Priority: Revision history

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  • curprev 10:0310:03, July 31, 2023Omega Tyrant talk contribsm 35,801 bytes −316 Undid edit by The Other Jared: Armor does not override priority, an armored move that is not transcendent can still clash and be cancelled out if it doesn't have the trample effect, while the armor may protect from getting launched if it's still in effect after losing a priority trade. It is the same deal for invincible attacks. undo Tag: Undo

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  • curprev 17:2617:26, April 15, 202373.36.171.138 talk 35,354 bytes +40 Reorganize: -grabs should count as within the bounds of "normal" priority - list 'transcendent' and 'cannot rebound' first as they are the most prominent exceptions to normal priority undo
  • curprev 17:1617:16, April 15, 202373.36.171.138 talk 35,314 bytes +16 1. Remove the "if able" from the "Normal Priority" section - the "if able" is only a thing when normal priority *doesn't* apply. 2. Clarify the difference in mechanics between Melee and Ultimate (not sure whether Ultimate's mechanics started in Brawl, 4, or Ultimate) undo

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  • curprev 13:5313:53, December 17, 2022TauKhan talk contribs 34,859 bytes +93 Changed wording from deactivation to blocking: Clanking does not deactivate hits, hitboxes remain active if no rebound. Possible for outpriorizing move to both clank and hit through a weaker move on the same frame (at least in Melee) undo

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  • curprev 10:5810:58, January 13, 2022TauKhan talk contribs 30,299 bytes +114 Adjusted rebound frames formula in Melee (based on reverse engineering code), previous approximation produced 19 frames at 24 dmg, where 20 happens ingame. Added Dr. Mario specific rebound length formula for melee. undo

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  • curprev 13:0313:03, February 13, 2021114.136.20.191 talk 29,061 bytes +9 changed the wording of Bayonetta's smash attack to cause less confusion. undo
  • curprev 12:5112:51, February 13, 2021114.136.20.191 talk 29,052 bytes +111 Undoing the "undo" for Bayonetta's Smash attack. In Ultimate, Bayonetta's smash attack is divided into two sets of hitboxes. One set only hits grounded opponent, the other only hits aerial opponent. They overlap each other, but are coded differently. The grounded hitbox keeps Smash 4's low priority, but the aerial hitbox has transcendent priority that prevents it from being cancelled out. You can check the hitbox data in her page. Sorry for the trouble, I should have worded it better. undo

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