Man the hitboxes are so infuriating.
View: https://www.youtube.com/watch?v=1mspoUodEKc
In this clip, I see Superman going for his stupid punch spam, so I jump onto his head to spike him. The downspike is one of Wonder Woman's only combo starters so it's the only way I get anything significant off this in this situation, but given his damage (163) it would likely kill outright.
But instead, he hits me like 6 feet above him with his horizontal attack.
I can only imagine, this is because Wonder Woman must have her hurtbox extended downwards when attempting the down air, thus pushing me into his active hitbox, but it's still bullshit all the same.
Wonder Woman is such a cool character but she's really screwed over by the hitboxes and I think the clip above is a really strong example of that. Characters like Superman have attacks that are constantly active and almost surround their entire character, Wonder Woman's attacks are active for a split second, her hurtbox seems to extend ahead of them and the hitbox itself doesn't even extend as far as her animated model.
It's as though the game was balanced by different people with a different design ethos per character. Usually I find in fighting games when you have things like this, it's clear that they resulted from a design mindset that extends across the whole game. For instance early Street Fighter V saw all of the light jabs have a hitbox which extended too far verically, making them strong anti-air options. But in multiversus it feels like some characters have moves that are consistently extremely disjointed, while others have moves which are very conservative.
As Wonder Woman, my sword is passing through people for days. The only move I can rely on is side special but it has slow startup and doesn't lead to anything. Honestly I'm a bit baffled by her gameplan design at times. Her go to combo starter (which only leads to around 30 damage) is her forward grounded attack, cancelled into up special, but in order to land that you have to be stood literally inside of your opponent.
Generally speaking I think they need to make an effort to align the hitboxes with the character models and lower the hitboxes of horizontal attacks so that they can be interrupted above and below more easily.