
For reference, clairen up b 1 has 28f of hitstun at 0% on maypul. However, the multhits have 52 FRAMES OF HITSTUN. And it’s not that uncommon to get clipped by this move while edgeguarding, and falling out of the move before the final hit.
I have no idea why multhits need this much hitstun, at it forces wallbounce at 0% on top of this. Just a really obnoxious set of hitboxes. It honestly just feels like a bug lmao. Hope this gets changed.

Like, why am i forced into hitsun for THIS long??? At 0% btw

Also, fleet up b 1 has pretty similar behavior with 49f of hitstun. I get that the devs want this to combo into up b 2, but 49f of hitstun is not needed for that.

Despite this looking like an outlier, I suppose we need those numbers high even at 0% so you’re not incentivised to gimp opponents early.
For reference, Ranno, Wrastor and Maypul have around 30 hitstun on their sour UpB’s, but they also recover much quicker than Clairen
That is way too much hitstun and also does not feel natural