Combo Priority
Combo priority is one of the slightly more complex attributes to calculate, although you follow very similar rules for same-move and different-move combos. Firstly, if the combo is a same-move combo, double its priority, whereas if it's a different-move combo, add together the two move priorities. Then, if both moves in the combo have a priority of 0 or less, subtract 2 from the result. Finally, priorities can never go below -7 or above +6, so if the result is outside that range, raise or lower it to the appropriate end.
The above rules are for calculating the hit priority or strike priority of the combo and use the strike priority of the move(s) in the calculation. If either move in the combo has a charge priority, the combo has the same charge priority. Combos whose strike priority is equal to the charge priority will charge up and then immediately strike. Combos whose strike priority somehow exceeds the charge priority are automatically infeasible.
If the combo is a same-move combo of a damaging evasive move such as Dig, calculate the combo's strike priority as normal, then whatever the difference between the evade priority and strike priority of the move is, add that to the combo's strike priority to get the combo's evade priority. Thus, Dig + Dig, with its strike priority of -6, has an evade priority of -4. If the combo is a different-move combo where one of the moves is a damaging evasive one, apply the same rule using the damaging evasive move's two priorities. Thus, Dig + Crunch, with its strike priority of -4, has an evade priority of -2.
In the event of a different-move combo of two damaging evasive moves, add the two differences together, so Fly + Sky Drop, with a strike priority of -5, will have an evade priority of -2. A combo of a damaging evasive move and a charge-up move will have three priorities; for example, Sky Attack + Fly will have a charge priority of +1, an evade priority of -3 and a strike priority of -5. Generally, however, combos of two different damaging evasive moves, two different charge-up moves, or a charge-up move and a damaging evasive move are not feasible.