I don't think you're getting what I'm saying.
You're basing your information on theoretical knowledge, not empirical knowledge that will actually happen during play. If what you're saying is true, and fully understanding the properties of your characters' attacks means a full intentional hit on a disjointed hitbox, then you're basically saying that 100 % of the time you will land your combos and hitboxes. In real-time gameplay, this does not happen. There is no such thing as a "perfect match" because of this. You cannot land every single perfectly spaced hitbox on things such as Fox's shine spike. You may be consistent in getting these spikes, but you'll still miss sometimes. Because of this, there will be times where a missed hit will hit because of its disjointed qualities. This is luck. With hitboxes this big, you don't have to be precise in Meleel, you simply have to be accurate, Levi.
Disjointed hitbox data is empirical.
I have learned these hitboxes, no matter how disjointed they are, and as a result, I can hit with moves more consistently because I know exactly where they hit (empirically), not where I think they hit (theoretically).
The rest of that post makes little sense (missing shine spikes due to disjointed qualities? do you proofread that sh*t?), as an understanding of the theory behind something does not grant control over the practical application. Then there is also the part that I take offense too, the same way it offended me during the EVO 2009 rules debate. And that is a misunderstanding of what random is in a game.
Random events denote that a player has no contol whatsoever over them. Examples include peaches turnips and tripping. Examples do not include powershielding, tippers, and shine spikes. These things are purely in the controls of the players and are a result of timing and spacing, or to sum up in a word, skill. Techchasing is skill. One player picks where they are teching, one player chooses where they chase, and both are controlled events. If you are guessing randomly, you aren't playing smart. Many times things will happen not as a result of skill but still the result of controllable variables eg. unintentional reverse knees.
Also, I call total BS on the accuracy remarks of melee. Tippers have tiny hitboxes, shines are not disjointed and have tried resting people? It ain't a walk in the park. Sure, some hitboxes are huge (see ganon... all moves), but that just means you can be precise in other ways. Good Ganon players know how big the Dair hitbox is (up to his effing head), and so when they chain stomps on someone and they go above Ganon's feet, they know they can still stomp them. Melee is a game of inches, brawl is a game yards (miles if you use snakes tilts).