Created by Terkoiz, then implemented and animated by Stone (Travis Steven) into this game, Mr. Red is a playable character in the game Combat Tournament Legends. He was added in version 2.2b, along with Crazy Jay. He is most known for being the protagonist of the Shock series and his superhuman abilities.
Appearance[]
He is simply a stickman who is completely red.
Powers/Abilities[]
Fast-paced Combat:[]
His hand-to-hand combat is extremely fast-paced, allowing him to specialize in lightning-fast combos.
Superhuman Abilities:[]
He possesses outstanding agility and speed, as he can move like lightning when in close combat, zooming around his opponents and attacking them from virtually every side. His agility also allows him to use that fast-paced hand-to-hand combat to pummel his opponents with frightening rapidity, with enough strength and force to do considerable damage to them.
Energy Manipulation:[]
He can generate large amounts of energy that continuously contracts into his body, and when the limit is reached, it gets released as a huge explosion, which will cause complete devastation to surrounding opponents.
Similar Characters[]
- There isn't a Mr. Red opponent that appears in the Story Mode, but a Mr. Red CPU can be seen in the Vs. Mode by starting a match against a Mr. Red CPU. They look exactly the same as Mr. Red.
Bots[]
There is only one type of bot for Mr. Red, who is a Follow Bot.
Follow Bot[]
This bot can actually do special attacks, but can only do one normal combo and also stays in a few spots in the map, though when they notice the player, they will follow them.
Moves (Links: Animations)[]
- Attack 1: A forward punch and then a quick kick; 2 hitboxes; Moves him forward slightly; The Follow Bot uses this move.
- Attack 2: Follow up to Attack 1; Performs a more higher angled kick, then quickly moves back and then forward, doing a forward kick as he comes to a stop; 2 hitboxes; The Follow Bot uses this move. (Frame Name: Attack2)
- Attack 3: Down attack; Performs a sweep kick. (Frame Name: Attack18)
- Attack 4: Aerial attack; Kicks forward; Launches opponents a very far distance. (Frame Name: Attack12. This attack has 4 animation frames that can't be seen in-game.)
- Attack 5: Aerial attack: Facing backwards, spins his body to rotate backwards, performing a spiking two feet kick with his feet towards the ground as he faces upright. (Frame Name: Attack6)
- Attack 6: Dashes forward at speed, performing a strong front kick when he stops, launching opponents away. (Frame Name: Attack7)
- Attack 7: Start to the up combo; Dashes forward at speed, performing a strong uppercut when he stops, launching opponents high into the air. (Frame Name: Attack14)
- Attack 8: Follow up to Attack 6; Dashes forward at speed, performing a strong front punch when he stops, launching opponents away. (This attack is split into two parts: Attack15 and A (The first part is the function to execute the move, and the second part is used after Attack 9's last animation frame.).)
- Attack 9: Follow up to Attack 6; Moving at lightning-fast pace, performs punches and kicks from random angles, then runs back and forth repeatedly, hitting opponents rapidly; 18 hits. (Frame Name: Attack13)
- Attack 10: Follow up to Attack 7; While upside down and facing backwards, moves his legs forward, then performs a forceful spiking kick with both of his feet, facing upright, then quickly dashes back to the ground. (This attack is split into two parts: Attack16 and w (The first part is the function to execute the move, and the second part is the function to fall with a set speed.). This attack also has 4 animation frames that can't be seen in-game.)
- Attack 11: Follow up to Attack 7; Performs forward kicks while rotating sideways, then does an upward kick to launch opponents into the air; 6 hitboxes, but 5 hits. (This attack is split into six parts: addonmove01, addonmove01, addonmove01, addonmove01, addonmove01 and addonmove01 (These all play one after the other.).)
- Attack 12: Follow up to Attack 11; Quickly dashes in from one side to perform a two feet kick to spike opponents downward, then immediately drops down to the ground. (This attack is split into three parts: A2, addonmove01, and w (The first part is the function to execute the move, as well as turn left or right during it, the second part doesn't do anything, and the third part is used after the 6th frame of the attack,).)
- Attack 13: Follow up to Attack 7; The same as Attack 9, but the hitboxes are proportioned slightly differently; 18 hits; Ends with Attack 12 automatically. (Frame Name: A3)
- Attack 14: Follow up to Attack 1, Attack 6 and Attack 9; Flips onto his hands to move forward, then performs two forward kicks and a split kick, and then does a strong kick forward while he gets up onto his legs; 4 hitboxes. (Frame Name: A4. This attack has one animation frame that can't be seen in-game.)
- Attack 15: Follow up to Attack 2; Performs an arrangement of punches and kicks from various angles, ending with a strong kick with forward motion; 7 hits. (Frame Name: AwsomeMove01)
Combat Tournament Rewind[]
Mr. Red was implemented into the first released version of the Combat Tournament Rewind Demo. He has gained a new attack, which was unused in Combat Tournament Legends. The attacks that properly make a return to this game from the previous game are Attack 1, Attack 2, Attack 3, Attack 4, Attack 5, Attack 6, Attack 7, Attack 8, Attack 9, Attack 12 and Attack 14.
Trivia[]
- Mr. Red is unlocked from the start of the game, but only playable on the game's version on Stickpage.
- He is the only one in the character select screen that isn't given his idle stance, instead being completely frozen. This is because a shape object is used instead of a sprite object with animation frames.
- His movement speed is the fastest in the game, to no one's surprise.
- For Attack 6, Attack 7, and Attack 8, there is a green and yellow hitbox sprite that is used for stopping the movement of the attack when a fighter he can hit is reached, so the move can hit, acting similar to the HitCommAnd function used for Home-Run-Bat.
- Similarly, the red hitbox sprite for Mr. Red is different than what everyone else uses, as they are specifically designed and used for Mr. Red, though there is one instance where Crazy Jay uses it.
- The way Attack 9 works can cause it to, when holding left or right, increase or decrease the momentum speed of the move when it goes airborne.
- If you hold ⬆ and ⬇ at the same time in the air, then press A, you will have the momentum and speed of Attack 7, but Attack 5 will use it instead, and similar to Attack 9, you can alter your momentum speed during it by holding left or right until it ends.
- The script to reduce the character hitbox size to a smaller size when executing a crouch isn't properly scripted for Mr. Red, which is why he still gets hit by attacks that wouldn't hit when crouching with others.
- The first hitbox of Attack 11 uses MRHit0, which is a hitbox that lacks the code involving collision with opponent hitboxes in it, which is why there are 6 hitboxes, but 5 hits in Attack 11.
He has one unused attack. It looks to be an alternate version of Attack 6 that would have included a second kick. The animation before the first kick represents him dashing towards opponents. This attack is actually separate from Attack 6, as this attack doesn't have a frame label telling the game what to refer to this move as, meaning it also cannot be seen in-game. Oddly enough, this attack syncs well with Attack 5's animation frames, so it is assumed that the second kick would have hit opponents into the air, and then Attack 5 probably would have followed up after. The attack even has blur effects with it. At some point, it was most likely decided that the attack was to be split in two, removing the second kick animation frames, and keeping Attack 6 and Attack 5 separate. Due to this decision, hitboxes are not present with this attack.
Through use of modifying things or scripts in Sprite 5009, it can be noted that the attack has teleporting scripted for the last animation frame. When the attack finishes, the move teleports to hit opponents while executing Attack 5, further proving that the attack would have Attack 5 as a follow up attack.