Editing Port priority

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{incomplete|Information from other games}}
{{disambig2|the mechanic in ''Smash Bros.''|the tournament|Tournament:Port Priority: A Pacific Northwest Regional}}
{{ArticleIcons|allgames=y}}
{{ArticleIcons|allgames=y}}
{{disambig2|the mechanic in ''Smash Bros.''|the tournament|Tournament:Port Priority: A Pacific Northwest Regional}}
{{disambig2|priority in relation to controller ports|attack priority|Priority}}
{{disambig2|priority in relation to controller ports|attack priority|Priority}}
[[File:Wii ports.jpg|thumb|250px|A Wii with its GameCube controller ports exposed. P1 to P4 are arranged from left to right.]]
[[File:Wii ports.jpg|thumb|250px|right|A Wii with its GameCube controller ports exposed. P1 to P4 are arranged from left to right.]]
'''Port priority''' (also known as '''controller slot priority''') is a set of rules that determine the outcome of certain situations between [[character]]s during [[Versus Mode|match]]es. These rules are based on the numbered player ports (slots) in which each player plugs in, or occupies with their controller, and these are represented by P1, P2, P3 and P4 with respect to the first, second, third and fourth ports. [[CPU]] players may also occupy these ports, and are affected by port priority in the same ways as human players.
'''Port priority''' (also known as '''controller slot priority''') is a set of rules that determine the outcome of certain situations between [[character]]s during [[Versus Mode|match]]es. These rules are based on the numbered player ports (slots) in which each player plugs in, or occupies with their controller, and these are represented by P1, P2, P3 and P4 with respect to the first, second, third and fourth ports. [[CPU]] players may also occupy these ports, and are affected by port priority in the same ways as human players.


Line 13: Line 14:


Note that in the following sections, the "lower port" refers to whichever player is closest to port 1, while the "higher port" is closest to the last port (generally 4 [[8-Player Smash|or 8]]).
Note that in the following sections, the "lower port" refers to whichever player is closest to port 1, while the "higher port" is closest to the last port (generally 4 [[8-Player Smash|or 8]]).
===Game Start===
The position where players spawn on stage at the start of a game is dependant on port to some extent in all games in the ''Smash'' series. In the first two games in the series, where characters spawned was not only port dependant, but stage dependant as well. This caused an issue where some characters would have an unfair advantage due to where they are spawned. For example, {{SSBM|Marth}} in ''Melee'' can easily rack up damage and quickly kill an opponent if they do not react quick enough because he happened to spawn on a platform above said oppenent. In ''Brawl'', stage dependance was removed and characters now spawn symmetrically on any stage whenever it is possible, although team battles do not always spawn teams next to each other (in a AABB formation). Starting in ''Smash 4'', team battles always spawn teams next to each other (in a AABBCCDD formation).


===Grabbing===
===Grabbing===
Line 31: Line 29:


===Grabbing edges===
===Grabbing edges===
If two or more characters attempt to grab the same [[edge]] at the same time, the character with the lowest port will grab the edge first. This is a very rare case, as characters have varying movement characteristics and edge-grabbing ranges. ''Smash 4'' and onward introduced [[ledge trump]]ing as well as multiple fighters able to grab the edge at the same time, making the element of port priority less relevant.
If two or more characters attempt to grab the same [[edge]] at the same time, the character with the lowest port will grab the edge first. This is a very rare case, as characters have varying movement characteristics and edge-grabbing ranges.


===Picking items up===
===Picking items up===
Line 40: Line 38:


===Transformations===
===Transformations===
In ''Brawl'', if two players attempt either to [[transform]] between {{SSBB|Sheik}} and {{SSBB|Zelda}}, or [[Pokémon Change|switch]] between the {{SSBB|Pokémon Trainer}}'s Pokémon at the same time, the player with the lowest port always finishes their transformation first. This issue is caused by the fact that ''Brawl'' loads these characters during gameplay, as opposed to before matches begin, and the Wii cannot load two or more characters simultaneously.<ref>http://www.smashboards.com/showthread.php?t=169109 1HKO's Controller Port Guide</ref><ref>http://www.smashboards.com/showpost.php?p=4507003&postcount=41 Regarding multiple transformations</ref>
In ''Brawl'', if two players attempt either to [[transform]] between {{SSBB|Sheik}} and {{SSBB|Zelda}}, or [[Pokémon Change|switch]] between the {{SSBB|Pokémon Trainer}}'s Pokémon at the same time, the player with the lowest port always finishes their transformation first. This issue is caused by the fact that Brawl loads these characters during gameplay, as opposed to before matches begin, and the Wii cannot load two or more characters simultaneously.<ref>http://www.smashboards.com/showthread.php?t=169109 1HKO's Controller Port Guide</ref><ref>http://www.smashboards.com/showpost.php?p=4507003&postcount=41 Regarding multiple transformations</ref>


===KOs===
===KOs===
Port priority determines the winner in certain cases of simultaneous KOs, including those that involve the use of suicide techniques. In this field, its influence in ''Melee'' differs from that in ''Brawl''. In ''Melee'', the outcome of simultaneous KOs during normal stock matches is not determined by port priority, regardless of their causes. However, when a match involving two players is tied and [[Sudden Death]] is initiated, if both players are KOd at the same time, the player with the lowest port wins the match. The opposite is true in ''Ultimate'', where the highest port wins. In ''Smash 64'' however, matches won't go to Sudden Death and each player is instead ranked based on port; in order of P4 first, P3 second, P2 third and P1 fourth place.
Port priority determines the winner in certain cases of simultaneous KOs, including those that involve the use of suicide techniques. In this field, its influence in ''Melee'' differs from that in ''Brawl''. In ''Melee'', the outcome of simultaneous KOs during normal stock matches is not determined by port priority, regardless of their causes. However, when a match involving two players is tied and [[Sudden Death]] is initiated, if both players are KOd at the same time, the player with the lowest port wins the match. The opposite is true in ''Ultimate,'' where the highest port wins. In ''Smash 64'' however, matches won't go to Sudden Death and the player with the highest port wins the match. In addition, ''Smash 64'' ranks each player based on port; so in a 4 way tie P4 would get first place, P3 gets second, P2 earns third and P1 is stuck with last place.


Unlike ''Melee'', the winner of a simultaneous KO during a Sudden Death match in ''Brawl'' is random, and unaffected by port priority (aside from Kirby's up throw; where the player with the highest port wins).<ref>http://www.smashboards.com/showthread.php?t=166063 Amazing Ampharos' Sudden Death information</ref> However, in the [[NTSC]] and NTSC-J versions of ''Brawl'', it does affect the use of {{SSBB|Bowser}}'s [[Flying Slam]] as a [[sacrificial KO]] technique. If, during a stock match involving two players, Bowser uses Flying Slam to sacrificial KO on both players' last stocks, Bowser will either win (if he has a lower port) or a Sudden Death match will be initiated (if he has a higher port). In the [[PAL]] version of ''Brawl'', the use of Flying Slam in the aforementioned manner will win Bowser the match regardless of port priority.
Unlike ''Melee'', the winner of a simultaneous KO during a Sudden Death match in ''Brawl'' is random, and unaffected by port priority (aside from Kirby's up throw; where the player with the highest port wins).<ref>http://www.smashboards.com/showthread.php?t=166063 Amazing Ampharos' Sudden Death information</ref> However, in the [[NTSC]] and NTSC-J versions of ''Brawl'', it does affect the use of {{SSBB|Bowser}}'s [[Flying Slam]] as a [[sacrificial KO]] technique. If, during a stock match involving two players, Bowser uses Flying Slam to sacrificial KO on both players' last stocks, Bowser will either win or a Sudden Death match will be initiated. In this scenario, if the Bowser player's port is lower than that of their opponent's port, the Bowser player wins the match. However, if the Bowser player's port is higher, Sudden Death initiates. In the [[PAL]] version of ''Brawl'', the use of Flying Slam in the aforementioned manner will win Bowser the match regardless of port priority.


The winner of a simultaneous KO in Sudden Death is not decided by port priority in ''Smash 4''. It is instead verified by whoever dealt the most damage.
The winner of a simultaneous KO in Sudden Death is not decided by port priority in ''Smash 4''. It is instead verified by whoever dealt the most damage.
Line 51: Line 49:
===[[KO Uppercut]]===
===[[KO Uppercut]]===
In ''Smash 4'', if two {{SSB4|Little Mac}}s use KO Uppercut at the same time, only the player with the higher port will be hit by the move. This is the only instance of a move with [[transcendent priority]] behaving in this way in ''Smash 4''.
In ''Smash 4'', if two {{SSB4|Little Mac}}s use KO Uppercut at the same time, only the player with the higher port will be hit by the move. This is the only instance of a move with [[transcendent priority]] behaving in this way in ''Smash 4''.
===[[Luigi Cyclone]]===
Due to a programming error in ''Melee'', the parameter to determine if Luigi Cyclone is charged or uncharged at the beginning of a game is left blank. This causes the game to arbitrarily determine if the move should start charged or uncharged. Factors towards this determination include character combinations, if the player is in the higher port, and the stage being played on. In the PAL version it seems to only work for the player with the lower port independent of character choice and on the stages [[Fountain of Dreams]], [[Pokémon Stadium]], [[Icicle Mountain]], [[Onett]], [[Big Blue]] and [[Poké Floats]].


==Faux super armor==
==Faux super armor==
Line 59: Line 54:


Examples:
Examples:
*{{SSBB|Falco}} (P2) grabs {{SSBB|Ike}} (P3) and while Falco is holding Ike, another player, {{SSBB|Lucas}}, attacks them with [[PK Freeze]]. Since Ike has a higher port than Falco, Ike receives FSA, so he is released and takes damage from Lucas' attack, but is otherwise unaffected. Falco, however, will take damage as well as being knocked into the air and becoming frozen.
*{{SSBB|Falco}} (P2) grabs {{SSBB|Ike}} (P3) and while Falco is holding Ike, another player, {{SSBB|Lucas}}, attacks them with [[PK Freeze]]. Since Ike (P3) has a higher port than Falco (P2), Ike receives FSA, so he is released and takes damage from Lucas' attack, but is otherwise unaffected. Falco, however, will take damage as well as being knocked into the air and becoming frozen.
*{{SSBB|Toon Link}} (P1) pulls out and holds a [[bomb]]. {{SSBB|Lucario}} (P4) grabs him, and while he is holding Toon Link the bomb explodes. Lucario receives FSA and only takes damage, but Toon Link incurs knockback and a fire ailment from the bomb.
*{{SSBB|Toon Link}} (P1) pulls out and holds a [[bomb]]. {{SSBB|Lucario}} (P4) grabs him, and while he is holding Toon Link the bomb explodes. Lucario (P4) receives FSA and only takes damage, but Toon Link (P1) incurs knockback and a fire ailment from the bomb.
*Snake sticks a [[C4]] onto {{SSBB|Meta Knight}} (P2). Meta Knight then grabs {{SSBB|Diddy Kong}} (P1), and uses his up throw. This causes both him and Diddy to rise above the stage, and while they are high in the air, Snake detonates the C4. Since Meta Knight has FSA, he falls to safety while Diddy is KO'd by the upper blast line, from the C4's knockback. This trick is nicknamed the "[[Omnigay]]" after {{s|Smasher|Omni}}.
*Snake sticks a [[C4]] onto {{SSBB|Meta Knight}} (P2). Meta Knight then grabs {{SSBB|Diddy Kong}} (P1), and uses his up throw. This causes both him and Diddy to rise above the stage, and while they are high in the air, Snake detonates the C4. Since Meta Knight has FSA, he falls to safety while Diddy is KO'd by the upper blast line, from the C4's knockback. This trick is nicknamed the "[[Omnigay]]" after {{s|Smasher|Omni}}.


==In competitive play==
==In competitive play==
In most cases, playing with the lowest controller port (closest to P1) is considered to be advantageous, as a lower port will allow a player to beat out their opponent if both attempt to grab each other or grab a ledge at the same time. Port priority allows the player with the lower port to hold the advantage in these specific situations, but these occur infrequently and are considered to have a minuscule effect on gameplay. Despite being advantageous, the lower port is generally not contested at the beginning of a set, as calling for port (or winning the rights to it, either by rock-paper-scissors or by scoring a higher number on [[Mr. Game & Watch]]'s [[Judge]]) requires the player to give up [[stage striking]] advantage to the opponent. The stage chosen tends to have far greater influence in the outcome of a match than port priority, so players are generally content to give up port priority to the opponent in favor of stage striking. In [[mirror match]]es, port priority becomes more contested, as the neutrality of the matchup nullifies stage advantage. If a player believes they started with a disadvantage due to where they spawn on stage, they can demand a "neutral start", where both players retreat to the opposite ends of a stage and wait a few seconds before starting a game in earnest. Doubles sets arrange team players in a "1221" fashion (with one team using P1 and P4, while the other team uses P2 and P3) to balance out the effects of port priority. The throw hitstun interaction in ''Melee'' can give a small advantage to the higher port in rare cases by altering the percents at which certain combos are escapable, especially against characters who rely on chain grabbing, such as {{SSBM|Fox}}, {{SSBM|Marth}}, {{SSBM|Peach}}, and {{SSBM|Pikachu}} vs. fastfallers. The reduced frame of hitstun gives opponents an additional chance to escape the chain grab, and decreases the window of execution for the chain grabbing player by one frame. However, this advantage is considered so small that port priority is still hardly ever contested in tournaments.
In most cases, playing with the lowest controller port (closest to P1) is considered to be advantageous, as a lower port will allow a player to beat out their opponent if both attempt to grab each other or grab a ledge at the same time. Port priority allows the player with the lower port to hold the advantage in these specific situations, but these occur infrequently and are considered to have a minuscule effect on gameplay. Despite being advantageous, the lower port is generally not contested at the beginning of a set, as calling for port (or winning the rights to it, either by rock-paper-scissors or by scoring a higher number on [[Mr. Game & Watch]]'s [[Judge]]) requires the player to give up [[stage striking]] advantage to the opponent. The stage chosen tends to have far greater influence in the outcome of a match than port priority, so players are generally content to give up port priority to the opponent in favor of stage striking. In [[mirror match]]es, port priority becomes more contested, as the neutrality of the matchup nullifies stage advantage. Doubles sets arrange team players in a "1221" fashion (with one team using P1 and P4, while the other team uses P2 and P3) to balance out the effects of port priority. The throw hitstun interaction in ''Melee'' can give a small advantage to the higher port in rare cases by altering the percents at which certain combos are escapable, especially against characters who rely on chain grabbing, such as {{SSBM|Fox}}, {{SSBM|Marth}}, {{SSBM|Peach}}, and {{SSBM|Pikachu}} vs. fastfallers. The reduced frame of hitstun gives opponents an additional chance to escape the chain grab, and decreases the window of execution for the chain grabbing player by one frame. However, this advantage is considered so small that port priority is still hardly ever contested in tournaments.


However, in ''Brawl'', due to the effects of FSA, port priority is of significant importance during competitive [[doubles]] matches, and singles matches that involve {{SSBB|Snake}}, since he can summon powerful self-detonating explosives. Faux super armor can be used to advantage, if a player launches a powerful attack at a teammate holding an lower-priority opponent in a grab; the attack will hit both players, but the higher-port teammate will survive with no knockback, while lower-port player will be launched, allowing for easy KO setups. This can be seen in the notorious "Omnigay" technique, where a Snake player (P1) can stick a C4 onto their ally {{SSBB|Meta Knight}} or {{SSBB|Kirby}} (P4), and detonate it during the partner's up throw, killing the opponent in port P2 or P3 at any percent. In addition, if a Snake player gets grabbed while holding a Grenade, the hitboxes of pummels and throws are often enough to detonate it, and at high percents, this could result in the lower-ported player being KO'ed, while the higher-ported player survives. This can be exacerbated by Snake's immense survivability, as he can try the trick with little risk to himself at many percents.
However, in ''Brawl'', due to the effects of FSA, port priority is of significant importance during competitive [[doubles]] matches, and singles matches that involve {{SSBB|Snake}}, since he can summon powerful self-detonating explosives. Faux super armor can be used to advantage, if a player launches a powerful attack at a teammate holding an lower-priority opponent in a grab; the attack will hit both players, but the higher-port teammate will survive with no knockback, while lower-port player will be launched, allowing for easy KO setups. This can be seen in the notorious "Omnigay" technique, where a Snake player (P1) can stick a C4 onto their ally {{SSBB|Meta Knight}} or {{SSBB|Kirby}} (P4), and detonate it during the partner's up throw, killing the opponent in port P2 or P3 at any percent. In addition, if a Snake player gets grabbed while holding a Grenade, the hitboxes of pummels and throws are often enough to detonate it, and at high percents, this could result in the lower-ported player being KO'ed, while the higher-ported player survives. This can be exacerbated by Snake's immense survivability, as he can try the trick with little risk to himself at many percents.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: