- Joined
- Apr 10, 2008
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Let's figure this out.
There's an interesting parallel between pikmin and Luma I think will be useful in exploring in order to understand how Luma priority works. I'm a little rusty on Brawl Olimar's specifics, but this is where I'm pulling my research from. I haven't played Brawl in years, but he was my main back then and I did a lot of research on the subject. When I reference pikmin from now on, assume I'm talking about Brawl's pikmin, as I don't know much about Sm4sh's pikmin mechanics.
Please read or skim through this before moving on if you're not familiar with how priority works in Super Smash. Don't read too much into what it says about pikmin in the wiki. I'll explain it more, below.
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Basically, all of Olimar's pikmin attacks bar up-air behave somewhat like projectiles. Luma's attacks behave similarly.
Luma priority behaves similarly to pikmin priority in that most medium-to-high damaging aerial attacks don't simply clash or trade with Luma's grounded attacks. They clash/clank, then trump her attacks, and then knock her away. For this reason, I think Luma priority also behaves similarly to projectile priority, but not exactly like it.
The major difference between pikmin priority and traditional projectile priority is that pikmin priority is based mainly on their individual current health as opposed to their damage. For example, an aerial attack that does 10% or more damage would trump a 9 health (red's base health) red upsmash because its damage exceeds the red's health. It had nothing to do with how much damage the attack did.
Unlike against pikmin attacks, attacks will trump Luma's attacks even if her HP is well above the damage of the colliding attack. I'd wager there's a % threshold at which an attack will only trump Luma if surpassed, but that's just a guess.
There's an interesting parallel between pikmin and Luma I think will be useful in exploring in order to understand how Luma priority works. I'm a little rusty on Brawl Olimar's specifics, but this is where I'm pulling my research from. I haven't played Brawl in years, but he was my main back then and I did a lot of research on the subject. When I reference pikmin from now on, assume I'm talking about Brawl's pikmin, as I don't know much about Sm4sh's pikmin mechanics.
Please read or skim through this before moving on if you're not familiar with how priority works in Super Smash. Don't read too much into what it says about pikmin in the wiki. I'll explain it more, below.
---------------------------------------------------------------
Basically, all of Olimar's pikmin attacks bar up-air behave somewhat like projectiles. Luma's attacks behave similarly.
Luma priority behaves similarly to pikmin priority in that most medium-to-high damaging aerial attacks don't simply clash or trade with Luma's grounded attacks. They clash/clank, then trump her attacks, and then knock her away. For this reason, I think Luma priority also behaves similarly to projectile priority, but not exactly like it.
The major difference between pikmin priority and traditional projectile priority is that pikmin priority is based mainly on their individual current health as opposed to their damage. For example, an aerial attack that does 10% or more damage would trump a 9 health (red's base health) red upsmash because its damage exceeds the red's health. It had nothing to do with how much damage the attack did.
Unlike against pikmin attacks, attacks will trump Luma's attacks even if her HP is well above the damage of the colliding attack. I'd wager there's a % threshold at which an attack will only trump Luma if surpassed, but that's just a guess.
- Luma's priority isn't based on health, or else a 52 HP Luma would have priority over every attack in the game.
- It's not transcendent priority because they can clash and be canceled out.
- They don't work in accordance to the law of high and low priority mentioned in my link, because even jabs will often times beat out Luma. This law applies to both projectile priority and grounded attack priority.
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The hitboxes of normal ground attacks follow the law of high and low priority. This means that they interact with each other in terms of the damage they deal, which in turn classifies each as having "high" or "low" priority. When two ground attack hitboxes overlap, they will collide, and will either cancel each other out, or one will override (out-prioritize) the other. This collision is signified by a white "bubble", and in Melee, a distinct "ting" sound, as if swords are clanking, is also heard. The law of high and low priority functions in terms of a damage (priority) range of 8%. On these terms, one ground attack must deal over 8% damage more than another attack if it is to out-prioritize it, hence, the "priority range" in Smash Bros games is 8%.