Alien Substance
Evanesce
Greetings, fellow weary travelers and fabulous adventurers.
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Update with v1.19: RH's D1 remains a high-hitting mid from his hand to his forearm, but it is now a true mid from his elbow to his knee. He can now hit Atom out of his Shrink state, and hit Catwoman during her B3 startup and recovery. To use the true mid, you must be at touching distance with your opponent; it is unlikely for Red Hood to take advantage of the true mid if he gets pushed away from the opponent at all. Keep this principle in mind when playing the game. Hyperlink to the full post.
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Red Hood's D1 looks like a good poke on the surface, if not somewhat stubby. Six frames of startup, a couple of active frames, quick recovery, minus three on block and plus eleven on hit. It is a mid like most other D1s. However, as a result of the animation and hitbox properties, there is one weakness that turns the tides against Red Hood in particular situations when fighting certain characters. The first problem: his D1 is an upwards backhand. The second and primary problem is that the hitbox is directly on his hand and a bit of his arm.
The issue arising from such a design choice is what I call "Sword Spin Syndrome"; which is so named after a moment wherein I discovered an interesting aspect of 3D hitboxes on a 2D plane. (The hyperlink leads to a gif of Mr. Voorhees using a non-armored command grab against Kenshi's Sword Spin. The whiff on Jason's part is due to grab immunity; Kenshi whiffs the attack because its hitbox is solely on the blade, and Jason presses into him at the same time. A phenomenon worthy of study.)
Red Hood's D1 is usable in many scenarios, but in situations when it becomes unreliable, the whiffing hurts his mediocre defense. He is already balanced to not be able to link his D1 into a meter burn-able special for a full combo, so having this whiffing issue on top of it is rather grievous for the poor guy. It ramps up his daily prescription of Vitamin Edge. I have recorded a video to showcase the whiffing problem.
Hyperlink to the video.
Any comments, questions or stories pertaining to Red Hood's D1 can be posted here.
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Update with v1.19: RH's D1 remains a high-hitting mid from his hand to his forearm, but it is now a true mid from his elbow to his knee. He can now hit Atom out of his Shrink state, and hit Catwoman during her B3 startup and recovery. To use the true mid, you must be at touching distance with your opponent; it is unlikely for Red Hood to take advantage of the true mid if he gets pushed away from the opponent at all. Keep this principle in mind when playing the game. Hyperlink to the full post.
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Red Hood's D1 looks like a good poke on the surface, if not somewhat stubby. Six frames of startup, a couple of active frames, quick recovery, minus three on block and plus eleven on hit. It is a mid like most other D1s. However, as a result of the animation and hitbox properties, there is one weakness that turns the tides against Red Hood in particular situations when fighting certain characters. The first problem: his D1 is an upwards backhand. The second and primary problem is that the hitbox is directly on his hand and a bit of his arm.
The issue arising from such a design choice is what I call "Sword Spin Syndrome"; which is so named after a moment wherein I discovered an interesting aspect of 3D hitboxes on a 2D plane. (The hyperlink leads to a gif of Mr. Voorhees using a non-armored command grab against Kenshi's Sword Spin. The whiff on Jason's part is due to grab immunity; Kenshi whiffs the attack because its hitbox is solely on the blade, and Jason presses into him at the same time. A phenomenon worthy of study.)
Red Hood's D1 is usable in many scenarios, but in situations when it becomes unreliable, the whiffing hurts his mediocre defense. He is already balanced to not be able to link his D1 into a meter burn-able special for a full combo, so having this whiffing issue on top of it is rather grievous for the poor guy. It ramps up his daily prescription of Vitamin Edge. I have recorded a video to showcase the whiffing problem.
Hyperlink to the video.
- Supergirl, Frost Breath MB into D1. SG lowers herself down for the low kick. RH's D1 must be timed perfectly, otherwise it whiffs over her. When Frost Breath is extended before the MB, D1 will not work at all due to the pushback.
- Wonder Woman, D3. No counter-poking with D1 is allowed whatsoever. This is perhaps the most ridiculous instance of RH's D1 whiffing.
- Cyborg, D1 into D3. Another evasive sweep.
- Green Lantern, D1 into B1. When spaced properly, GL's B1 can avoid the hitbox of RH's D1. If GL does B1 from any closer than the far reaches of his D1, he can get hit.
- The Flash, D2. A similar scenario to WoWo's D3. The Flash has a lowered hurtbox that cannot be hit by RH's D1. Even when the D1 makes contact, Flash has already recovered for a block.
- Catwoman, B3. This was obvious since it avoids seemingly everything, but it was included for the purpose of showcasing Red Hood's D1.
- Captain Cold, D1 mash. RH cannot counter-poke except for a well-timed and spaced reversal Trait 3. On that note, I'd like Captain Cold to be buffed as well.
Any comments, questions or stories pertaining to Red Hood's D1 can be posted here.