phoenix: Do you have a link to where I can have a look at your project or is it still offline?
Damnit: Not sure if this is working as intended or not (it's possible it's part of how the throw mechanics of the game work) but in kof2002 hitbox viewer, it is drawing the throw box for DM grabs even when you don't have the meter for it. e.g. Vice does hcbx2+K with no meter and it will still display her throwbox. I'll probably be playing around with the hitbox viewer some more so if I come across anything else I'll let you know. Thanks again for making this available for Neo Geo games, it really is an amazingly useful resource.
http://www.mediafire.com/?batfs4zvhq10gv1
Here is a "zero damage" clip I decided to make with Vice after looking at her hitboxes (I made a similar clip in 98 with Leona). Just through gameplay with her I'd notice a lot of her close attacks would whiff or cause other attacks to whiff in strange situations. I didn't really realise the extent of her whacky hitboxes until I started messing around with the hitbox viewer haha.
Transcript for my own reference (and if anyone is curious as to what is happening):
Taunt, run, s.B x 2, s.D xx f+A, s.CD xx hcf+B (no longer at point blank range after this, it places the characters at far normal range), far s.B x 2, backdash, c.D xx qcb+C, qcb+B (the legs of this move only have red boxes, not hittable which allows you to make some cool patterns), s.A/c.B whiff chain battle, backdash qcb+B, qcfx2+C (same frame activation causes the slowmo startup, same frame grabs whiff against eachother), leapfrog qcfx2+A (just to get to the corner really), BC activation (reversaled from the last move keeps 2p Vice facing the wrong direction). In the last part, 2p Vice does vertical j.CD to avoid 1p Vice s.D which gets whiff cancelled into hcbx2+BD, freezing 2p Vice in the recovery of j.CD. She then lands and whiffs a far s.C through the shruken hitbox of the SDM, BC whiff cancel into hcf+B which does no damage until the opponent lands. Finally she buffers a backdash into her HSDM motion to create a Kattobi cancel effect with the superfreeze occuring on the same frame as the KO (unfortunately doing it this way doesn't get the awesome laugh sound effect to play as 1p Vice's death scream takes over).