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Clairen's tippers#204

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.

https://streamable.com/2h51fv

14 days ago

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.

13 days ago