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[[File:Jab cancel.png|left|250px]]
[[File:Jab cancel.png|left|250px]]
'''Priority''' is a property of [[hitbox]]es in the ''[[Super Smash Bros. (universe)|Super Smash Bros. series]]'' that describes their behavior when 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 attacks, and certain special attacks when performed in the air. Furthermore, some hitboxes and attacks possess a special kind of priority called transcendent priority, which ignores the rules of normal priority. (''[[Priority|more...]]'')
'''Priority''' is a property of [[hitbox]]es in the ''[[Super Smash Bros. series]]'' that defines their behaviour when interacting with other hitboxes. In essence, priority is the mechanic that two attacks will cancel each other out if they deal similar damage (within 8%), whereas otherwise one attack will overpower and go through the other - aerial attacks, however, are not completely interrupted. Certain hitboxes also have transcendent priority, which prevents them from colliding with other attacks (for example, punching [[Fox]]'s [[Blaster|lasers]] will not stop them from hitting). The term "priority" is often (technically incorrectly) used as a measure of an attack's hitbox location and timing, which is then applied to a character's moveset as a whole. (''[[Priority|more...]]'')

Revision as of 08:30, August 16, 2010

Jab cancel.png

Priority is a property of hitboxes in the Super Smash Bros. series that defines their behaviour when interacting with other hitboxes. In essence, priority is the mechanic that two attacks will cancel each other out if they deal similar damage (within 8%), whereas otherwise one attack will overpower and go through the other - aerial attacks, however, are not completely interrupted. Certain hitboxes also have transcendent priority, which prevents them from colliding with other attacks (for example, punching Fox's lasers will not stop them from hitting). The term "priority" is often (technically incorrectly) used as a measure of an attack's hitbox location and timing, which is then applied to a character's moveset as a whole. (more...)