transcendent priority====
====Attacks with transcendent priority====
{{incomplete|Very likely not complete}}
{{incomplete|Definitely not complete; e.g. moves not updated for all Smash iterations, other moves completely unnoted, many rapid jabs and finishers missing}}
{| class="wikitable sortable" width=62%
{| class="wikitable sortable" width=62%
|-
|-
Line 542: Line 542:
|{{GameIcon|SSBU}}
|{{GameIcon|SSBU}}
|-
|-
|rowspan=15|[[Zelda]]
|rowspan=17|[[Zelda]]
|Neutral attack
|Neutral attack
|rowspan=5|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|[[Rapid jab]]
|rowspan=2|{{GameIcon|SSBU}}
|-
|[[Rapid jab]] finisher
|-
|-
|Forward tilt
|Forward tilt
|rowspan=5|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|-
|Up tilt
|Up tilt
Line 554: Line 560:
|Forward smash
|Forward smash
|-
|-
|Up smash (except final hitbox)
|Up smash (looping hits)
|{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|-
|-
|Down smash
|Down smash
Line 561: Line 566:
|-
|-
|Neutral aerial
|Neutral aerial
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|-
|Forward aerial (sweetspot only in ''Smash 4'')
|Forward aerial (sweetspot only in ''Smash 4'')
Line 569: Line 574:
|-
|-
|Up aerial
|Up aerial
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|rowspan=2|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|Down aerial (sourspot only)
|{{GameIcon|SSB4}}
|-
|-
|[[Nayru's Love]]
|[[Nayru's Love]]
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|-
|-
|[[Din's Fire]]
|[[Din's Fire]]
Line 582: Line 583:
|[[Farore's Wind]]
|[[Farore's Wind]]
|{{GameIcon|SSBB}}
|{{GameIcon|SSBB}}
|-
|[[Phantom Slash]]
|{{GameIcon|SSBU}}
|-
|-
|rowspan=3|[[Zero Suit Samus]]
|rowspan=3|[[Zero Suit Samus]]
Line 597: Line 601:
{{incomplete|Needs a complete list of moves for every game}}
{{incomplete|Needs a complete list of moves for every game}}


Some attacks cannot ever rebound (also known as '''trampling'''); in other words, they will continue their animations as if they did not collide at all, but the hitbox will count as blocked for other clanking character, as long as the the trampling move was not more than 9% stronger. However, if the trampling move has multiple hits, then later hits can still connect as clanking blocks only the current hit. 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.  
Some attacks cannot ever rebound (also known as '''trampling'''); in other words, they will continue their animations as if they did not collide at all, but the hitbox will count as blocked for other clanking character, as long as the trampling move was not more than 9% stronger. However, if the trampling move has multiple hits, then later hits can still connect as clanking blocks only the current hit. 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.
Line 692: Line 696:
|{{SSB4|Zero Suit Samus}}
|{{SSB4|Zero Suit Samus}}
|[[Up tilt]] (both hits)
|[[Up tilt]] (both hits)
|rowspan=2|{{GameIcon|SSB4}}
|rowspan=1|{{GameIcon|SSB4}}
|-
|rowspan=2|[[Zelda]]
|Up smash (final hit)
|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|-
|{{SSB4|Zelda}}
|[[Farore's Wind]] (all hits)
|[[Farore's Wind]] (first hit, grounded)
|rowspan=1|{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|}
|}
<nowiki>*</nowiki> Should not rebound but rebounds anyway, due to the anti-rebound flag not working properly in ''Brawl''.
<nowiki>*</nowiki> Should not rebound but rebounds anyway, due to the anti-rebound flag not working properly in ''Brawl''.
215

edits