Yeah, I know how it all works.
That's what I mean by each issue exacerbates the other. If the animations matched reality better, there would be no pivot issues and less hitbox complaints. If the hitboxes were closer to reality, than more generous iframes and animations would be less necessary. If iframes were increased, the toe clipping and gravity squeezing would be less common and the tracking wouldn't matter as much. As it stands, because From screwed up on all three fronts, the end result looks and feels janky and unfair.
That's why the issue isn't about lack of skill. There's no way any developer (let alone From) would let this unholy trinity to slide. There's no way they saw the hippo squeeze or toe clipping and decided, yes, that should be a regular occurrence. Either they screwed up or just didn't have the resources to fix it. And that's ok. Just don't blame the player, especially when most of the complaints are coming from people who do get it.
The animations do match reality (except for in the complete lol-fests like the Mimics) - the toe clips are reality. They are reality in DS1 as well, they just happen less because there are more iframes. Since there are less iframes on the DS2 roll, there are can end up being no iframes when the character is stretched out at length during the end of the dive (but before the tuck and roll). So your toe gets clipped because your hit box overlaps with a hurt box on a single frame. With motion blur and all the rest of it, you feel cheated, but you got hit. You can say that you rolled through it, but "i frames" are an abstraction; you literally pass through an attack. Some parts you can get hurt, some parts you can't. A lot of the "his axe didn't hit me, i dodged!" is not that the animations don't match the hit boxes. They do. You just weren't invincible when you thought you were.
Here's the thing: I'm no master at DS games. Not by a long shot. But I don't blame the game when the rules are there and 99% consistent, even if they are different than DS1 (which feels better). They are just the rules.
He didn't say that. He said the red phantom did a 180 in MIDAIR, not on the ground and your awesome response was to tell him to get good basically. Its funny b/c I've had the exact same thing happen to me with that red phantom as well. Red Phantom jumps I roll under or to the side and he tracks to my position and hits me. No enemy in DS1 does that, they jump to where your position was when they decided to do a jump attack, not where you moved to after they committed to a jump attack.
Check the gif of the Hollow curving in midair a couple of pages back. It happens.
And I don't see how it would make the game less strict. I believe i frames are in the games to elevate the issues with tracking and hitboxes so you will have to explain how having more i frames makes the game less strict when it was built with i frames in mind to begin with.
i frames aren't in the game to alleviate anything. They are there to literally dive through attacks. I frames are in tons of games, they aren't a crutch, they are a mechanic.
The more i frames there are in a dodge, the larger the window of time the user has to dodge an attack. They can dodge earlier and still pass through an attack. Less i frames, smaller window, more strict timing.
If it takes 3 frames for an attack to pass through a user's hit box, and the user has 10 i frames on a dodge roll, the user can dodge up to 7 frames before the attack connects and they won't be hit. If they only have 3 i frames on a dodge roll, they literally have to dodge on the exact frame the attack would hit them.
Less i frames means that the timing is more strict. You can't dodge too early or too late. By opening up the window (giving more iframes) the game allows the user to be sloppier with their play.
Of course, all of this is compounded by screen lag that the user is using. If you're playing on a big pretty LCD TV, there's a good chance that you are getting 2-3 frames of input lag as it is. As such, your timing has to be even stricter or possibly predictive. But that's not the game's fault.
Lots of games do this, especially 3D games because the perception of distances are difficult when they are coming at you. Lots of 3D platformers will allow the user to jump3 or 4 frames after they have fallen off of a platform because it "feels" better. Namely because it is easier.
Street Fighter, with successive iterations, allowed a wider and wider execution window for special attacks, because it "felt" better to most users. That was until SF4 when they opened up the window to an absurd degree and then you do could do extremely sloppy "motions" (like down-forward, down-forward + punch for a Dragon Punch, which technically covers f, d, df+p) and things got a little too out of control.
Regardless, both of these cases are just examples of how opening up strict timings will make wider user bases feel that a game feels better.
I mean, I'm in that camp too: I think DS1 feels better than DS2. But I also get that DS2 is just a rule change and accept that and play the game based on its rule set.