infiniteV115
Smash Hero
There are different types of hitboxes in this game that have different properties, and we refer to these different types as 'priority', but no there's no priority in the traditional sense of the word (ie 'this move has higher priority than that move, therefore this move beats that move'). There's no 'high priority' or 'low priority' in this game, just different types of hitboxes.
I can summarize them for you really quickly.
1) Transcendent priority - Never clashes with anything. eg Meta Knight's jab, tilts, smashes, aerials, Falco's lasers, Ike's aerials
2) Article/projectile priority - Clashes with everything that isn't transcendent. eg bouncing suitpieces, MK's glide attack
3A) Normal air priority - Only clashes with things that have article/projectile priority. Any aerial that doesn't have either of the 2 priorities listed above will have this priority. This means that most aerials have this.
3B) Normal ground priority - Clashes with other things with normal ground priority, and also clashes with things with article/projectile priority.
Now lemme explain the distinction between air moves and ground moves, because every move can be classified with a combination of 2 terms. Air/ground, and normal/article/transcendent.
If a ground move clashes with another hitbox, if the difference in damage between the two moves is <8%, both moves will get cancelled out, the animations stop where they are. So, for example, if two Marth dsmashes clash with each other on the first hit, both will get cancelled out and the move stops before the 2nd hit comes out.
If the damage difference is 8% or more, the move with the higher damage (assuming of course it's a ground move) will not get cancelled, but the weaker one will. So, for example, a ZSS jab1, and a DK forward smash. They clash, the jab1 gets cancelled out and the animation stops. The DK fsmash will not get cancelled out, the animation doesn't stop, the move continues and hits ZSS and she dies.
Another good example is DK's/Snake's utilt breaking through tornado and hitting MK, cause they each do >10% and MK's individual nado hits do I think 1%, so the damage difference is >8%.
Air moves, regardless of whether they clash or not, will never have their animations cut short; individual hitboxes can be cancelled out but the entire move will continue. An obvious example is tornado; even if you clash with one of its many hits, the rest of the move continues unless MK gets hit like in the previous example. Another example is, say, ZSS fair (2 hits, a double kick) vs MK glide attack. If the glide attack clashes with the first hit of ZSS' fair, they cancel each other out, but the ZSS fair continues through its animation and the 2nd hit still comes out.
Ground moves consists of jabs, tilts, smashes and specials (B-moves) done on the ground.
Air moves consist of aerials, B-moves done in the air and special things like glide attacks.
Basically, it just depends on whether your character is in the air or on the ground.
I can summarize them for you really quickly.
1) Transcendent priority - Never clashes with anything. eg Meta Knight's jab, tilts, smashes, aerials, Falco's lasers, Ike's aerials
2) Article/projectile priority - Clashes with everything that isn't transcendent. eg bouncing suitpieces, MK's glide attack
3A) Normal air priority - Only clashes with things that have article/projectile priority. Any aerial that doesn't have either of the 2 priorities listed above will have this priority. This means that most aerials have this.
3B) Normal ground priority - Clashes with other things with normal ground priority, and also clashes with things with article/projectile priority.
Now lemme explain the distinction between air moves and ground moves, because every move can be classified with a combination of 2 terms. Air/ground, and normal/article/transcendent.
If a ground move clashes with another hitbox, if the difference in damage between the two moves is <8%, both moves will get cancelled out, the animations stop where they are. So, for example, if two Marth dsmashes clash with each other on the first hit, both will get cancelled out and the move stops before the 2nd hit comes out.
If the damage difference is 8% or more, the move with the higher damage (assuming of course it's a ground move) will not get cancelled, but the weaker one will. So, for example, a ZSS jab1, and a DK forward smash. They clash, the jab1 gets cancelled out and the animation stops. The DK fsmash will not get cancelled out, the animation doesn't stop, the move continues and hits ZSS and she dies.
Another good example is DK's/Snake's utilt breaking through tornado and hitting MK, cause they each do >10% and MK's individual nado hits do I think 1%, so the damage difference is >8%.
Air moves, regardless of whether they clash or not, will never have their animations cut short; individual hitboxes can be cancelled out but the entire move will continue. An obvious example is tornado; even if you clash with one of its many hits, the rest of the move continues unless MK gets hit like in the previous example. Another example is, say, ZSS fair (2 hits, a double kick) vs MK glide attack. If the glide attack clashes with the first hit of ZSS' fair, they cancel each other out, but the ZSS fair continues through its animation and the 2nd hit still comes out.
Ground moves consists of jabs, tilts, smashes and specials (B-moves) done on the ground.
Air moves consist of aerials, B-moves done in the air and special things like glide attacks.
Basically, it just depends on whether your character is in the air or on the ground.