infomon
Smash Scientist
ShadowLink, I understand the priority system of Brawl very well, there's no need to try and explain it to me. And a correction about MK:
Anyway, while I respect your intellectual pursuits into Brawl's priority system and that you encourage precise, fact-driven discussion of priority...... that's not the most useful definition of priority within the context of general matchup discussions. When we're talking about a matchup, we would like a vocabulary to describe which moves effectively win against other moves when there's a contest, but as you know there's more to that than just damage and disjointedness; the timing of the attacks, in terms of time to charge (if any), time to release, duration of hitbox, and rapidity of repeated hitboxes in multi-hitting attacks... those are relevant to the perception of priority. It's okay for us to accept a less precise terminology for the sake of one that's actually convenient and useful for discussing high-level matchups, including the metagame required to build hitbox-vs.-hitbox interactions.
Just my 2cents... anyway this is well off-topic, srry >.>
Actually, they don't. All his jabs, tilts, and smashes are immune to clashing against opponent hitboxes. Just a minor technicality, just thought I should mention it, I don't mean to sound like an arrogant douchebag here lol.A number of his mvoes like his Dsmash and Fsmash do obey the 10% rule.
Anyway, while I respect your intellectual pursuits into Brawl's priority system and that you encourage precise, fact-driven discussion of priority...... that's not the most useful definition of priority within the context of general matchup discussions. When we're talking about a matchup, we would like a vocabulary to describe which moves effectively win against other moves when there's a contest, but as you know there's more to that than just damage and disjointedness; the timing of the attacks, in terms of time to charge (if any), time to release, duration of hitbox, and rapidity of repeated hitboxes in multi-hitting attacks... those are relevant to the perception of priority. It's okay for us to accept a less precise terminology for the sake of one that's actually convenient and useful for discussing high-level matchups, including the metagame required to build hitbox-vs.-hitbox interactions.
Just my 2cents... anyway this is well off-topic, srry >.>