lol...
Hey, finally the fighting game community is getting straight on what "priority" is in fighting games.
I read this checking out some SF4 stuff:
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"MOVE PRIORITY.
Is there a golden rule for move priority while two characters are in the air? like does a light kick beat a hard kick, does a hard punch beat a light kick? is there a rule like this? i cant seem to find the info anywhere?
There is no such thing as priority. It's just a vague notion derived from other properties of the moves. Such as: Startup frames, Active frames, Recovery frames, Invincible frames, hit-boxes, and/or hitable-boxes.
A jumping light kick may beat a hard kick because the light kick has less startup and hits the hard kick before the hard kick can hit you back. But that doesn't mean a hard kick can't beat a light kick if you get the hard kick out early enough.
You might say a Dragon Punch has a lot of "priority" because it seems to beat out everything. But a Dragon Punch doesn't beat out everything because it has some sort of high priority value. Dragon Punches tend to beat out other moves because it has Invincibility frames. Moves are actually whiffing through the Dragon Punch, and then the Dragon Punch hits you. But it's still possible to beat a Dragon Punch with good timing and careful positioning of the hit-boxes. (Though it's still probably better to just block it if you know it's coming.)
Beneath the pretty graphics, the game is just a bunch of rectangles moving around each other."
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I've had the "Priority" argument so many times with so many people, it's not even funny.