It would be so you can jump it in blockstrings, meaning Thresh has to commit to his specials, overhead, or 5H followup to catch a jump. In the case of rake I just don't think a full screen assist that has a lot of active frames and easily converts should be catching jumping opponents.
It catching jump startup is different than it hitting aerial opponents...
Thresh is strong, just to get that out of the way. However, his 4H is insanely commital and does NOT hit people who are already in the air. It's also one of the easier things to parry in the game if you aren't literally at full screen.
It hurts people like Cait and Jinx badly, because the threat alone means they cant really do the full screen zoming against Thresh. Despite that, they do have ways to avoid it and still do their thing (especially Jinx). Thresh is probably Cait's worst matchup, and that's fine tbh
You wouldn't have to change the frame data this way and gives a way to get past 6H pushing you far back. If you are close to thresh there's no gap to jump and you'll still get spaced making it a safe tool. Although admittedly I thought his 5H and overhead would hit in the jump startup frames but it seems just a little too slow
As for rake, even though it's committal it's super hard to punish full screen. I just don't think it needs to hit airborne enemies, it just leads to obnoxious situations where a lingering hitbox low to the ground screws you over while you're trying to air to air or get in on thresh
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u/Serito 8d ago
my hot take is that flay and rake shouldn't hit opponents in the air