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unclankable/clankable (transcendent priority) move discussion

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.
 

ShadowGanon

Smash Lord
Joined
Nov 29, 2013
Messages
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Washington
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.
Umm... I'm pretty sure Roy's n-air doesn't have transcendent priority... I've clanked projectiles with it...
 

PsionicSabreur

Smash Journeyman
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Nov 6, 2013
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Neither here nor there
I'm fairly sure the specific hitbox that clanked when an aerial was used is still cancelled out, it's just that the animation continues.
e.g. In the Lucas vs. Zelda matchup I like to clear out awkward Din's encampments with zair, which only has one hitbox. Once I hit the Din's, zair won't offer any protection (as far as I've seen so far, at least).
 

Bazkip

Smash Master
Joined
Dec 15, 2013
Messages
3,136
Location
Canada
I'm fairly sure the specific hitbox that clanked when an aerial was used is still cancelled out, it's just that the animation continues.
e.g. In the Lucas vs. Zelda matchup I like to clear out awkward Din's encampments with zair, which only has one hitbox. Once I hit the Din's, zair won't offer any protection (as far as I've seen so far, at least).
Aerial attacks cannot collide with most attacks, but they do collide with projectiles. That's why, in your example, you clank with Din's Fire.

This is explained in the article on priority linked in the OP. I recommend giving it a read, it contains a lot of useful information.
 

PsionicSabreur

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Neither here nor there
Aerial attacks cannot collide with most attacks, but they do collide with projectiles. That's why, in your example, you clank with Din's Fire.

This is explained in the article on priority linked in the OP. I recommend giving it a read, it contains a lot of useful information.
Just to clarify, I wasn't asking a question, I was bringing to point that an aerial collision still eliminates hitboxes on both sides. The OP seemed to imply that transcendent aerials were strictly worse because the aerial attack would otherwise cut through the projectile unimpeded.
The crucial point wasn't that it clanked, but that the zair hitbox was also nullified in the process.
 

standardtoaster

Tubacabra
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Eau Claire, Wisconsin
Every move has a true/false set for whether or not it can clank. MK's clanking ability is glitchy from brawl. If the clank is set to true, it will clank with absolutely everything (aerials, projectiles, grounded moves, etc).
 

G13_Flux

Smash Lord
Joined
Jan 1, 2013
Messages
1,076
Umm... I'm pretty sure Roy's n-air doesn't have transcendent priority... I've clanked projectiles with it...
the first hit can clank, but the second one (the lingering one) cannot. its in the roy frame data thread and you can also test it out by firing something like wolfs blaster at him and seeing if you can make it hit.

Just to clarify, I wasn't asking a question, I was bringing to point that an aerial collision still eliminates hitboxes on both sides. The OP seemed to imply that transcendent aerials were strictly worse because the aerial attack would otherwise cut through the projectile unimpeded.
The crucial point wasn't that it clanked, but that the zair hitbox was also nullified in the process.
yes i was implying that there is no advantage to giving an AERIAL attack the unclankable attribute. at least, if I am wrong in saying that, I was hoping someone would step in and describe why. atm i dont see any use really for having that property on aerial attacks since they already persist through hitboxes, and it just makes them unable to deal with projectiles. that was the main point of the OP. however general discussion about it was encouraged to.
 
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Bazkip

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Just to clarify, I wasn't asking a question, I was bringing to point that an aerial collision still eliminates hitboxes on both sides. The OP seemed to imply that transcendent aerials were strictly worse because the aerial attack would otherwise cut through the projectile unimpeded.
The crucial point wasn't that it clanked, but that the zair hitbox was also nullified in the process.
Oh you were talking about specifically clanking with projectiles? Thought you were just talking about aerials in general. Derp, bad reading.
 
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ThreeSided

Smash Ace
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IIRC, Sheik's needle's don't have transcendent priority, just a hurtbox that is ridiculously deep into its hitbox.
 

PsionicSabreur

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Nov 6, 2013
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Neither here nor there
yes i was implying that there is no advantage to giving an AERIAL attack the unclankable attribute. at least, if I am wrong in saying that, I was hoping someone would step in and describe why. atm i dont see any use really for having that property on aerial attacks since they already persist through hitboxes, and it just makes them unable to deal with projectiles. that was the main point of the OP. however general discussion about it was encouraged to.
Strictly speaking, I'd always prefer an aerial attack that could bat away projectiles, at least in any conceivable scenario. What I'm saying is that the specific hitbox that collides with the projectile does'nt persist (assuming it doesn't out-prioritize the projectile). The animation does, no matter what, as well as any other hitboxes on that particular attack, but as I understand it this could potentially matter for a single-hitbox aerial.
On general discussion, I'd actually really like Roy's DED, or possibly just DED 1 to be able to clank properly. It was an excellent way to deal with projectiles in the air and while dashdancing in Melee that I'm having a difficult time adjusting to the lack of (admittedly I could probably be using DJ fair, jab, and ftilt to better effect, but it would require some fancy pivoting, crouch out of run, and spacing ftilt properly to pull off). I suppose DED might have general usage advantages being transcendent now, or maybe even have coding issues since it was copied from Marth's transcendent version of the attack.

Oh you were talking about specifically clanking with projectiles? Thought you were just talking about aerials in general. Derp, bad reading.
Nah, my initial word choice wasn't very clear. Your post just seemed like an opportunity to clarify my thoughts without having to make a belated stealth edit that might be overlooked anyways.
 
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MonkUnit

Project M Back Roomer
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I do not know if the stats changed or not, but, needles do not have a hurtbox in Project M. It is currently not possible to add hurtboxes.
 

Phan7om

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I dont know if im correct or not. But i think Kirby's fsmash is transcendent.
 
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