Port priority: Difference between revisions

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{{incomplete|Information from other games}}
 
{{disambig2|the mechanic in ''Smash Bros.''|the tournament|Tournament:Port Priority: A Pacific Northwest Regional}}
{{disambig2|the mechanic in ''Smash Bros.''|the tournament|Tournament:Port Priority: A Pacific Northwest Regional}}
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{{ArticleIcons|allgames=y}}
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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'' onward, stage dependance was removed and characters now spawn more or less symmetrically on any stage.


===Grabbing===
===Grabbing===
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===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.
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.


===Picking items up===
===Picking items up===
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==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. 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. 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.


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.
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