
I know this is something that’s been brought up repeatedly, but I think it bears another post. Clairen’s tippers are kind of insane and desperately need at least a manual review with an eye to clean up weird edge cases.
For context, I’m playing Clairen here. This interaction happened, and I said out loud, “What the hell?” Looking back… does she really need a tipper on this frame of the move? This question applies to several other “why is this a tipper” hitboxes, like the sideways, close to her body parts of up air and down air.

Of all frames to pick from on that move, you are saying to nerf the one frame where the move is at its worst - having little to no frontal coverage and removing her iframe coverage, where every other move has tons more horizontal reach and better iframe coverage as a result.
To answer your question without the commenting - The move relies on the movement and friction a ton due to how much distance she crosses in-between the frames (and how fast it is) so every active frame’s hitboxes are somewhat essential. I remembered where the move used to whiff a ton despite players being clearly within the swing’s range (until they buffed its movement speed) - what I’m trying to say is that we gotta look at all components of the move to make the right judgements - splitting animation frames and looking at hitboxes in the void can give skewed judgement since we gotta remember it is an animation and a move in a fighting game. Either way hitting with that tip requires an intentional position from the opponent who also extended their hitbox (and they hit by less than a milimiter - talk about bad luck). It is on them not on you.