Posted by: joekiklis99 | June 2, 2010


So, on another note, we’ve all been doing priority completely wrong.

As it turns out, it shouldn’t be a universal stat, seeing as each move has it’s own unique priority of sorts due to the way priority is judged.

As a quick example, let’s take Marth and Captain Falcon:

Marth has good priority for two reasons: 1st, he has big hitboxes, that are far from his hurtbox (disjointedness), and his tipper guarantees attacks that do more than 10% if he hits them.

Falcon on the other hand does not have much disjoint (meaning his hitboxes are close to his hurtbox), and many of his attacks are quick and do not exceed 10% at times.

Now to explain why these specific traits are good/bad. Having a hitbox that is very close to your hurtbox means that even if you hit an attack, another attack can hit you easily seeing as you are not putting out much of a defensive wall between you and the enemy. Marth is good at this seeing as you need to get past his sword and hit his arm in order to do damage through one of his attacks, whereas hitting falcon as he swings a kick lets say, will hurt him since his hitbox is actually part of the hurtbox.

The second part is also easy to see. If two attacks do within 10% damage of each other, they will “clang” and cancel each other out laglessly. So Falcon can actually defend himself by Ftilt-ing Marth’s Ftilt seeing as they do say, 5% and 6%. Marth will need to do 15% or more damage in order to plow through Falcon’s hitbox (and Falcon will need 16% + to do the same).

Now marth can beat Falcon however using the ways mentioned above. If he Tippers, he could potentially out-damage, and plow through Falcon’s attack. He could also end up hurting Falcon even if he out-damages his attack, because while he did not reach his hurtbox, Marth’s sword’s hitbox was not canceled, and can hurt Falcon still, seeing as Falcon’s attacks are mostly not very far from his hurtbox.

This is why alot of characters sport good or bad priority. G&W’s smashes do alot of damage, so even if they aren’t that disjointed, there are few attacks that can beat them out. Sonic has “bad” priority because his hitboxes (like falcon’s) don’t extend too far from him on average (except that lovely uair) and are mostly Multi-Hit, meaning the single-hits don’t clash with other attacks often, and are often plowed through as each his does like 1-2%.

Another important factor is attack speed when it comes to priority, and especially Aerial priority. For example, Ganondorf actually has very good priority due to his damage output, and moderate disjoint on some of his attacks (he’s big, meaning big hitboxes). however, you rarely see him clang or plow through attacks because his hitboxes take so long to come out, meaning weaker and faster attacks can hit his hurtbox before they have a chance to clang or get punched through. This is the main means of judging priority with aerial attacks, because for some odd reason they do not clang with each other. In the air, it’s all about who reaches who’s hurtbox first, so range and speed win out. (which is why the aerial tornado is a pain, it has alot of hitboxes come out very quickly, so if you beat one, another hits you)

The final part of priority are the two special cases of transcended and Grab. Grab as you all know usually wins out vs any attack as long as you touch the hurtbox of another character, as you lock them in the grab. Transcended priority belong to certain attacks (like Ness’ Fair and Falco’s lasers) that do not follow the clang properties of damage, and ignore hitboxes altogether.



  1. I remember this. (chew)

  2. As we know, Smash isn’t perfect and thus we don’t have to follow it to the letter. No matter what your stance, though, the priority of a move is very rarely relevant and should generally only be mentioned if notable. Most of the time anything you want to do with priority can be done with 4 basic hitbox types either way, though.

    Disjointed Grab Hitbox (Tethers) > Disjointed Hitbox > Grab Hitbox > Jointed Hitbox

    The only priority that isn’t in Smash that I find notable to use is priority that specifically reacts in a certain way against specific kinds of priority – none of this vague “good/bad priority” crap. Such examples of this are moves that clash with a certain type of priority no matter how high it is (I.E. Moe’s fsmash) or moves that simply always beat out a certain type of priority despite otherwise behaving as another type of priority (I.E Cairne’s grab).

  3. Which is all well and good @ WL.

    What I meant by this post is that everyone and their mom (especially a certain kupa set) were essentially using priority in a completley weird / unrealistic manner than to the way it really works.

    The classic example being the Roxas vs DK Remix:

    Roxas has a sword slash, and DKR has a super-punch, both listed as “very high prioirty” by MYM terms.

    Would they clash based on that, even if DKR’s attack does like 3x the damage, or if Roxas’ sword has disjoint (which according to the old priority report by kibble means it should plow through)? (what would happen in this specific case is that the Punch plows past roxas’ hitbox, but barring the spacing DK could be hit as he has a jointed attack, meaning his hurtbox is very close to the hitbox, which is why disjoints are valued. So DKR does have better priority, but in this case Roxas may get some damage in due to not being hit immediatley.)

    That said, special priority mechanics are cool! Such as Joe Calzone’s eagle punch allways clashing. Stuff like magically gaining priority/etc though…are not

  4. Glad we’re on the same page then. Looks like we agree. (Y)

  5. Great article. Priority definitely deserves its own explanation rather than just definitions.

  6. Stop making fun of me. (cry2)

  7. the amount of basic stuff like this that people aren’t aware of is surprising. Care to write this kind of thing on a frequent basis? (CHEW)

    actually, this needs moar explanation of aerial priority

  8. . . .Actually, aerial priority is the one place where I feel Brawl’s priority system took too much of a brain fart. Why should that be different from anything else? Not that it matters, the 4 main priority types still beat each out as normal anyway.

  9. Maybe they couldn’t get clashes to work in the air, or the air clashes had a nasty exploit?

  10. Maybe Sakurai was in a MYM4 mood that day and decided to tack-on random effects to appeal to creativity. (chew)

  11. I never realized aerial priority was different. Come to think of it, I’ve never seen two aerials clash, except with maybe thrown items or projectiles.

  12. I still have basically no clue on aerial priority; I’ll just assume it’s normal priority from here on.

  13. Aerial priority follows the same rules as normal, except there is no “clashing”.

    Again, another reason why Mk is really good: he has the fastest aerials + range with them, seeing as theres no “clashing” midair, he can essentially toss em out whenever

  14. We should make a set who clashes in the air and doesn’t on the ground (smirk2)

  15. I think the reason why there’s no aerial clashing is becuase “clashing” resets our character to neutral.

    this could be potentially abused in Doubles by letting two characters have infinite recovery via halting each other’s UpB’s, ressetiting to neutral, then immediatley doing up B again nigh laglessly

  16. And yet we still have 99999999 grab-infinites in doubles.

    Sakurai: (laughs)

  17. well, those are unavoidable (no)

What do you think?

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )


Connecting to %s


%d bloggers like this: