G13_Flux
Smash Lord
- Joined
- Jan 1, 2013
- Messages
- 1,076
So this is meant to be kind of a discussion thread as well as an informative mechanics reference.
if you dont know what it is, unclankable moves are those with hitboxes that persist through other hitboxes, not ending until an opponents hurtbox is touched (or the duration of the move is over, or if you get hit first). if two attacks collide, and one is unclankable, the 9% priority rule doesnt apply and instead, both moves will persist until someone gets hit.
characters like MK have a moveset full of unclankabe moves (aside from his DA), Other characters can have specific moves with the attribute, like roys and ZSS's nairs, roys/marths side bs and neutral bs, ZSS's dsmash, and many characters projectiles (falco/foxs lasers, shieks needles, ZSSs paralyzer, etc.). there are obviously some more out there but those are off the top of my head.
now the motive for this discussion comes from the application of this attribute to certain moves. in many ground cases, having unclankable attacks can easily be considered an advantage, since your moves will go through no matter what, and cannot be cancelled out via clank; however, i believe it can be considered a disadvantage to give this attribute to aerial attacks (in fact, i think its entirely a disadvantage, without any positive qualities about it). if an aerial attack has unclankable attributes, that means it cant cancel out projectiles. based on the priority system for aerial hitboxes (you can review this here http://www.ssbwiki.com/Priority), there is no advantage to giving it this attribute, since aerial attacks persist through other aerial attacks and grounded attacks anyways. So now, characters like MK have a much harder time dealing with projectiles, as he cant attack through them.
my question is: why give this attribute to characters aerial attacks? is there any advantage to aerial attacks having it, or is that how the devs enforce balance into the game by toning down characters that could have strong approaches against projectiles (roys nair, MKs attacks, etc.) I am just curious.
if you dont know what it is, unclankable moves are those with hitboxes that persist through other hitboxes, not ending until an opponents hurtbox is touched (or the duration of the move is over, or if you get hit first). if two attacks collide, and one is unclankable, the 9% priority rule doesnt apply and instead, both moves will persist until someone gets hit.
characters like MK have a moveset full of unclankabe moves (aside from his DA), Other characters can have specific moves with the attribute, like roys and ZSS's nairs, roys/marths side bs and neutral bs, ZSS's dsmash, and many characters projectiles (falco/foxs lasers, shieks needles, ZSSs paralyzer, etc.). there are obviously some more out there but those are off the top of my head.
now the motive for this discussion comes from the application of this attribute to certain moves. in many ground cases, having unclankable attacks can easily be considered an advantage, since your moves will go through no matter what, and cannot be cancelled out via clank; however, i believe it can be considered a disadvantage to give this attribute to aerial attacks (in fact, i think its entirely a disadvantage, without any positive qualities about it). if an aerial attack has unclankable attributes, that means it cant cancel out projectiles. based on the priority system for aerial hitboxes (you can review this here http://www.ssbwiki.com/Priority), there is no advantage to giving it this attribute, since aerial attacks persist through other aerial attacks and grounded attacks anyways. So now, characters like MK have a much harder time dealing with projectiles, as he cant attack through them.
my question is: why give this attribute to characters aerial attacks? is there any advantage to aerial attacks having it, or is that how the devs enforce balance into the game by toning down characters that could have strong approaches against projectiles (roys nair, MKs attacks, etc.) I am just curious.