so, on another note, we've all been doing priority completly wrong.
As it turns out, it should'nt be a universal stat, seeing as each move has it's own unique priority of sorts due to the way priority is judged.
As a quick example, let's take Marth and Captain Falcon:
Marth has good priority for two reasons: 1st, he has big hitboxes, that are far from his hurtbox (disjointedness), and his tipper gaurentees attacks that do mor ethan 10% if he hits them.
Falcon on the other hand does not have much disjoint (meaning his hitboxes are close to his hurtbox), and many of his attacks are quick and do not exceed 10% at times.
Now to explain why these specific traits are good/bad. Having a hitbox that is very close to your hurtbox means that even if you hit an attack, another attack can hit you easily seeing as you are not putting out much of a defensive wall between you and the enemy. Marth is good at this seeing as you need to get past his sword and hit his arm in order to do damage through one of his attacks, whereas hitting falcon as he swings a kick lets say, will hurt him since his hitbox is actually part of the hurtbox.
The second part is also easy to see. If two attacks do within 10% damage of each other, they will "clang" and cancel each other out laglessly. So Falcon can actually defend himself by Ftilt-ing Marth's Ftilt seeing as they do say, 5% and 6%. Marth will need to do 15% or more damage in order to plow through Falcon's hitbox (and Falcon will need 16% + to do the same).
Now marth can beat Falcon however using the ways mentioned above. If he Tippers, he could potentially out-damage, and plow through Falcon's attack. He could also end up hurting Falcon even if he out-damages his attack, because while he did not reach his hurtbox, Marth's sword's hitbox was not canceled, and can hurt Falcon still, seeing as Falcon's attacks are mostly not very far from his hurtbox.
This is why alot of characters sport good or bad priority. G&W's smashes do alot of damage, so even if they aren't that disjointed, there are few attacks that can beat them out. Sonic has "bad" priority because his hitboxes (like falcon's) dont extend too far from him on average (except that lovely uair) and are mostly Multi-Hit, meaning the single-hits dont clash with other attacks often, and are often plowed through as each his does like 1-2%.
Another important factor is attack speed when it comes to priority, and especially Aerial priority. For example, Ganondorf actually has very good priority due to his damage output, and moderate disjoint on some of his attacks (he's big, meaning big hitboxes). however, you rarely see him clang or plow through attacks because his hitboxes take so long to come out, meaning weaker and faster attacks can hit his hurtbox before they have a chance to clang or get punched through. This is the main means of judging priority with aerial attacks, because for some odd reason they do not clang with each other. In the air, it's all about who reaches who's hurtbox first, so range and speed win out. (which is why the aerial tornado is a pain, it has alot of hitboxes come out very quickly, so if you beat one, another hits you)
The final part of priority are the two special cases of transcended and Grab. Grab as you all know usually wins out vs any attack as long as you touch the hurtbox of another character, as you lock them in the grab. Transcended priority belong to certain attacks (like Ness' Fair and Falco's lasers) that do not follow the clang properties of damage, and ignore hitboxes alltogether.
hope this helps