Posted by: Davidreamcatcha | February 20, 2013

Engine – Priority

PRIORITY

Disneyland_Sword_in_the_Stone_by_Dave_Q

Priority is somewhat simplified into four different levels of priority, each beating out the level before it, and clashing with attacks of the same level; NIL, Weak, Moderate and Strong. There is a fifth type, named Clashing, which is designed explicitly to clash against any other attack. This type is typically reserved for certain swordsmen attacks, and the impenetrable shielding of certain bosses (who would be immune to the effects of clashing anyway)
The black sheep of the bunch is NIL priority. It loses to all other types of priority, including itself. When two NIL attacks collide, the one used last takes priority. NIL typically applies to jabs, weak tilts, and weak projectiles.
Moderate and Strong priority are usually reserved for charged attacks, smashes, aerials, and strong stage hazards, whilst Weak covers everything else.
Clashes between attacks of the same priority, are resolved based on the damage each attack does. The higher the damage the attack does, the longer the opponent spends stunned during the clash. So a clash can leave one party with the advantage, provided they used the attack with the greater damage output.
A clash in midair does not halt the movement of either party, though both attacks are cancelled and the characters rendered unable to attack for the duration of the clash.


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