itsthebigfoot
Smash Lord
dk's neutral b is not disjointed, and yet it beats out all of game and watches disjointed moves, proof that the specials priority thing is rightThis is correct.
But this isn't. Where the hell do you get the "all aerial attacks are disjointed" from?. DK's Bair is non-disjointed hitbox because his foot is also a hurtbox. Conversely when Marth, MK, or G&W use an aerial it's a disjointed hitbox because the said hitbox is NOT a hurtbox as well. If DK Bairs into a sword, turtle, hammer, or aura he'll be the one getting hit while the disjoint remains intact.
DK's neutral B is not a disjointed hitbox.
With that logic, DK would have advantages over everyone with disjointed hitboxes. :-/
and dk's matchups vs other disjointed characters, ike: advantage, link: advantage toon link: debated advantage marth: neutral (due to his range, speed, knockback, gimp game, and priority, not just priority) metaknight: debated, neutral or advantage, and even then, it would be neutral because of his insane speed/air game/ground game. dk out prioritizes him in all respects
as for the aerial priority, here's scotu "Physic's of Attacks" read implied priority (aerial). it's why aerials never clank, they base their priority on overlapping hurtbox/hitboxes, i.e. every aerial is slightly disjointed, its also why a lot of nairs have low priority (sonic and bowser are two great examples) they don't extend the hitbox, so any attack pretty much beats it
Priority
Priority is what determines if any one attack will beat out, lose out, trade with, or clank with another attack. The player closest to player 1 has the most priority, although the instances where this matters is extremely limited. There are two types of priority: Intrinsic Priority and Implied Priority.
Intrinsic Priority
Intrinsic Priority is what the developers added for ground and special attacks that directly compares which attack has more priority. If one attack has more intrinsic priority than another attack, the first will beat out the second, completely overriding it. If the two attacks have similar intrinsic priority, then the two attacks will clank, causing both characters to return to their default state. This only applies to ground/ special attacks, and only when two hitboxes from these type of attacks collide. The amount of Intrinsic Priority that an attack has is just the amount of % it would deal. If two hitboxes connect and one of them would deal more than 10% than the other, then that attack overwrites the other. If they are 10% or less apart, then they will clank.
Furthermore there are other systems of priority set in place. For instance, specials can clank with any attack (including aerials, which can't clank w/ ground normals or other aerials). Projectiles have their own set of rules too.
Implied Priority
Implied Priority is a function of how far the hitbox of an attack extends past the hurtbox of the character performing the attack (aka, the level of disjointedness - I'll get back to disjointedness in a moment - of an attack). This mainly applies to aerial attacks' interactions with other (including other aerial) hitboxes. Since aerial attacks don't have intrinsic priority, when a hitbox from an aerial overlaps another hitbox, the priority is not determined then (i.e. Aerials cannot clank - except for specials). In this type of collision, the "winner" is determined by whose hitbox overlaps the other's hurtbox first. The farther separated your hitbox is from your hurtbox, the more likely you are to hit them out of their attack and less likely to trade/ get hit out of your attack.
Note: The term Disjointed is kind of a misnomer. As often used by common users of the word, a move can either be disjointed, or not disjointed. However, that is pretty much a false analysis of the term, since there is no such non-relative definition of the term. Disjointedness is a term that describes the level of how much a hitbox extends past a hurtbox, not just if it does or not.