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'''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.


In the ''{{b|Super Smash Bros.|series}}'' games, the outcome of certain concurrent events, such as two characters being [[KO]]d or attempting to [[grab]] each other simultaneously, are determined by port priority. In ''[[Brawl]]'', port priority also influences the outcome of situations in which two characters are attacked during a grab, through an effect known as Faux Super Armor.
In the ''{{b|Super Smash Bros.|series}}'' games, the outcome of certain concurrent events, such as two characters being [[KO]]'d or attempting to [[grab]] each other simultaneously, are determined by port priority. In ''[[Brawl]]'', port priority also influences the outcome of situations in which two characters are attacked during a grab, through an effect known as Faux Super Armor.


==Concurrent events==
==Concurrent events==
As a general rule, as part of determining what occurs on every [[frame]] of gameplay, the game engine must iterate through all game objects to check and advance their state. This must be done in some order, which is often the earliest-created objects first; in regards to players, this generally means player 1 goes first and player 4 last. As a result, the game will always resolve player 1's actions before player 2's, potentially creating an imbalance if their simultaneous actions interact - unless the game is explicitly designed to account for each specific interaction.
As a general rule, as part of determining what occurs on every [[frame]] of gameplay, the game engine must iterate through all game objects to check and advance their state. This must be done in some order, which is often the earliest-created objects first; in regards to players, this generally means player 1 goes first and player 4 last. As a result, the game will always resolve player 1's actions before player 2's, potentially creating an imbalance if their simultaneous actions interact unless the game is explicitly designed to account for each specific interaction.


For example, say that player 1 and 2 are using the same character and attack each other with the same attack at the same time. A naïve game might check P1's hitboxes against P2's hurtboxes and resolve P1's attack on P2 before even checking to see if P2 is also attacking P1, resulting in P1 always winning the otherwise-even trade. This specific case does not happen, as all the Smash Bros. games were designed to anticipate this situation, checking players in muliple passes and using rules of [[priority]] to determine whether the players win, lose, or tie the exchange. However, many other situations have no such designed exceptions, and so port priority dictates which player "wins".
For example, say that player 1 and 2 are using the same character and attack each other with the same attack at the same time. A naïve game might check P1's hitboxes against P2's hurtboxes and resolve P1's attack on P2 before even checking to see if P2 is also attacking P1, resulting in P1 always winning the otherwise-even trade. This specific case does not happen, as all the ''Smash Bros.'' games were designed to anticipate this situation, checking players in muliple passes and using rules of [[priority]] to determine whether the players win, lose, or tie the exchange. However, many other situations have no such designed exceptions, and so port priority dictates which player "wins".


Note that in the following sections, the "lower port" refers to whichever player is closet to port 1, while the "higher port" is closest to port 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]]).


===Grabbing===
===Grabbing===
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*{{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|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 (P4) receives FSA and only takes damage, but Toon Link (P1) 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 he 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 KOd 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 miniscule 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'' technically gives an advantage to the higher port instead, but this is such a little-known fact that it is generally ignored.
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 miniscule 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'' technically gives an advantage to the higher port instead, but this is such a little-known fact that it is generally ignored.


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 KOed, while the higher-ported player survives. This can be excaberated 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 excaberated by Snake's immense survivability, as he can try the trick with little risk to himself at many percents.


Consequently, additional rules are enforced in tournaments to ensure fairness. The losing side is allowed to choose ports for the next game, potentially creating a significant swing in favor of the losing player or team in a Snake matchup.
Consequently, additional rules are enforced in tournaments to ensure fairness. The losing side is allowed to choose ports for the next game, potentially creating a significant swing in favor of the losing player or team in a Snake matchup.


The impact of FSA is significant enough to create slight imbalances in the Snake ditto matchup, where an unfavorable [[Hand Grenade]] trade can result in the lower-port player being KO'd while the higher-port player survives. As a result of FSA's effects, Snake is considered the only character to have an uneven matchup when fighting against himself - the Snake player using the higher port is considered to have a slight advantage.
The impact of FSA is significant enough to create slight imbalances in the Snake ditto matchup, where an unfavorable [[Hand Grenade]] trade can result in the lower-port player being KO'd while the higher-port player survives. As a result of FSA's effects, Snake is considered the only character to have an uneven matchup when fighting against himself the Snake player using the higher port is considered to have a slight advantage.


==References==
==References==
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