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Also for fstrongs spike do a hitbox but make it have HG_GROUNDEDNESS of 2, with angle 270, that's a proper spike, make the stats something like base kb 6 , kb scaling .6. This allows it to be di-able and is how a proper spike works. HG_GROUNDEDNESS 2 means it only hits aerial opponents.
It reaches quite far and the stun feels like it lasts forever, I think it feels fair on a 1vs1 because it's punishable but it is crazy for multiple opponents.
Might also be because you are just waiting for your punishment to go and it removes you from Rivals fast paste combat sadly (Sadly because I love new game mechanics)
Might be a idea to adjust the reach of his stun move, to hold it longer to reach further.
Or the further the move is how less effective the stun would be. (close by longest scare/stun)
I thought I noticed that being stunned doesn't mean you can get out of it by being hit, or is it only possible with strong moves?
Might be nice to be released from prison if anything just hits you while being stunned.
Right now, yeah the stun *should* be releasing upon contact with any kind of hitbox, be it a small chipper projectile hitbox or a strong attack. If people are staying stuck while getting hit by any attacks (especially besides Eustace), that's actually unintended behavior - I'll have to dig and find the root cause of that one if that's the case.
UPDATE 11/17/2022: YEP, FOUND IT. Unintended bug, I did a conditional check to see if Eustace hit the opponent with something besides Nspecial or Dash. Think I did it this way because of some jank with Kragg's rock. This then means that the Fear dissipation doesn't check for other players who land a hit. Anyway, got a fix prepared and I gotta test it, will be issued along with some balance changes in the next patch.