The argument from authority (Isai) related, guilty, good catch. Even those of us devoted to logic get sloppy every now and again. The others, strawman, etc, are just a result of apparently me misunderstanding the M2K/Hyrule thing. I`ll look into that some more.
Karajan is right on the extended combo thing or w/e. I originally called it a momentum combo, meaning moves are hitting the opponent as a frame trap or good read shortly after your last hit.
Cobr mostly explained priority already, but I'll POINT an example out about it as well.
Priority exists in ground moves. The only time a clank won't happen on the ground is when a move has over a 8% difference for damage, ex. a fox jab vs samus fsmash. If Samus does a fsmash and fox tries to jab it, a little bubble will show that the move "connected" but will be OUT PRIORITIZED by samus's fsmash
Wow I totally forgot Steve was in that call. LD, him, and I had a ridiculously long chat last night about well, everything, although I don`t think we made it to Hyrule. But "good read shortly after your last hit" was what I remember being the our agreement point, whatevs.
Boom, perhaps it`s a personal objection to the word "priority" in that it (IMO) it refers to
move v. move interactions, which don`t really exist in this game.
Hitbox v. hitbox is math based, although I still believe there is a momentum component to interactions. The examples I used last night:
DK UpB vs. Kirby Nair: A great example of how saying "priority" could confuse new players (or current ones). Depending on where and when you connect the "moves" drastically alters the hitbox interaction. A high hit (the arms) will not get through, but a hit to the hurtbox will (lower). Thus talking about priority applies to moves is wrong and misleading in this case, so why aren`t we just abandoning it for all?
Yoshi`s second jump v Kirby Nair/Bair:
This is really the only example I can clearly give of why I think there is a "momentum" component to both knockback and hitbox interaction (re:sametime, cancel). You can sometimes break Yoshi`s jump with a Nair, if you time it right. I haven`t messed around with this TAS wise, but it seems that Kirby`s momentum and the "internal momentum" (when in the Nair they connect) are factors, again making priority a sloppy way to talk about it. This is even more obvious with the Bair, much more rare that you can break Yosh jump with this move, but I`ve done it.
Forget the priority debate for a minute, it might just be word wrangling it seems. Perhaps I am wrong in my beliefs, please verify or refute:
The interaction between hitboxes/hurtboxes is defined by some base attributes such as damage and knockback, but also depends on when (within the move) they connect, and based on character momentum.
That sort of % difference priority thing also exists in aerial vs projectile and ground vs projectile as well.
This is the exact kind of sentence I abhor. You seem to be grouping moves into categories of effect based on whether or not they are ground moves or aerials. Do you have evidence that the hitboxes are different types based on the move that generated it?
AFAIK: A hitbox is a hitbox; has certain size, damage, and base knockback attributes depending on what move it came from, but doesn`t interact differently if it's a special move or aerial or smash that generated it.
Ground vs projectile is similar to ground vs ground, it's the difference between clanking and the ground move just going straight through the projectile (I think the vice versa, projectile hitting through the ground move, can happen as well).
If you aerial a move you can stop it from hitting you if your aerial is strong enough. For example, if you Samus nair a Yoshi egg the egg won't hurt you, but if you uair it, the egg will hit you. I guess this is basically the same thing as ground vs projectile but in my mind they're a little different because clanking has a special animation, while hitting a projectile with an aerial does not (and we don't call it clanking for aerials). But anyways.
I don`t use the word clank, or priority, because I prefer to use terminology that is most widely representative/absolutely correct and I think there are more accurate ways to speak about this. In fact, I assumed this was all worked out mathematically already. It appears not. The Samus Nair/Uair v Egg situation is based on damage differential, like whether moves cancel (clanking) or generate a same time hit (both connect). Hit the egg with X% damage and it will recognize a "hitbox interaction" and harmlessly break, not enough and it pretends it just connected normally, with hurtbox. Again, I do not believe that hitboxes are different re: move they came from. Also, I believe there is a momentum component to hitbox interaction, which further complicates things, another reason "priority" is a foolish way to describe things. See the Yosh example up there^.
Also Fox lasers and Samus bombs are "intangible" and don't follow these rules. They go through attack hitboxes and only interact with "hurtboxes" (so Fox laser can hit a Link bomb because Link bomb has a hurtbox, but Fox laser cannot interact with other projectiles - Link's bomb may also seem to act differently than these rules because of its hurtbox btw)
Correct.