Hi, I'm not really a Z2 player but I have fought opponents online using something else. First I'd like to compliment the hard work and lore put into these characters. They're very well fleshed out and lots of story juice packed into it. The intros, win poses, and stuff are very creative. Facebook posts in the cars? Simply genius. It's awesome.
Secondly, I'd like to move onto the hitboxes. The hitboxes are mostly pretty good, and at this point I've studied thousands of different hitboxes, I can very well say that HDBZ's hitbox sort of resembles something like Street Fighter in some instances. They're pretty well made too, and I've only noticed a few small flaws.
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In some instances, one small (but crucial) fundamental oversight I see in the hitboxes is some attacks are lacking the necessary hitboxes that are crucial for punishing. Basically, the attacks for many of the anims are pretty good, but they're missing about 1 extra frame of extended blue CLSN2 when the p1 whiffs or misses an attack, you want to still keep them with either 3-6 frames where the blue CLSN2 is fatter and extended, residual from "the time" when their red CLSN2 was still active.
What I noticed in some HDBZ instances is as soon as the attack is done, the character goes straight back (retracting) too quickly to the idle stance, making it impossible to whiff punish normals. At least for medium and heavy attacks, there needs to be some residual extended blue CLSN2 before p1's anim returns back to the idle stance. All fighting games are about risk vs reward, and at higher levels of some SF games, it's you learn how to punish basic normals from odd/irregular distances. Whiff punishing is basically more easier and authentic by doing it this way.
edit: My bad. I just double checked and there ARE normals with an extra frame/AnimElem that has punishable properties. You know, when the Blue CLSN2 is still residual for 1-2 frames after the previous frame with the red hitbox. Yes, HDBZ does have it. But another thing I noticed is the hitboxes could use some improvements, in some situations it's still almost impossible to whiff punish. It's the positioning/design of some of the hitboxes.
So my only question is, was the hitbox design of HDBZ intended to be this way? If it was then just ignore everything I said.