
I included a clip in #711 but wanted to show some more clips.
Clairen d-tilt was correctly lowered so it wouldn’t anti-air anyone anymore. But this caused a problem where it can’t tipper a lot of animations where characters lean forward or lift a limb bercause you are aiming the tipper for their toe that is grounded.
Can it get some larger hitboxes, similar to its old size that can only hit grounded opponents I think this will just let it feel more consistent throughout various opponent animations but not cause any annoying anti-air situations.
https://streamable.com/7usps6
https://streamable.com/bq09ue
https://streamable.com/ln6uov
https://streamable.com/gt3tuf
There’s many more too


I agree with this. The other option would be to adjust hurtboxes so these weird step-ups don’t exist, but that would be a much more sweeping change. The only real issue with the old dtilt was that it was clipping people out of the air, not that the boxes were too tall on grounded opponents.

Exactly, I acknowledge that changing any problematic animations/hurtboxes would be way too much of a problem. This change would potentially be very low cost.
The old d-tilt hitbox height had no issues hitting too high on grounded animations, it still got jumped by some moves that should dodge things like lox-dtilt but with the new lowered d-tilt, it gets jumped by so many animations that its definitely accidental.

https://streamable.com/r0p02z
Another clip

Oh wow. I haven’t said this in a long time… Feet and hands need hurtboxes in this game.

Nah, its okay

ok, even i agree that this is BS and needs to get fixed. But as many people have said: the right approach is not to make the hitbox of dtilt bigger but to make sure chars have hutboxes all the way to the ground.