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Mister Wu

How clashes work

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Very simply, this post will deal with how clashes work, now that the value determining clash priority has been found!

 

Clash priority is found in the attack tables, here are the ones of Pokkén Tournament DX version 1.3.3, while here are the ones of the Wii U version.

 

The clash happens when two direct attacks' or throws' active hitboxes collide with each other before colliding with one of the fighters.

It's a rather rare event with jabs, while it can be seen more frequently when moves with many active frames are involved (e.g. :Charizard:'s charged footdive, j[X], against :Garchomp:'s upward spinning attack, ]X[).

What happens in the clash depends on the clash priority of the moves, said value ranges from 0 to 5, with 0 and 5 being reserved for special cases (the latter in particular is used for Burst activation and for the Burst Attacks, but also some moves have that priority, like :Lucario:'s charged Force Palm).

 

SAME CLASH PRIORITY

 

In this case, the clash results in a small yellow circle followed by a knockback animation for both fighters with a stun that in general lasts 31 frames.

 

:Charizard:'s simple punch (5Y, clash priority of 1) against :Charizard:'s simple punch (5Y)

Clash_Punch_018.thumb.png.fb7b0592e9531a3c3cbb5ce84e09552c.png

 

Clash_Punch_025.thumb.png.ff830540fb0e275fbb33edf59ba38420.png

 

Clash_Punch_048.thumb.png.68372274d963c2037663e78a1665fbd6.png

 

:Weavile:'s simple scratch (5Y, clash priority of 1) agaisnt :Weavile:'s simple scratch (5Y)

Woovl_Clash_Scratch_015.thumb.png.e96b0317f2a10140099897538d0086ec.png

 

Woovl_Clash_Scratch_022.thumb.png.14582c6a0638d37a87023ba259ace9a6.png

 

Woovl_Clash_Scratch_046.thumb.png.b038db87d78c50ff05a4f416cc5a7f2e.png

 

CLASH PRIORITY DIFFERENCE OF 1

 

This case is very important as the animation is easily confused with the animation of the case of same clash priority, but the outcome is very different.

In particular, the yellow circle is slightly bigger, and this time the fighter with the higher priority move will have the usual knockback, while the fighter with the lower priority move will have a stronger knockback with a stun that lasts longer. In the cases I tested with :Charizard: and :Weavile:, the stun of the stronger knockback lasted 42 frames instead of the 31 frames of the usual knockback, leaving the fighter with the higher priority move at a +11 frame advantage.

 

:Charizard:'s belly bump (6Y, clash priority of 2) against :Charizard:'s simple punch (5Y, clash priority of 1)

Clash_Belly_Bump_019.thumb.png.85fc8e36ca81cc5e53dd59e338cf7c4e.png

 

Clash_Belly_Bump_026.thumb.png.cda8fda467d17b238a664fb869453e90.png

 

Clash_Belly_Bump_071.thumb.png.57e3622b38664a38bb1833ab6558f0bb.png

 

:Weavile:'s simple slash (5X, clash priority of 2) against :Weavile:'s simple scratch (5Y, clash priority of 1)

Woovl_Clash_Slash_056.thumb.png.bdcb41c618da1afc175fe6cab56c6f92.png

 

Woovl_Clash_Slash_063.thumb.png.c561eb1ff7030ec21f6e7e0118cea3b5.png

 

Woovl_Clash_Slash_108.thumb.png.714a5c15a945784b9777b349282fd665.png

 

CLASH PRIORITY DIFFERENCE HIGHER OR EQUAL TO 2

 

In this case, an impact with a big yellow circle can be seen, following that the move the higher priority will connect.

 

:Charizard:'s Dragon Claw (FS X, clash priority of 3) against :Charizard:'s simple punch (5Y, clash priority of 1)

Clash_Dragon_Claw_030.thumb.png.dbacbf73e4211be48df50728e89e28e7.png

 

Clash_Dragon_Claw_037.thumb.png.c7675cf7063794a35575460cc8d7cd39.png

 

Clash_Dragon_Claw_064.thumb.png.54b8eba19fb9a004b41a88c235095883.png

 

:Charizard:'s flying kick (8X, clash priority of 4) against :Charizard:'s simple punch (5Y, clash priority of 1)

Clash_Flying_Kick_217.thumb.png.b1119369d791cbc694192ecf9b311382.png

 

Clash_Flying_Kick_224.thumb.png.3a23eb38a81b80d95b9e2b6b33ced5c8.png

 

Clash_Flying_Kick_256.thumb.png.4bfbeacc6989d560471dc8e80cb52145.png

 

:Weavile:'s Knock Off (6A, clash priority of 3) against :Weavile:'s simple scratch (5Y, clash priority of 1)

Woovl_Clash_Knock_Off_024.thumb.png.0d06c234d2e8ce211e5b95797302096e.png

 

Woovl_Clash_Knock_Off_031.thumb.png.e533b366c9d59708dee052dc095df4ed.png

 

Woovl_Clash_Knock_Off_075.thumb.png.f342bb78fa4500ddd5736c4caf87fb2c.png

 

:Weavile:'s Ice Punch (8A, cash priority of 4) against :Weavile:'s simple scratch (5Y, clash priority of 1)

Woovl_Clash_Ice_Punch_027.thumb.png.50ffd1564f203f2fb07610e46ac65138.png

 

Woovl_Clash_Ice_Punch_034.thumb.png.f543d72d076ac62baf76bf24884d61ce.png

 

Woovl_Clash_Ice_Punch_089.thumb.png.121fadcd7bccc48827a9c0bd7f388287.png

 

In short:

 

  • SAME CLASH PRIORITY → Same type of knockback and stun for both fighters
  • CLASH PRIORITY DIFFERENCE = 1 → Stronger knockback and stun for the fighter with the lower clash priority move
  • CLASH PRIORITY DIFFERENCE ≥ 2 → The move with the higher clash priority connects

 

Additionally, knockback gives 60 Mega values to each of the fighters, while having the clash won by a single move (priority difference ≥ 2) gives 30 Mega values uniquely to the fighter winning the clash.

 

Furthermore, here are two additional aspects that i'll deal with in the appendix:

 

  • for the fighter in the air, the stun of the stronger knockback lasts the same as the stun of the normal knockback
  • direct attacks interacting with grabs always win the clash regardless of clash priority

 

And that's what there is to say at the moment about clashes, the most important part is being able to recognize the case in which a priority difference of 1 is happening, as those cases generally give a considerable frame advantage but are easily mistaken as clashes with the same clash priority. If it's not possible to tell the yellow circles apart, it's important to remember the clash priority of the moves that are frequently used.

Edited by Mister Wu
Adding a link to the Attack tables of Pokkén DX 1.3.3

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As @bryansempai pointed out, there's actually a very funny case in which having a clash priority higher than 2 results in the expected outcome, but the results are not... satisfactory!

 

:Garchomp:'s weak high attack (8Y) has a clash priority of 3 and thus wins the clash against :MegaBlaziken:'s low weak attack (2Y), that has a clash priority of 1. However, :Garchomp:'s 8Y is unable to break Burst's light armor, resulting in :MegaBlaziken:continuing his attack and connecting the whole combo! You can see this fun corner case here:

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does light armor ignore moves with a priority of 1 or is it just weak attacks with exceptions?

also what exactly is a 0 priority move?

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On 2/28/2019 at 8:53 PM, Waled05 said:

does light armor ignore moves with a priority of 1 or is it just weak attacks with exceptions?

also what exactly is a 0 priority move?

:Garchomp:'s 8Y, 6Y and 5Y have a clash priorty of 3, 2 and 1 respectively, neither of these three attacks are able to break light armor, so priority is not used to determine whether an attack will be able to break light armor or not.

 

0 clash priority is used for special cases like impacts and possibly grabs. It's not used for the usual moves, in any case remember that 0 clash priority can still cause a knockback clash against priority 1 moves, since the clash priority difference is 1 - 0 = 1. You must consider the difference among clash priorities.

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APPENDIX

 

CLASHES WITH FIGHTERS IN THE AIR

 

Clashes with fighters in the air work in the same way as clashes with fighters on ground, with one imprtoant difference: for the fighter in the air the stun of the stronger knockback lasts the same amount of frames as the normal knockback. In the cases observed the stun lasted 30 frames, one frame less than the normal ground knockback stun that lasts 31 frames.

 

:Charizard:'s upward attack (8Y, clash priority of 2) against :Charizard:'s Counterattack (X + A, clash priority of 3)

Clash_Corkscrew_084.thumb.png.4d8fe593fa6c2cb76a9eba138c22dc5b.png

 

Clash_Corkscrew_091.thumb.png.3afb0b87315a76967c3ce77682ee68d2.png

 

Clash_Corkscrew_134.thumb.png.14054ad9946f213047896dff42dbff57.png

 

Clash_Corkscrew_135.thumb.png.94e2c8f578a1c21269dd578ce80ceb37.png

 

Clash_Corkscrew_136.thumb.png.bb245f1d6f2688344d0a6e391ee3873a.png

 

:Charizard:'s Fire Punch (clash priority of 3) against :Charizard:'s Counterattack (X + A, clash priority of 3)

Clash_Fire_Punch_098.thumb.png.e095d81f0ab81264a879ec20d1456f98.png

 

Clash_Fire_Punch_105.thumb.png.727bf6548ffccdb622c9fdd4b4a98405.png

 

Clash_Fire_Punch_148.thumb.png.f2d514fb28870d2b8032795459773323.png

 

Clash_Fire_Punch_149.thumb.png.865b42267f3f6c5cf284a656d33eb240.png

 

Clash_Fire_Punch_150.thumb.png.9571406c2a32c87d8c46e1e87611a507.png

 

CLASHES OF DIRECT ATTACKS WITH GRABS

 

When a direct attack clashes with a grab clash priority is not considered, and the direct attack always wins the clash and connects, even in the cases in which there should be knockback for both fighters instead.

 

:Charizard:'s simple punch (5Y, clash priority of 1) against :Charizard:'s standard grab (Y + B, clash priority of 0)

Clash_Grab_019.thumb.png.c0294fa74773f5b2107b848cff82182e.png

 

Clash_Grab_027.thumb.png.10567a0d8241fd43166497dac17fba78.png

 

Clash_Grab_064.thumb.png.e6459361b33b9d4f3e4225d20209ba66.png

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