agreed. at some matches, id literally just throw knees at my opponent because it's either they'd hit or the shield stun would kick in so i cant get punished. if the reverse knee is put back in, it should be half the size of its original hitbox.
So we can't adjust the hitbox size. I did extensive testing on the knee and I know an optimal solution for it, I just can't actually do it.
It has three hitboxes.
Hitbox 1: Sweetspot as we know
Hitbox 2: the back flub, comes out the same time as sweetspot, this is huge and what we used as the reverse knee
Hitbox 3: The flub – it lasts for a long time AFTER the sweespot AND it has a natural small reverse hitbox
Hitbox 3 has all the ideal qualities of the electric knee (although its a little awkward location wise as its a little low). I set this reversed with the current sweetspot to test out its use. IT has a small natural reverse hitbox and a pretty good forward hitbox. The only problem is twofold. The hitbox is out forever which can be addressed with the framespeed code. The other problem is it comes out in the wrong order. It would then go flub -> sweetspot rather than sweetspot -> flub. This would remove all those awesome flub to stuff combos which sucks.
Ideally, we could reverse the hitboxes and then readjusted the durations. Even more ideally, we could just adjust the size. But, we dont have the codes for it.
So what did I do? I re-added the reverse knee, but nerfed it in damage and therefore knockback growth. It kills 30% later than the normal knee without DI. THoughts?