Hey guys, I made a video talking about what I believe is the main issue behind what Tom has been posting on Youtube about. I believe it's related to hitboxes on attacks, not the clone itself. As we can see fists can enter locations without getting frozen that Erron's kicks cannot, so to me, that means it is not the clone, because if it was, all attacks would get frozen, the variable changing here is the attacks used, not the clone.
I tested it even further later to see how much in the clone Sub can be and be safe from Erron's kicks, and Sub can be pretty much directly on top of the clone and not get touched by several of Erron's kicks. It should be noted that not even the same limbs doing an attack need to have the same hitboxes while they are attacking. So let's say, just as a hypothetical, I did D3 with Kano and that was frozen, that does not mean that Kano's 3 must also get frozen, or even his D4, it all depends on the individual attack's hit box.
Regardless of whether the clone itself has a smaller hit box than can be seen, I think the best way to respond to this is to in fact fix hit boxes on character attacks. This would both fix the issues with certain attacks not getting frozen, and would make the footsie game of MKX much stronger, as being able to catch limbs from outside of their range is an important part of footsies. If NRS just made the collision of the ice clone bigger, it would at max only solve one issue, and at worst, make Sub Zero completely braindead, which while I know a lot of the cast in MKX is braindead, should still be something NRS should try to move the game away from.