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True, they ARE good. But still, that hurtbox is just too big a weakness when they are so easily rung out. Especially with characters like Banana Guard and others having oversized hitboxes that shield their' hurtboxes super well. The PPGs often can be so easily interrupted because of the gigantic hurtbox they have.
for example, in FFA their arguably best kill move is their' up attack. But it's a HUGE double edged sword, due to it leaving them a massive triangle of hurtbox that is stuck in a lengthy animation.
One Banana side special with extra hitbox is enough to cancel it out and end up ringing out both THEM and the person they were trying to ring out.
They're very inconsistent, sometimes you'll feel extremely strong with how high-damage and oppressive they can be as well as take advantage of some pretty good zoning tools, but then other times you'll feel like a punching bag for your opponents where every move gets beaten out or you just miss your attacks constantly. I think the main thing causing that is, like many problems with the game, the hitboxes... PPG hitboxes are just not good for the speed of some of these moves, and quite a few times i've seen myself and others just completely helpless to fight back depending on the character(s) in the match. Not to mention their own hurtbox is pretty big, which would be fine if their frame data and/or hitboxes were actually good, which as mentioned they just aren't enough to mitigate this problem...
They need some major readjustments (notably hitboxes) because it just doesn't feel like it's worth investing time into them as it stands when many, much more rewarding characters (with less investment) exist to play right now.