Priority

Priority is a mechanic in Super Smash Flash 2 that determines the behavior of attack hitboxes when interacting with each other. A hitbox may have one of two different types of priority: normal priority, which is dependent on the damage difference with an opposing hitbox, and transcendent priority, which is a special property applied to certain hitboxes. The effect of priority varies based on the kinds of attacks being used.
The effects of priority apply to individual hitboxes within attacks, and an attack with multiple hitboxes can have different priority depending on which hitbox lands. However, the results are applied to the attacker as a whole. Additionally, priority does not apply when the opposing hitboxes avoid each other and land on their respective opponents' hurtboxes instead, which instead leads to trading, in which both characters are attacked normally.
There is no true priority in the original Super Smash Flash, as hitboxes cannot collide and simply pass through each other.
== Normal priority ==
Normal priority describes the set of rules that apply to the majority of attacks containing hitboxes. This type of priority is based on the damage dealt by each hitbox, in which a hitbox that deals at least 8% more damage than an opposing hitbox has higher priority, whereas hitboxes with smaller differences in damage share the same priority.
How normal priority behaves depends on the types of attacks colliding. With ground attacks and certain grounded special moves, two opposing hitboxes with no priority difference will clank when colliding with each other, canceling each attack and causing both characters to rebound backward. A clank is signified by a white bubble that appears where the hitboxes collided and a distinct "ting" sound that plays. However, if one attack's hitbox out-prioritizes the other, then the attack with higher priority will follow through, and only the character with the lower priority will rebound.
With aerial attacks and certain aerial special moves, their hitboxes cannot clank when overlapping with those of a physical ground attack or another aerial attack. When this occurs, both attacks instead continue as normal or trade when connecting with the opponents' hurtboxes.
Different rules apply for projectiles. If two projectiles collide, then the one with lower priority will disappear, or they will both clank and disappear if they have the no priority difference. If a projectile collides with a physical ground attack or aerial attack with higher priority or no priority difference, then the projectile will disappear and the physical attack will continue like normal. If the projectile has higher priority, then no interaction will occur.
== Transcendent priority ==
Transcendent priority is a property of certain hitboxes which prevents them from clanking with other hitboxes. This is denoted within SSF2's code as hitboxes having a priority value of -1.
Hitboxes with transcendent priority cannot cancel out or be canceled out by other hitboxes, instead passing through them without any interaction. This makes disjointed attacks more prone to trading and ineffective against projectiles. Likewise, transcendent projectiles will go through attacks, including other projectiles, without stopping or clanking.
Below is a list of attacks that contain hitboxes with transcendent priority.
Character	Move 	Notes
 	Forward throw 	rowspan="6"
 	Back throw 	
 	Up throw 	
 	Down throw 	
 	Beam Whip 	
 	Flare Beam 	
 	Up smash 	Up smash is only transcendent when fully charged.
 	Up aerial 	Up smash is only transcendent when fully charged.
 	Forward throw 	Up smash is only transcendent when fully charged.
 	Back throw 	Up smash is only transcendent when fully charged.
 	Up throw 	Up smash is only transcendent when fully charged.
 	Down throw 	Up smash is only transcendent when fully charged.
 	Stop 	Up smash is only transcendent when fully charged.
 	Haste 	Up smash is only transcendent when fully charged.
 	Warriors of Light 	Up smash is only transcendent when fully charged.
 	 	rowspan="3"
 	Jetpack 	
 	Revenge Cart 	
 	Forward smash 	rowspan="2"
 	Flying Slam 	
 	Down smash 	rowspan="3"
 	Chibi-Blaster 	
 	 	
 	Arcade 	
 	Back throw 	rowspan="6"
 	Up throw 	
 	Down throw 	
 	 	
 	 	
 	Arwing 	
 	Back throw 	rowspan="6"
 	Up throw 	
 	Down throw 	
 	 	
 	 	
 	Landmaster 	
 	Dark Beast Ganon 	
 	Down smash 	rowspan="4"
 	Kamehameha 	
 	Instant Transmission 	
 	Kaiō-ken 	
 	Mugetsu 	
 	Forward tilt 	rowspan="7"
 	Up tilt 	
 	Down smash 	
 	Down throw 	
 	Move 	
 	Gaia 	
 	Judgment 	
 	Forward throw 	rowspan="6"
 	Back throw 	
 	Up throw 	
 	Down throw 	
 	Rollout 	
 	Sing 	
 	Forward throw 	Using Inhale to copy opponents, Kirby can use all the other characters' neutral special moves, with each retaining its transcendent properties from its normal user.
 	Back throw 	Using Inhale to copy opponents, Kirby can use all the other characters' neutral special moves, with each retaining its transcendent properties from its normal user.
 	Up throw 	Using Inhale to copy opponents, Kirby can use all the other characters' neutral special moves, with each retaining its transcendent properties from its normal user.
 	Down throw 	Using Inhale to copy opponents, Kirby can use all the other characters' neutral special moves, with each retaining its transcendent properties from its normal user.
 	Inhale 	Using Inhale to copy opponents, Kirby can use all the other characters' neutral special moves, with each retaining its transcendent properties from its normal user.
 	Cook Kirby 	Using Inhale to copy opponents, Kirby can use all the other characters' neutral special moves, with each retaining its transcendent properties from its normal user.
 	Down smash 	rowspan="4"
 	Sniper Rifle 	
 	Grenade 	
 	Fireburst Pod 	
 	Tether grab 	rowspan="3"
 	Gale Boomerang 	
 	Triforce Slash 	
 	Forward smash 	rowspan="5"
 	Up smash 	
 	Aura Sphere 	
 	Force Palm 	
 	Aura Storm 	
 	King Kong Gun 	
 	Neutral attack 	rowspan="2"
 	Poltergust 5000 	
 	Forward smash 	rowspan="3"
 	Cape 	
 	Mario Finale 	
 	Dolphin Slash 	rowspan="2"
 	Critical Hit 	
 	Up aerial 	Mega Buster is only transcendent when uncharged.
 	Down aerial 	Mega Buster is only transcendent when uncharged.
 	Mega Buster 	Mega Buster is only transcendent when uncharged.
 	Crash Bomber 	Mega Buster is only transcendent when uncharged.
 	Water Wave 	Mega Buster is only transcendent when uncharged.
 	Mega Legends 	Mega Buster is only transcendent when uncharged.
 	Up throw 	rowspan="2"
 	Shuttle Loop 	
 	Up aerial 	Only up aerial's windbox is transcendent
 	Down/Up taunt 	Only up aerial's windbox is transcendent
 	Rasengan 	
 	Forward throw 	rowspan="6"
 	Back throw 	
 	Down throw 	
 	PK Thunder 	
 	PSI Magnet 	
 	PK Starstorm 	
 	 	rowspan="2"
 	Electric Terrain 	
 	 	rowspan="2"
 	Volt Tackle 	
 	Upperdash Arm 	rowspan="3"
 	Power of Flight 	
 	Three Sacred Treasures	
 	Vortex 	Helicopter is only transcendent while falling.
 	Helicopter 	Helicopter is only transcendent while falling.
 	 	Helicopter is only transcendent while falling.
 	Shinku Hadoken 	
 	Down aerial 	rowspan="3"
 	 	
 	Zero Laser 	
 	Needle Storm 	rowspan="3"
 	Vanish 	
 	Light Arrow 	
 	Neutral attack 	Holy Water is only transcendent during the flame pillar.
 	Forward smash 	Holy Water is only transcendent during the flame pillar.
 	Holy Water 	Holy Water is only transcendent during the flame pillar.
 	Grand Cross 	Holy Water is only transcendent during the flame pillar.
 	 	
 	Up smash 	Strike Raid is only transcendent when returning. Command Deck is only transcendent during Thunder.
 	Strike Raid 	Strike Raid is only transcendent when returning. Command Deck is only transcendent during Thunder.
 	Command Deck 	Strike Raid is only transcendent when returning. Command Deck is only transcendent during Thunder.
 	Trinity Limit 	Strike Raid is only transcendent when returning. Command Deck is only transcendent during Thunder.
 	Down throw 	rowspan="3"
 	Remote Robot 	
 	Tornado 	
 	Forward smash 	rowspan="2"
 	Wario Waft 	
 	Egg Lay 	rowspan="2"
 	Super Dragon 	
 	Forward smash 	rowspan="4"
 	Up smash 	
 	Nayru's Love 	
 	Light Arrow 	
 	Down smash 	rowspan="4"
 	Paralyzer 	
 	Flip Jump 	
 	Crystal Flash 	
== Trivia ==
*Initially, normal priority was based on a "priority" variable in the code ranging from 0 to 7, and attacks with higher values would have higher priority. This system was retired with the introduction of damage-based priority, though the variable is still used for transcendent priority.
Category:Game physics
Category:Hitboxes
Category:Smash physics
Category:Terms
Category:Super Smash Flash 2
Category:Super Smash Flash series