PND i2 Gaug3
NERF Everything, LEAVE Nothing
This thread is only to note wonky hitbox Issues colt hecterrific
I dont want to have the same issues in this as we did in MK so help me out and let me get a list of stuff that shouldn't happen.
I will test all issues myself to verify and keep OP updated.
Bane
charge has a hitbox behind him if you jump over him when he charges and your in the corner
Batman
ji2, [1]1 wiffs at certain distances the second still combos [Hits Lex, Bane and Doomsday]
Black Adam
ji2, [1]1 wiffs at certain distances the second still combos [Hits Lex, Bane and Doomsday]
Deathstroke
Super has a hitbox behind him
Doomsday
3 xx air snatch wiffs at just inside max distance on all characters
3 xx earth shake wiffs at just inside max distance on all characters
3 xx ES Wiffs Point blank
Green arrow
ji2, [1]1 wiffs at all distances second hit still combos [Hits Lex, Bane and Doomsday]
Raven
D2
Despite being mid, can be ducked under by the entire cast except for most of the big guys (Bane, Doomsday, Lex). Bug or feature? You decide!
vs. Solomon Grundy, it depends on his lung capacity when he's crouching (yes, really). When he crouches he heavily breaths in and out. If he's nearly finished breathing in (shoulders at their highest), D2 will connect as his hitbox is slightly larger. If he's nearly finished breathing out (shoulders at their lowest), the hitbox is slightly smaller and the move will wiff.
Solomon grundy
Catwoman all grabs wiff on cat stance
WC is Inconsistent and wiffs against some normals
WW B2 xx lasso grab will destroy WC
Catwoman any ending of the B1,2 string will make all grabs wiff, B2,[3] will make all grabs wiff her B3 ending animation cannot be grabbed, her cat stance cannot be grabbed
d+2 xx air grab (dialed in)
Delayed AdmiralAugustus for testing
(cant hit-confirm combo into air grab at all unless in the corner) totally useless unless used as the godlike anti-air that it is
I dont want to have the same issues in this as we did in MK so help me out and let me get a list of stuff that shouldn't happen.
I will test all issues myself to verify and keep OP updated.
Bane
charge has a hitbox behind him if you jump over him when he charges and your in the corner
Batman
ji2, [1]1 wiffs at certain distances the second still combos [Hits Lex, Bane and Doomsday]
Black Adam
ji2, [1]1 wiffs at certain distances the second still combos [Hits Lex, Bane and Doomsday]
Deathstroke
Super has a hitbox behind him
Doomsday
3 xx air snatch wiffs at just inside max distance on all characters
3 xx earth shake wiffs at just inside max distance on all characters
3 xx ES Wiffs Point blank
Superman
Raven
Aquaman
Green Lantern
Lex
Ares
Doomsday
Sinestro
Black adam
Bane
Raven
Aquaman
Green Lantern
Lex
Ares
Doomsday
Sinestro
Black adam
Bane
Green arrow
ji2, [1]1 wiffs at all distances second hit still combos [Hits Lex, Bane and Doomsday]
Raven
D2
Despite being mid, can be ducked under by the entire cast except for most of the big guys (Bane, Doomsday, Lex). Bug or feature? You decide!
vs. Solomon Grundy, it depends on his lung capacity when he's crouching (yes, really). When he crouches he heavily breaths in and out. If he's nearly finished breathing in (shoulders at their highest), D2 will connect as his hitbox is slightly larger. If he's nearly finished breathing out (shoulders at their lowest), the hitbox is slightly smaller and the move will wiff.
Solomon grundy
Catwoman all grabs wiff on cat stance
WC is Inconsistent and wiffs against some normals
WW B2 xx lasso grab will destroy WC
Catwoman any ending of the B1,2 string will make all grabs wiff, B2,[3] will make all grabs wiff her B3 ending animation cannot be grabbed, her cat stance cannot be grabbed
d+2 xx air grab (dialed in)
Hits Flash (random: at point blank, when jumping in)
Hits Nightwing (only when jumping in)
Hits Green arrow (only when jumping in)
Hits Superman (point blank, when jumping in)
Hits Raven (just outside point blank, when jumping in has to be left really late)
Hits Aquaman (point blank, when jumping in)
Hits Wonder woman (just outside point blank, when jumping in has to be left late)
Hits Hawkgirl (point blank, when jumping in has to be left late)
Hits Shazam (point blank, when jumping in has to be left late)
Hits Green lantern (random: at point blank, when jumping in has to be left late)
Hits Joker (random: at point blank, when jumping in has to be left late)
Hits Harley (point blank, when jumping in has to be left late)
Hits Grundy (only when jumping in has to be left late)
Hits Lex (point blank, random when jumping in)
Hits Catwoman (only when jumping in has to be left late)
Hits Ares (just outside point blank, when jumping in has to be left late)
Hits Killer Frost (only when jumping in has to be left late)
Hits Doomsday (only when jumping in has to be left late)
Hits Sinestro (outside point blank, when jumping in has to be left late)
Hits Black Adam (point blank, Large jump arc d+2 hits)
Hits Bane (only when jumping in has to be left late)
Special mention: managed to hit death stroke once when jumping in but then it never happened again
Hits Nightwing (only when jumping in)
Hits Green arrow (only when jumping in)
Hits Superman (point blank, when jumping in)
Hits Raven (just outside point blank, when jumping in has to be left really late)
Hits Aquaman (point blank, when jumping in)
Hits Wonder woman (just outside point blank, when jumping in has to be left late)
Hits Hawkgirl (point blank, when jumping in has to be left late)
Hits Shazam (point blank, when jumping in has to be left late)
Hits Green lantern (random: at point blank, when jumping in has to be left late)
Hits Joker (random: at point blank, when jumping in has to be left late)
Hits Harley (point blank, when jumping in has to be left late)
Hits Grundy (only when jumping in has to be left late)
Hits Lex (point blank, random when jumping in)
Hits Catwoman (only when jumping in has to be left late)
Hits Ares (just outside point blank, when jumping in has to be left late)
Hits Killer Frost (only when jumping in has to be left late)
Hits Doomsday (only when jumping in has to be left late)
Hits Sinestro (outside point blank, when jumping in has to be left late)
Hits Black Adam (point blank, Large jump arc d+2 hits)
Hits Bane (only when jumping in has to be left late)
Special mention: managed to hit death stroke once when jumping in but then it never happened again
Delayed AdmiralAugustus for testing
Flash:Grounded: no
AA: yes
Nightwing:Grounded: no
AA: yes
Green Arrow:Grounded: no
AA: yes
Catwoman:Grounded: no
AA: yes
AA: yes
Nightwing:Grounded: no
AA: yes
Green Arrow:Grounded: no
AA: yes
Catwoman:Grounded: no
AA: yes
(cant hit-confirm combo into air grab at all unless in the corner) totally useless unless used as the godlike anti-air that it is