What is "Priority"? Real/Fake?

jesus fucking christ. he was referring to a normal SPD. the thread (“it”) refers to an ex SPD. read what he typed again.

Can’t we just discuss game properties? does every thread HAVE to turn into this?

Dude, you’re not helping by bringing it up. Just gloss over the stupid parts of the thread, otherwise you contribute to the shitstorm.

So, if a command throw and a normal throw hit on the same frame, which one wins? I know that if two command throws hit on exactly the same frame, both whiff. Is it the same for a normal throw and a command throw?

Using the word “priority” simply confuses new people, or people who aren’t really sure how the game functions.

I would certainly try and refrain from using it in scenarios in which people don’t have a good understanding.

The underlying mechanics are rarely so technical that you can’t describe to someone what happened.

I used to use the word “priority” but it just confuses the people I play with too much. They don’t really understand what I mean.

My guess would be it comes down to active frames, if both the throw and the command throw have are active at the same time and end at the same time I’d GUESS it would be the same as two normal thorws, i’m much less confidant in this answer than all my others.

I apologize then, and the answer is again, i don’t know, i know GG frame data much better than SF4.

Two normal throws just results in a tech.

my guess would be command throw then because it’s untechable.

If this is true, it implies to me that even command throws which aren’t normally immune to throws are immune to throws on their active frame, meaning if a normal throw and a command throw came out in the same frame the command throw would win.

There could be other explanations however.

Actually, I only know this works with Abel, and Zangief, and those are both throw invincible on their active frames. So I have to rescind my previous statement.

I would imagine that all command throws would have to have at least 1 frame of throw invulnerability because in my mind one has to win and it makes sense to me that a command throw would beat a normal throw. maybe there will just be a whiff, but I would doubt that.

i’m not sure what shit you guys are referring to as priority. All i know is that i was using Rose’s EX Soul throw, but i got caught by El Fuerte’s NORMAL air throw instead. This really doesnt make sense.

I’m going to guess that Elf’s throw range in the air is greater than Rose’s. I’m fairly certain that’s right.

It seems like that’s the consensus. Makes sense too since command throws are like special versions of throws so it makes logical sense for them to top their less powerful cousin.

I understand what you’re saying but what I’m saying is…

EXACTLY that. Thank you for basically summing up what I’m trying to point out.

I don’t mean to change the fabric of Street Fighter. I’m just pointing out that priority doesn’t tell the whole story. There’s been SEVERAL posts on this issue on the forum over the past few weeks and I was trying to point out that such an exact term probably shouldn’t be used for such an inexact science.

Also, by understanding what’s ACTUALLY happening instead of just calling it priority, you gain a greater understanding of the game and can use that new knowledge to improve your play by knowing when to jump, when to throw out your moves to beat other moves and, of course, what wins and why.

Oh I don’t doubt that the concept of priority is confusing, unknown, and misunderstood by many people, but my point is that getting into a semantics based argument over the word itself is futile. I’m all about educating the willing, but going after the word priority itself isn’t the way to do it.

Just want to throw these two scenarios in for discussion… Dictator’s normal/EX-Headstomp ALWAYS beat Blanka’s Electricity…but EX Electricity ALWAYS beat normal/EX Headstomp…(btw I’m talking about the headstomp’s initial hit of course)

Now is this what is going on in regards to active hitbox and hittable hitbox?
Dictator’s headstomp’s active hitbox collides with Blanka’s hittable hitbox while Blanka’s active hitbox is not large enough to hit Dictator’s hittable hitbox. Result = normal/EX Headstomp ALWAYS beat electricity.

Now Blanka’s EX Electricity must have a larger active hitbox (OR smaller hittable hitbox?) such that it hits Dictator’s hittable and avoids his active hitbox and that’s why it ALWAYS beat Dictator’s normal/EX-Headstomp?

Yes.

Nah it doesn’t imply anything because let’s say a command throw has a certain range like less than some other command throw. If you throw them on their active frames and your throw range was greater they’d still be vulnerable. Throw invincibility is a separate deal and it has nothing to do with priority of normals and throws.

Xander: We don’t care what you use the word for in the Smash community. Here we use it to describe a combination of factors leading to a move often beating another one. You’ll just have to deal with it.
And to get even more childish… I’m pretty sure the SF community used the word in a fighting game context before Smashers.

“Hey! That’s not a turtle playing style! Over at the Zoo where I work, we use that word to describe when an actual turtle is playing SF. That’s the TRUE meaning of the word. So everyone stop using it, even though it’s already a deeply rooted and heavily used word!”

:confused:

(Sorry if things were already settled, somewhere on page 3 I just couldn’t read any more)

Hum, in Smash what happens air to air isn’t described as priority. It’s still hitboxes and hurtboxes: red box, blue box. Characters have swords that can’t be attacked, but arms that can be. The hitboxes are visibly disjointed, so they’re described in terms of range rather than priority. On the ground, moves can clash depending on if their damage outputs are within 9 points of the other, but air to ground is based on hitboxes.

If two grabs happen at the same time, someone is grabbed randomly. Priority is used for physical special attacks, mostly, like Falco’s phantasm where he warps across the screen hitting anything that contacts his body. It can be beat by a variety of normal attacks that can out-prioritize it. Some attacks “transcend priority” and are only affected if they come into contact with an opponent’s hurtbox. I thought it was overly complicated to use a common fighting game term in such a rigid way.

What happens if two air throws collide?

Well, regardless, I gladly accept that priority is how far a red box extends beyond a blue box relative to another move if it won’t exist as an absolute anyways. I find that it’s still more helpful to be descriptive against moves with high priority, so one might just have to say hit Gief on the head when he lariats, but don’t get hit by his arms or overlap with invincibility frames.

Fixed

But aside from that i agree 100%

When a throw and an attack go into active frames at the same time, the throw always loses (unless it has hit invulnerability on it’s active frames). Someone posted that from the “Master Guide.” If it’s incorrect, don’t blame me.