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[[File:Kirby_and_Pikachu's_attacks_out_priortize_each.png|thumb|280px|The white "bubble" between {{SSF2|Kirby}}'s and {{SSF2|Pikachu}}'s indicates that two hitboxes have collied.]]
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[[File:Priority ud.png|250px|thumb|The white "bubble" between {{SSF2|Goku}} and {{SSF2|Captain Falcon}} indicates that two hitboxes have collided.]]
'''Priority''' is a property of [[hitbox]]es in the [[Super Smash Bros. (universe)|''Super Smash Bros.'' games]] and in ''[[Super Smash Flash 2]]'' which describes the behavior when they interact with each other. The priority of hitboxes produced by normal [[ground attack|ground attacks]] follow a set of rules that are dependent upon the amount of damage they deal (''the law of high and low priority''). However, different rules apply to those of normal [[aerial attack|aerial attacks]] and certain [[special move]]s when they are performed in the air. Some hitboxes and attacks, such as shots from Fox's [[Blaster]], possess transcendent priority, which ignore the rules of normal priority. There is no priority in the original ''[[Super Smash Flash]]'' as attacks hitboxes can't collide and simply pass through each other, sometimes damaging one character or both of them.
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'''Priority''' is a property of [[hitbox]]es in the ''{{S|Super Smash Bros.|universe}}'' games and in ''[[Super Smash Flash 2]]'' which describes the behavior when they interact with each other. The priority of hitboxes produced by normal [[ground attack]]s follow a set of rules that are dependent upon the amount of damage they deal (''the law of high and low priority''). However, different rules apply to those of normal [[aerial attack]]s and certain [[special move]]s when they are performed in the air. Some hitboxes and attacks, such as shots from {{SSF2|Fox}}'s {{S|Blaster|Fox}}, possess transcendent priority, which ignore the rules of normal priority. There is no priority in the original ''[[Super Smash Flash]]'' as attacks hitboxes cannot collide and simply pass through each other, sometimes damaging one character or both of them.
   
 
Priority applies to individual hitboxes within attacks, not the attack as a whole. However, in the event that a single hitbox is "out-prioritized", it is possible for the whole attack to be cancelled.
 
Priority applies to individual hitboxes within attacks, not the attack as a whole. However, in the event that a single hitbox is "out-prioritized", it is possible for the whole attack to be cancelled.
   
There is no true priority in the original ''[[Super Smash Flash]]'', attacks simply pass through themselves, in the case of [[projectile]]s, and character model, they do not cancel each other. In all cases, the deal out of attacks will be determinated by which input was triggered first.
+
There is no true priority in the original ''Super Smash Flash'', attacks simply pass through themselves, in the case of [[projectile]]s, and character model, they do not cancel each other. In all cases, the deal out of attacks will be determinated by which input was triggered first.
   
 
== Normal priority ==
 
== Normal priority ==
  +
{{Cleanup|section=yes}}
Normal priority describes the set of rules that apply to normal attack hitboxes which means that any attack hitbox that is not classified as ''transcendent''. The majority of standard attacks, aerials, special attacks and projectiles contain hitboxes with normal priority.
 
  +
[[File:Priority.png|200px|thumb|{{SSF2|Mario}}'s {{S|Fireball|Mario}} colliding with {{SSF2|Sonic}}'s {{SSF2|standard attack}}.]]
 
'''Normal priority''' describes the set of rules that apply to normal attack hitboxes which means that any attack hitbox that is not classified as '''transcendent'''. The majority of standard attacks, aerials, special attacks and projectiles contain hitboxes with normal priority.
   
 
=== Ground attacks and projectiles ===
 
=== Ground attacks and projectiles ===
The hitboxes of normal ground attacks follow the ''law of high and low priority''. Which means that they interact with each other in terms of the damage they deal. When two ground attack hitboxes collide they will either cancel each other out, or one will override (out-prioritize) the other. This collision is signified by a white "bubble" and a distinct "ting" sound.
+
The hitboxes of normal ground attacks are based on high and low priority; they interact with each other in terms of the [[damage]] they deal. When two ground attack hitboxes collide they will either cancel each other out (this is called a '''clank'''), or one will override (out-prioritize) the other. This collision is signified by a white "bubble" and a distinct "ting" sound.
   
 
If one attack hitbox is above the priority range of another then the stronger hitbox out-prioritizes the weaker one and the weaker attack is cancelled by the stronger one. However, if two colliding ground attack hitboxes are within the priority range, they will "clash", and both will cancel out with characters not receiving any damage at all.
 
If one attack hitbox is above the priority range of another then the stronger hitbox out-prioritizes the weaker one and the weaker attack is cancelled by the stronger one. However, if two colliding ground attack hitboxes are within the priority range, they will "clash", and both will cancel out with characters not receiving any damage at all.
 
For example:
 
*If {{SSF2|Naruto}}'s [[Rasengan#Fūton: Rasenshuriken|Rasenshuriken]] collides with {{SSF2|Ichigo}}'s fully charged [[Getsuga Tenshō]] (Projectiles 30% vs 30%) they should cancel each other out. However, the Getsuga Tenshō out-prioritizes the Rasenshuriken.
 
*If Naruto's uncharged forward smash clashes with Ichigo's uncharged forward smash collide (14% vs 14%) both attacks will cancel each other out.
 
   
 
=== Aerial attacks ===
 
=== Aerial attacks ===
Different rules apply to the hitboxes of normal aerial attacks. When a normal aerial attack hitbox overlaps that normal ground attack or another normal aerial, the attacks cannot collide or clash with each other and the law of high and low priority does not apply. However, if this ever occurs, both will persist, irrespective of each, and will damage opponents if the move connects. The hitboxes of aerial attacks can collide with normal projectiles so in this case the law of high and low priority functions. However, aerial attack animations cannot be canceled out, and will continue even if out-prioritized. 
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Different rules apply to the hitboxes of normal aerial attacks. When a normal aerial attack hitbox overlaps that normal ground attack or another normal aerial, the attacks cannot collide or clash with each other and the "law of high and low priority" does not apply. However, if this occurs, both will persist, irrespective of each, and will damage opponents if the move connects; this is called '''trading'''. The hitboxes of aerial attacks can collide with normal projectiles; in this case, high and low priority functions. However, aerial attack animations cannot be canceled out, and will continue even if out-prioritized. 
   
== Transcendent Priority ==
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== Extending hitboxes ==
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As stated above, when an attack overrides or out-prioritizes another move, sometimes the attack that out-prioritizes the other attack ends having their [[hitbox]] extended or keep the hitbox active. For instance if Wario uses his forward tilt on {{SSF2|Goku}}'s [[Ki Blasts]], Wario's tilt will out-prioritize the Ki Blasts and he will move forward a bit. Something similar happens when {{SSF2|Marth}}'s and {{SSF2|Lloyd}}'s forward smashes collide. Marth's forward smash will out-prioritize Lloyd's forward smash and end up with Lloyd being hit by the [[Sweet spot]] of Marth's blade.
  +
  +
== Transcendent priority ==
 
'''Transcendent priority''' describes the set of rules that apply to transcendent attack hitboxes, as distinct from ''normal'' attack hitboxes. Transcendent hitboxes ignore the rules of normal priority: they cannot collide with, clash with, cancel out, or be canceled out by other hitboxes.
 
'''Transcendent priority''' describes the set of rules that apply to transcendent attack hitboxes, as distinct from ''normal'' attack hitboxes. Transcendent hitboxes ignore the rules of normal priority: they cannot collide with, clash with, cancel out, or be canceled out by other hitboxes.
   
Below is the list of character's attacks that contain hitboxes with transcendent priority.
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Below is a list of character's attacks that contain hitboxes with transcendent priority.
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*{{SSF2|Bomberman}} - [[Bomb (Bomberman)|Bomb]].
 
*{{SSF2|Fox}} - [[Blaster]].
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*{{SSF2|Bomberman}} {{S|Bomb|Bomberman}}.
*{{SSF2|Kirby}} - [[Hammer]] (both grounded and aerial)
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*{{SSF2|Fox}} {{S|Blaster|Fox}}.
*{{SSF2|Link}} - [[Spin Attack]] (initial hitbox only).
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*{{SSF2|Goku}} [[Kamehameha]]
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*{{SSF2|Kirby}} — [[Hammer]] (both grounded and aerial)
*{{SSF2|Mario}} - [[Cape]], [[Star Spin]] (the hitbox from the Luma), forward smash (sweet spot only).
 
*{{SSF2|Meta Knight}} - [[Dimensional Cape]], [[Shuttle Loop]], all standard attacks except dash attack and glide attack, up and down throws.
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*{{SSF2|Mario}} [[Cape]], [[Mario Tornado]] (the [[Luma]]), [[forward smash]] (sweet spot only).
*{{SSF2|Naruto}} - [[Shadow Clone Slash]] (bunshin).
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*{{SSF2|Meta Knight}} [[Dimensional Cape]], [[Up throw|up]], and [[down throw]]s.
*{{SSF2|Ness}} - [[PK Flash]], dash attack.
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*{{SSF2|Peach}} [[Up tilt]]
*{{SSF2|Peach}} - up smash (sourspot only), up tilt.
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*{{SSF2|Pikachu}} [[down smash]], forward smash (sweet spot only).
 
*{{SSF2|Wario}} [[Wario Waft]].
*{{SSF2|Pikachu}} - [[Thunder]], neutral attack, down smash, forward smash (sweet spot only).
 
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*{{SSF2|Zelda}} — {{SSF2|Standard attack}}, [[forward tilt]], up tilt, [[dash attack]], forward and up smashes, and [[Neutral aerial|neutral]] and [[up aerial]]s.
*{{SSF2|Sheik}} - [[Vanish]], [[Chain]].
 
*{{SSF2|Sonic}} - neutral aerial, [[Spring Jump]] (projectile).
 
*{{SSF2|Wario}} - [[Wario Waft]].
 
*{{SSF2|Zelda}} - [[Nayru's Love]], [[Farore's Wind]], neutral attack, forward tilt, up tilt, dash attack, forward smash, up smash (all but the final hitbox), neutral air, up air.
 
 
*Certain [[Final Smash]]es.
 
*Certain [[Final Smash]]es.
   
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
 
Giant Punch hitting Nayruls Love, but not harming Zelda or being canceled out.png|[[Giant Punch]] hitting [[Nayru's Love]] in v0.9a, but not canceling the move out. This is due to transcendent hitboxes not being able to be canceled out by normal hitboxes.
</gallery><gallery>
 
Naruto's and Ichigo forward smashes about to collide..png|Ichigo's forward smash about collide with Naruto's forward smash.
 
Naruto's and Ichigo's forward smash out-prioritzing each other..png|Since both attacks hitboxes are within the priority range, they clashed and canceled each other out.
 
Rasenshuriken about collide with Getsuga Tensho.png|Rasenshuriken about collide with Getsuga Tenshō.
 
Ichigo's getsuga tensho canceling out Naruto's Rasenshriuken.png|Ichigo's Getsuga Tenshō out-priorizies Naruto's Rasenshuriken.
 
Both Zelda's about to use their neutral attack which have transcendent priority.png|Two Zelda's about to use their neutral attacks which posses transcendent priority.
 
The Neutral attacks canceling each other out because they borth have transcendent prioirty.png|The attacks canceling each other out due to both possessing transcendent priority.
 
Zelda's and Link's neutral attacks about to clash..png|Zelda and Link about to attack each other using their neutral attack.
 
Zelda's neutral attack canceling out Link's neutral attack.png|Zelda's neutral attack some how out-prioritizing Link's.
 
Donkey Kong charging Giant Punch.png|{{SSF2|Donkey Kong}} charging up [[Giant Punch]].
 
Giant Punch hitting Nayruls Love, but not harming Zelda or being canceled out.png|Giant Punch hitting Nayru's Love, but not canceling the move out. This is due to transcendent hitboxes not being able to be canceled out by normal hitboxes.
 
 
</gallery>
 
</gallery>
   
 
== Trivia ==
 
== Trivia ==
*For some reason an [[Augmented Getsuga Tenshō]] can be out-priotized by a regular [[Getsuga Tenshō]].
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*In older demos, a fully charged [[Kuroi Getsuga]] could be outprioritized by a regular Getsuga Tenshō.
 
[[Category:Terms]]
 
[[Category:Terms]]
 
[[Category:Game physics]]
 
[[Category:Game physics]]
 
[[Category:Smash physics]]
 
[[Category:Smash physics]]
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[[Category:Hitboxes]]
 
[[Category:Super Smash Flash 2]]
 
[[Category:Super Smash Flash 2]]
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[[Category:Super Smash Flash series]]

Revision as of 19:14, 21 March 2020

File:Priority ud.png

The white "bubble" between Goku and Captain Falcon indicates that two hitboxes have collided.

Priority is a property of hitboxes in the Super Smash Bros. games and in Super Smash Flash 2 which describes the behavior when they interact with each other. The priority of hitboxes produced by normal ground attacks follow a set of rules that are dependent upon the amount of damage they deal (the law of high and low priority). However, different rules apply to those of normal aerial attacks and certain special moves when they are performed in the air. Some hitboxes and attacks, such as shots from Fox's Blaster, possess transcendent priority, which ignore the rules of normal priority. There is no priority in the original Super Smash Flash as attacks hitboxes cannot collide and simply pass through each other, sometimes damaging one character or both of them.

Priority applies to individual hitboxes within attacks, not the attack as a whole. However, in the event that a single hitbox is "out-prioritized", it is possible for the whole attack to be cancelled.

There is no true priority in the original Super Smash Flash, attacks simply pass through themselves, in the case of projectiles, and character model, they do not cancel each other. In all cases, the deal out of attacks will be determinated by which input was triggered first.

Normal priority

Cleanup This section is in need of a cleanup.

It has an informal appearance and does not meet the current standards for proper articles. You can help the McLeodGaming Wiki by tidying it up and give it a better presentation.

Priority

Mario's Fireball colliding with Sonic's standard attack.

Normal priority describes the set of rules that apply to normal attack hitboxes which means that any attack hitbox that is not classified as transcendent. The majority of standard attacks, aerials, special attacks and projectiles contain hitboxes with normal priority.

Ground attacks and projectiles

The hitboxes of normal ground attacks are based on high and low priority; they interact with each other in terms of the damage they deal. When two ground attack hitboxes collide they will either cancel each other out (this is called a clank), or one will override (out-prioritize) the other. This collision is signified by a white "bubble" and a distinct "ting" sound.

If one attack hitbox is above the priority range of another then the stronger hitbox out-prioritizes the weaker one and the weaker attack is cancelled by the stronger one. However, if two colliding ground attack hitboxes are within the priority range, they will "clash", and both will cancel out with characters not receiving any damage at all.

Aerial attacks

Different rules apply to the hitboxes of normal aerial attacks. When a normal aerial attack hitbox overlaps that normal ground attack or another normal aerial, the attacks cannot collide or clash with each other and the "law of high and low priority" does not apply. However, if this occurs, both will persist, irrespective of each, and will damage opponents if the move connects; this is called trading. The hitboxes of aerial attacks can collide with normal projectiles; in this case, high and low priority functions. However, aerial attack animations cannot be canceled out, and will continue even if out-prioritized. 

Extending hitboxes

As stated above, when an attack overrides or out-prioritizes another move, sometimes the attack that out-prioritizes the other attack ends having their hitbox extended or keep the hitbox active. For instance if Wario uses his forward tilt on Goku's Ki Blasts, Wario's tilt will out-prioritize the Ki Blasts and he will move forward a bit. Something similar happens when Marth's and Lloyd's forward smashes collide. Marth's forward smash will out-prioritize Lloyd's forward smash and end up with Lloyd being hit by the Sweet spot of Marth's blade.

Transcendent priority

Transcendent priority describes the set of rules that apply to transcendent attack hitboxes, as distinct from normal attack hitboxes. Transcendent hitboxes ignore the rules of normal priority: they cannot collide with, clash with, cancel out, or be canceled out by other hitboxes.

Below is a list of character's attacks that contain hitboxes with transcendent priority.

Gallery

Trivia

  • In older demos, a fully charged Kuroi Getsuga could be outprioritized by a regular Getsuga Tenshō.