Trifroze
all is cheese, all is jank
I'm not sure why all multi-hit moves don't just have set knockback on the hits leading up to the final hit. Would fix so many moves.
![Zero Suit Zamus :4zss: :4zss:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
- Back air: Has a deadzone between the tip of her foot and her body. It's supposed to be a sourspot, sometimes it works but the large majority of the time it doesn't, and it's near impossible on some characters. Presumably it's because the hitbox is on z-axis.
- Up B: Doesn't link properly if you don't connect with the first hit / if you're in rage / depending on the opposing character. Characters like Ike and Roy avoid the last hit literally more than 3/4 of the time no matter what the scenario otherwise is. You also experience massive landing lag (RCO) if you get hit after starting this and then land normally (RCO lag has been removed from some other characters but not all).
- Side B: Characters pop out of this before the last hit, especially if you connect with it in the air.
- Up tilt: Doesn't link into the second hit properly if the opponent is too close to you and/or at a high %.
- Jab: Almost all characters pop out of this after the second hit if you hit with it close to the opponent.
- Neutral air: Visuals indicate that the hitbox is much lower than where it actually is, doesn't hit crouching characters for instance even though the whip goes through them.
- Paralyzer: Can go through the opponent if they're right in front of you (not sure if intentional/normal)
- Grab: Can go through the opponent if they're right in front of you (not sure if intentional/normal)
- Back air: Has a deadzone between the tip of her foot and her body. It's supposed to be a sourspot, sometimes it works but the large majority of the time it doesn't, and it's near impossible on some characters. Presumably it's because the hitbox is on z-axis.
- Up B: Doesn't link properly if you don't connect with the first hit / if you're in rage / depending on the opposing character. Characters like Ike and Roy avoid the last hit literally more than 3/4 of the time no matter what the scenario otherwise is. You also experience massive landing lag (RCO) if you get hit after starting this and then land normally (RCO lag has been removed from some other characters but not all).
- Side B: Characters pop out of this before the last hit, especially if you connect with it in the air.
- Up tilt: Doesn't link into the second hit properly if the opponent is too close to you and/or at a high %.
- Jab: Almost all characters pop out of this after the second hit if you hit with it close to the opponent.
- Neutral air: Visuals indicate that the hitbox is much lower than where it actually is, doesn't hit crouching characters for instance even though the whip goes through them.
- Paralyzer: Can go through the opponent if they're right in front of you (not sure if intentional/normal)
- Grab: Can go through the opponent if they're right in front of you (not sure if intentional/normal)