Priority

Priority is the system that governs how opposing attacks interact with each other in the series. Most commonly, when the hitboxes of two characters' attacks collide with each other, they clank, freezing both in place for a moment. If the attacks are roughly equal in strength - the difference in damage is 9% or less - then both characters rebound from the impact and pause for a moment before they can do anything else. If one attack is much stronger than the other, it wins outright, and more often than not will continue on to strike the enemy stuck rebounding. The most common exception is aerial attacks, which usually can clank with projectiles, but not with ground attacks or other aerials, and cannot rebound at all. Certain hitboxes are also marked as being "cannot clank" or "cannot rebound", affecting their ability to cancel out (and be cancelled out by) opposing moves.
While the effects of priority are calculated based on individual hitboxes, the results are applied to the attacker as a whole. For example, if one hitbox clanks with an enemy attack, the entire move clanks, regardless of how many other hitboxes would not have clanked. In addition, an attack that clanks is still dangerous to bystanders until rebound begins, even if it was entirely outprioritized by the opposing attack.
The term "priority" is often informally used to describe a move's general ability to beat other moves, due to factors such as its damage output, hitbox position, attack speed, non-vulnerable hurtboxes, or other properties.
==Normal priority==
Normal priority describes the set of rules that apply to normal attack hitboxes, that is, any attack hitbox that does not have a special property such as transcendent or trample. As such, the majority of standard attacks, aerials, special attacks, and projectiles contain hitboxes with normal priority.
===Ground attacks===
When two ground attack hitboxes overlap, they will clank. This collision is signified by a white "bubble", and in Melee, a distinct "ting" sound, as if swords are clanging, is also heard. If two actual swords clank, such as Link and Marth's blades, a more realistic "ting" sound is heard. If the stronger hitbox (by %) deals more than 9% (the "priority range") more than the weaker hitbox, the stronger move will continue as normal and the weaker move will end, with the character going into rebound. If both hitboxes deal within 9% of each other, both moves will end and both characters will go into rebound. (note that in the original Super Smash Bros., the priority range is instead 10%). This comparison happens after most damage multipliers but before the 1v1 multiplier in Ultimate.
In Melee, the weaker hitbox won't hit the opponent if it clanks. However, the stronger hit can still hit the user of the weaker hit immediately, or on the following frames. In Ultimate, however, neither player can be hit by the clanking opponent on the frame that the clank occurs. If the stronger move continues, it can hit the clanking opponent on the following frame, assuming the move still has a hitbox on that frame.
For example:
*In Brawl, if 's un-tipped forward smash collides with 's forward smash (14% vs. 22%), both moves will end and both characters will go through rebound.
*However, if Marth's un-tipped forward smash collides with 's forward smash (14% vs. 24%), Ganondorf's forward smash will continue and may hit Marth as Marth rebounds.
*If 's forward smash collides with ' up tilt (19% vs. 7%), Captain Falcon's forward smash will continue and hit Ness as Ness starts to rebound.
===Rebound===
Depending on the relative strength of the ground moves, either one or both characters will go through rebound.
First, a rebounding character will suffer freeze frames equal to the hitlag of the stronger attack (by %). This is true whether the user of the stronger attack goes through rebound or not. During these freeze frames, all hitboxes are disabled. This takes into account all hitlag modifiers, with one exception: the electric modifier is applied based on whether the character's hitbox has the electric effect. So if Pichu's ftilt clanks with Chrom's ftilt, Chrom will be frozen for 13 frames (typical for Chrom ftilt, which is the stronger move), but Pichu will be frozen for 19 frames (equivalent to hitlag that Chrom's ftilt would have if it had the electric effect).
After the freeze frames are over, characters go through a unique rebound animation.
Prior to Ultimate, the length of the rebound animation increased proportionately to the damage each hitbox would have dealt. This meant that the fighter that performed the weaker attack would get out of rebound before the other and have frame advantage. The calculation for rebound duration depends on the game, but "R" always means rebound frames and "d" always means damage dealt, rounded down. In Melee, the calculation is roughly R=Roundup(0.559*(d+10)), except for Dr. Mario, for which it is R=Roundup(0.615*(d+10)) instead. In Smash 4, the calculation is R=Floor((d*15/8)+7.5).
In Ultimate, the length of the rebound animation for both characters is based on the damage dealt by the stronger hitbox (again, regardless of whether the user of the stronger move is going through rebound or not). It uses the same formula as Smash 4, although the maximum rebound is 58 frames.
Overall, this means that, in Ultimate, if both characters go through rebound they will be actionable on the same frame. The exception is if one character clanked using an electric move; that character will be actionable a bit later than the opponent due to the extra freeze frames.
If only one character goes through rebound, they will often be hit by the opponent's move as it continues. However, this is not necessarily the case if the original move was sufficiently disjointed or if the clank happens on the last frame of the opponent's hitbox. In that case the opponent will suffer the end lag of their attack whereas the character will suffer the freeze frames plus rebound animation, with the length of both based on the opponent's move.
===Projectiles===
Similar rules apply when ground attack hitboxes overlap normal projectile hitboxes. If the ground move deals more than 9% more than the projectile, the projectile is destroyed and the ground move continues uninterrupted. If the two moves deal within 9% of each other, the projectile is destroyed and the ground move is canceled into rebound. If the projectile deals at least 9% more than the ground hitbox, the ground move is canceled into rebound and the projectile continues (usually hitting the opponent on the following frame).
Similarly, if two projectiles collide, the projectiles will clank and the weaker projectile will be destroyed. The stronger projectile will either continue or also be destroyed depending on whether it does at least 9% more than the weaker projectile.
Note that there are some projectiles that don't get destroyed by clanking. However, their hitboxes are generally disabled for the character or object that clanked with them.
For example:
*Marth's un-tipped forward smash is out-prioritised by ' fully charged Charge Shot (14% vs. 25%).
*However, if the second hitbox of 's forward smash collides with Samus' fully charged Charge Shot, they will cancel each other out (23% vs. 25%).
While most normal projectiles follow the rules of ground priority, Snake's Remote Missile, Diddy Kong's Peanut Popgun, and King Dedede's Waddle Dee Toss behave differently. While the 9% range does apply to Dedede's Gordo, its hitbox behaves like an airborne attack as it cannot be cancelled out. For example, if Captain Falcon's forward smash collides with a Gordo (19% vs. 23%), the clash bubble will appear, and the forward smash will be cancelled out while the Gordo is not. However, since both hitboxes are within the priority range, the Gordo will go right through Captain Falcon without harming him, and continue along its natural path. It will, however, still possess its damaging hitboxes, and can still harm any other character it happens to touch along its route.
Snake's Remote Missile has a damagable hitbox and behaves like a thrown item, such as a capsule. Hence, when opposing hitboxes collide with the Remote Missile, they will damage it instead of colliding with it. If the Remote Missile takes enough damage, it will be destroyed. The peanuts from Diddy Kong's Peanut Popgun behave the same way, but any colliding hitbox, even if it only deals 1%, will destroy the peanuts.
===Aerial attacks===
Different rules apply to the hitboxes of normal aerial attacks. When a normal aerial attack hitbox overlaps that of a normal ground attack or another normal aerial, the attacks do not clank. If an overlap between the hitboxes of two such attacks occurs, both will persist, irrespective of each other, and will damage their foes if they contact them.
For example:
*If 's back aerial overlaps 's up tilt, neither attack is cancelled, and both characters are hit by each other's attacks.
However, the hitboxes of aerial attacks can clank with projectiles. The aerial will suffer freeze frames based on the stronger move as described above, but then the aerial will continue. The projectile will be destroyed unless it deals more than 9% more than the aerial attack. In that case it is likely to hit the aerial user on the following frame.
For example:
*If Marth's forward aerial collides with Samus' fully charged Charge Shot (10% vs. 25%), his forward aerial will not be cancelled out, but it will fail to cancel out the Charge Shot. As a result, the collision action will occur, but Samus' Charge Shot will out-prioritise the forward aerial and hit Marth.
*However, if Ganondorf's forward aerial collides with Samus' fully charged Charge Shot (17% vs. 25%), his forward aerial will cancel out the Charge Shot and Ganondorf will not be harmed.
===Grabs===
Grabboxes are not bound by usual priority rules. Instead, in each game, they behave differently if a grab connects with an opponent at the same time the opponent strikes the grabber with a standard hitbox.
*In Smash 64 and Melee, the grab has full priority over the hitbox, with the grabber ignoring it entirely and hitting the opponent.
*In Brawl, the grab has priority over the hitbox, but the hitbox still causes damage to the grabber, instead having them armor through it.
*In Smash 4 and Ultimate, hitboxes outprioritize grabs; in this situation, the grabber receives full damage and knockback from the standard hitbox, while the attacker is grab released and takes 3% damage (or more if the grab came from a special move and the grab itself dealt damage, like the beginning of Falcon Dive). In Ultimate, however, a select few attacks' hitboxes are coded to be outprioritized by grabs, with the grabber taking damage but armoring through the attack like in Brawl; this is the case for 's Homing Attack, Spin Dash, and Spin Charge, and more notably 's Wonderwing (which also causes the grabber to take 0.25× damage from the hitbox).
Likewise, if both characters attempt to grab each other at the same time, the situation is resolved differently in each game. In Smash 64, Melee, and Brawl, this is determined by port priority, with the character in the lower port always getting the grab. In Smash 4, port priority is no longer a factor, with either character having an equally random chance to get the grab instead. Ultimate resolves both quirks by simply causing both grabs to cancel each other out, akin to a clang. This property is known as grab parrying by the in-game tips, and results in both characters taking 1% damage and performing their rebound animation (unless they are in the air, where their grab release animation is used instead). The exact timing of when this can happen is specific to every animation of every character, and may even be assigned to actions that are not grabs.
==Exceptions to normal priority==
===Transcendent priority===
Transcendent priority (also known as transcending priority) refers to hitboxes that cannot clank with other hitboxes, meaning they won't cancel out, or be cancelled out by, other hitboxes, even other transcendent hitboxes.
Transcendent grounded moves cannot clank with other grounded moves, meaning that they are more prone to trading. They are also unable to cancel out projectiles.
Transcendent projectiles will go through other projectiles as if they're not there, and can't clank with aerials or grounded moves (meaning that they will generally hit the opponent if the opponent attempts to clank).
In Smash 64, transcendent priority only existed for certain projectiles (such as 's ) but from Melee onward, it could exist for any kind of attack.
For example:
*Brawl Meta Knight's forward smash is transcendent. If a pair of Meta Knights use their forward smash at the same time, and the forward smash hitboxes overlap each other, they will not collide, and their animations and damaging properties will continue until the attack ends naturally. If the two Meta Knights are close enough together, each will be hit by the other's forward smash.
*Lucas' forward smash is transcendent. If Donkey Kong's forward smash overlaps with Lucas' forward smash (20% vs. 15%), Lucas' forward smash will go through Donkey Kong's without colliding. If its hitboxes touch Donkey Kong, he will receive damage and knockback from Lucas' forward smash, while Lucas will be hit by Donkey Kong's forward smash as well since normal hitboxes will go through transcendent hitboxes.
*As of version 9.0.0, many rapid jabs and their finishers in Ultimate are transcendent. This is to ensure that the final hit will connect without the fear of an opponent canceling the move with their own jab.
====Attacks with transcendent priority====
Character 	Move 	Games
Banjo & Kazooie	Rapid jab finisher 	
Bayonetta 	Heel Slide and After Burner Kick 	
Bayonetta 	Bullet Arts on all applicable moves 	
Bayonetta 	Rapid jab finisher 	
Bayonetta 	All smash attacks (aerial-only hitbox) 	
Bowser 	Fire Breath 	
Bowser 	Koopa Klaw (the attack hitbox, not the grab) 	
Bowser 	Fire Shot 	
Bowser 	Forward smash (clean hitbox only) 	
Captain Falcon 	Falcon Punch 	
 	Up smash 	
Chrom 	Flare Blade 	
Chrom 	Double-Edge Dance 	
Cloud 	Limit Break Blade Beam 	
Corrin 	Forward smash (charging portion) 	
Diddy Kong 	Dash attack 	
Diddy Kong 	Banana Peel 	
Donkey Kong 	Hand Slap 	
Dr. Mario 	Forward smash (sweetspot only) 	
Dr. Mario 	Super Sheet 	
Dr. Mario 	Dr. Tornado (all hitboxes except the final hit in Melee, only the final hit in Smash 4) 	
Falco 	Blaster 	
Falco 	Reflector 	
Fox 	Blaster 	
Fox 	Fox Illusion (only when airborne) 	
Ganondorf 	Down aerial 	
Ganondorf 	Warlock Blade 	
Ganondorf 	Warlock Thrust (sourspot only) 	
Hero 	Zap / Zapple / Kazap 	
Hero 	Woosh 	
Ice Climbers 	Squall Hammer 	
Ice Climbers 	Blizzard 	
Ike 	Up smash 	
Ike 	Down smash 	
Ike 	All aerial attacks 	
Ike 	Eruption 	
Ike 	Aether (all hitboxes except the initial one in Brawl, all hitboxes in SSB4 and Ultimate) 	
 	Darkest Lariat 	
 	Neutral attack 	
 	Bullet Seed 	
 	Rapid jab finisher 	
Joker 	Gun / Gun Special 	
Kazuya 	Electric Wind God Fist 	
King Dedede 	All smash attacks 	
King Dedede 	Neutral aerial 	
King Dedede 	Super Dedede Jump 	
King Dedede 	Jet Hammer 	
Kirby 	Dash attack 	
Kirby 	(grounded only in Melee, grounded and aerial from Brawl onwards) 	
Kirby 	Final Cutter (projectile only in Melee, sword strike and projectile from Brawl onwards) 	
Link 	Grab aerial 	
Link 	Spin Attack (only initial hitbox for grounded version from Brawl onwards) 	
Lucario 	Forward smash (sweetspot only in Brawl, late hitbox only in Smash 4) 	
Lucario 	Aura Sphere (charging hitbox) 	
Lucario 	Force Palm (projectile portion) 	
 	Forward smash 	
 	Down smash 	
 	Neutral aerial 	
 	Back aerial (sweetspot only) 	
 	PK Freeze 	
 	PSI Magnet 	
Lucina 	Shield Breaker 	
Lucina 	Dancing Blade 	
Lucina 	Dolphin Slash 	
Mario 	Forward smash (sweetspot only) 	
Mario 	Cape 	
Mario 	Mario Tornado 	
Marth 	Shield Breaker 	
Marth 	Dancing Blade 	
Marth 	Dolphin Slash 	
 	All standard attacks except dash attack, glide attack, and floor attack (trip) 	
 	Shuttle Loop 	
 	Dimensional Cape 	
 	Rapid jab finisher 	
 	Forward smash (sweetspot only) 	
 	Down smash 	
 	Disable 	
 	Forward aerial 	
 	Laser Blaze 	
 	Up aerial 	
 	Forward smash 	
Min Min 	Rapid jab finisher 	
 	Chef (frying pan hitbox) 	
Mythra 	Lightning Buster 	
Mythra 	Photon Edge 	
Ness 	Dash attack 	
Ness 	PK Flash 	
Ness 	PK Thunder (projectile only) 	
Olimar 	Down smash (sweetspot only) 	
Olimar 	All Pikmin based aerials 	
 	All smash attacks 	
 	Down aerial 	
 	Up tilt 	
 	Up smash (sourspot only) 	
 	Forward smash 	
 	 	
Pikachu 	Neutral attack 	
Pikachu 	Forward smash (sweetspot only in Brawl) 	
Pikachu 	Up smash (late hitbox only) 	
Pikachu 	Down smash 	
Pikachu 	Thunder 	
 	Ptooie 	
 	Rapid jab 	
 	Rapid jab finisher 	
Pyra 	Flame Nova (final hit only) 	
Richter 	Rapid jab 	
Richter 	Rapid jab finisher 	
 	Forward smash 	
 	Rapid jab 	
 	Rapid jab finisher 	
 	Robo Beam 	
 	Arm Rotor 	
Robin 	Rapid jab 	
Robin 	Rapid jab finisher 	
Robin 	Arcfire (pillar) 	
Robin 	Neutral aerial (Bronze) 	
Robin 	All smash attacks (Levin) 	
Robin 	All late aerials (Levin) 	
Roy 	Flare Blade 	
Roy 	Double-Edge Dance 	
Roy 	Blazer 	
 	Shoryuken (all versions) 	
 	Focus Attack (fist hitbox only) 	
 	Grab aerial 	
 	Bomb 	
Sheik 	Needle Storm 	
Sheik 	Chain 	
Sheik 	Vanish 	
Sheik 	Bouncing Fish 	
 	Up smash 	
Simon 	Rapid jab 	
Simon 	Rapid jab finisher 	
Snake 	Forward smash 	
Snake 	Hand Grenade (explosion) 	
Snake 	C4 	
Snake 	Down smash 	
Squirtle 	Up smash (launcher hit only) 	
Terry 	Burning Knuckle / Crack Shoot 	
 	Spin Attack (all hits except final grounded hit) 	
Wario 	Down aerial (final hit only) 	
Wario 	Wario Waft 	
Wario 	Forward smash 	
Wolf 	 	
Wolf 	Forward tilt (only the highest priority hitboxes) 	
Wolf 	Up tilt (In Brawl, only the lowest priority hitbox of the clean hit. In Ultimate, only the highest priority hitbox of the clean hit)	
 	Grab aerial 	
 	Spin Attack (airborne only) 	
 	Rapid jab finisher 	
Zelda 	Neutral attack 	
Zelda 	Rapid jab 	
Zelda 	Rapid jab finisher 	
Zelda 	Forward tilt 	
Zelda 	Up tilt 	
Zelda 	Dash attack 	
Zelda 	Forward smash 	
Zelda 	Up smash (looping hits) 	
Zelda 	Down smash 	
Zelda 	Neutral aerial 	
Zelda 	Forward aerial (sweetspot only in Smash 4) 	
Zelda 	Back aerial (sweetspot only in Smash 4) 	
Zelda 	Up aerial 	
Zelda 	Nayru's Love 	
Zelda 	Din's Fire 	
Zelda 	Farore's Wind 	
Zelda 	Phantom Slash 	
Zero Suit Samus	Dash attack 	
Zero Suit Samus	Down smash 	
Zero Suit Samus	Flip Jump (kick) 	
===Moves that cannot rebound===
Some attacks cannot ever rebound (also known as trampling); in other words, they will continue their animations as if they did not collide at all, but the hitbox will count as blocked for other clanking character, as long as the trampling move was not more than 9% stronger. However, if the trampling move has multiple hits, then later hits can still connect as clanking blocks only the current hit. This can be advantageous for moves with this property that are either multihitting in nature, very fast, or very damaging (which would increase the length and therefore vulnerability of the rebounding animation), but is disadvantageous if the move's endlag is longer than the length of the opponent's freeze frames plus rebounding animation. Additionally, two moves that cannot rebound that are used against each other are more prone to damaging both characters instead of cancelling out their hitboxes. 
Strangely in Brawl, the hitbox flag which should determine whether a move can rebound or not is discarded as soon as the hitbox is generated. This means that moves in Brawl which are not supposed to rebound (such as ) will rebound anyway. This was most likely a coding error.
Character 	Move 	Games
 	All smash attacks (except the aerial-only hitbox in Ultimate)	
 	Forward smash (late) 	
 	Up smash (first hit only) 	*
 	Limit Break Cross Slash 	
 	Climhazzard (regular and Limit Break version, first hit only)	
 	Finishing Touch 	
Falco 	Forward smash 	**
Falco 	Falco Phantasm 	
Fox 	Forward smash 	*
Fox 	Fox Illusion 	
 	Forward tilt (hit 1) 	
 	Dash attack (early) 	
Jigglypuff	Dash attack 	*
 	Neutral attack 	
 	All tilt attacks 	
 	Force Palm (projectile portion) 	
 	Neutral attack (infinite) 	
 	Shot Put 	
 	Gale Strike 	
 	All tilt attacks 	
 	Forward tilt 	
 	Forward tilt (held, both hits) 	
 	Tatsumaki Senpukyaku (all versions) 	
 	Focus Attack (arm hitbox) 	
 	Forward tilt 	
 	Up tilt (both hits) 	
Zelda 	Up smash (final hit) 	
Zelda 	Farore's Wind (all hits) 	
* Should not rebound but rebounds anyway, due to the anti-rebound flag not working properly in Brawl.
** Does not rebound in later games, but the effect is nullified by the move gaining transcendent priority.
===Considered both airborne and grounded===
Character	Move 	Games
 	Falco Phantasm 	
 	Fox Illusion 	
 	Mach Tornado (both grounded and airborne)	
 	Drill Rush (both grounded and airborne) 	
 	Glide attack 	
 	Up smash 	
 	Down smash 	
 	All Pikmin-based attacks 	
 	Neutral aerial 	
 	Up smash* (second hitbox only) 	
*The second hitbox of Zero Suit Samus' up smash behaves like an aerial. It may be out-prioritised by another character's aerial, but the up smash's animation and subsequent hitboxes cannot be cancelled.
The hitboxes of the above attacks can collide with the hitboxes of other attacks regardless of if they're ground or aerial attacks. When such a collision occurs, the clash bubble will appear and the outcome will follow the law of high and low priority. However, airborne attacks cannot be cancelled out, including airborne special moves. Thus, while the results of a collision will follow the law of high and low priority, the appearance of such a collision will differ to that of two colliding ground attacks.
If one of the above ground attacks collides with an aerial, or one of the above aerials collides with a ground attack, and the ground attack is below the priority range of the aerial, the ground attack will be cancelled and the airborne attack can damage the wielder of the ground attack. If the two hitboxes are within the priority range, the ground attack will be cancelled out, and, since it is an aerial attack, the animation of the airborne attack will persist. However, the airborne hitbox becomes harmless, and the wielder of the ground attack will not at all be knocked or damaged by the airborne hitbox, regardless of whether it connects or not.
For example:
*If King's Dedede up tilt collides with Meta Knight's glide attack (13% vs. 13%), Dedede's up tilt will be cancelled out, but he will not be harmed, even if the hitbox of Meta Knight's glide attack contacts King Dedede's body.
If the hitbox of a ground attack is above the priority range of a colliding airborne hitbox, both attack animations will persist, but the airborne hitbox will become harmless, while the ground attack is still able to damage. Thus, if the hitbox of the ground attack connects with the body of the character who used the airborne special, this character will take the damage and knockback of the ground attack. A notable example of a special move that can collide with the hitboxes of other attacks while airborne is 's Mach Tornado. If performed on the ground (grounded), it can be cancelled out, but if airborne, it cannot be cancelled. Mach Tornado is a multi-hit move that deals 1% per hit during the main portion of the attack.
For example:
*If Captain Falcon's forward tilt collides with a hitbox of Meta Knight's grounded Mach Tornado (10% vs. 1%), the forward tilt will collide with, and cancel out the Mach Tornado.
*If the Mach Tornado is airborne, Captain Falcon's forward tilt can cancel one of its hitboxes, but cannot cancel the hitboxes that follow. Mach Tornado cannot cancel his forward tilt either, because it is too weak (10% vs. 1%). However, unless the hitbox of Captain Falcon's forward tilt connects with Meta Knight's body, the Mach Tornado will continue and can afterwards damage Captain Falcon, despite the fact that his forward tilt out-prioritised it.
===Non-character objects with complex animations===
A select few attacks in SSB4 will collide with other attacks, but can only nullify projectiles within the 9% range and will always lose a trade with regular hitboxes regardless of the 9% rule, much like a grab. For example, Bayonetta's up smash cannot be used as effectively as other up smashes to hit opponents in the air, as any hitbox that comes into contact with it will render the up smash inert, and if the hitbox is close enough to Bayonetta at the moment of colliding, only Bayonetta will take damage. However, if the opposing hitbox is a projectile or another attack with this property (i.e. Lucario's Aura Sphere or another Bayonetta's up smash), both characters will take damage as if one of them used an aerial hitbox (but the collision bubble will still appear). The overarching pattern among these attacks is that they are character-specific props that feature complex animations beyond simply moving or rotating, and thus it is possible (but not proven) that the game short-sightedly does not attempt to make them capable of trading with attacks from other animating elements (i.e. characters).
Because they cannot override regular hitboxes and it is not always clear to players whether a hitbox is attached to a character or a prop, these attacks are often perceived as having "low priority", and some moveset repositories such as Kurogane Hammer list them under such term.
Character	Move 	Games
 	All smash attacks (except for first hit of down smash) 	
 	Forward smash (non-charging portion) 	
 	Dragon Fang Shot (both portions) 	
 	Dragon Lunge (initial lunge only) 	
 	All Pikmin-based attacks 	
 	Timber (tree hitboxes only, both sprouting and falling)	
==Gallery==
File:Priority1.jpg | Marth's forward smash about to collide with Ike's forward smash.
File:Priority2.jpg | Since both colliding hitboxes are within the priority range, they clash and cancel each other out.
File:Priority3.jpg | Marth's forward smash about to collide with Ganondorf's forward smash.
File:Priority4.jpg | Since the hitbox of Ganondorf's forward smash is above the priority range of the hitbox of Marth's un-tipped forward smash, Marth's forward smash is cancelled out.
File:Priority5.jpg | Captain Falcon's forward smash about to collide with Ness' up tilt.
File:Priority6.jpg | Since the hitbox of Captain Falcon's forward smash is above the priority range of the hitbox of Ness' up tilt, Ness' up tilt is cancelled out.
File:Priority7.jpg | Bowser's forward smash about to collide with Samus' fully charged Charge Shot.
File:Priority8.jpg | Since the second hitbox of Bowser's forward smash is within the priority range of Samus' fully charged Charge Shot, they clash, and each is cancelled out.
File:Priority9.jpg | Captain Falcon's forward tilt about to collide with a grounded Mach Tornado.
File:Priority10.jpg | Since the hitbox of Captain Falcon's forward tilt is above the priority range of Mach Tornado (excluding the final hit), Mach Tornado is cancelled out.
File:Priority11.jpg | Captain Falcon's forward tilt collides with an airborne Mach Tornado.
File:Priority12.jpg | Since attacks that are airborne cannot be cancelled out, neither attack is cancelled out and both continue to progress through their entire attack duration.
==Trivia==
*In Melee and Ultimate, a unique metallic sound effect can be heard when hitboxes with a slash effect clang with each other.
Category:Game physics
Category:Hitboxes