I'd probably say Green Arrows B13 string. Its mid hitting with 13 frame startup which doesn't even reach as far as D1, and while it does leave you at plus 15 or something crazy like that there's so much push-back from it that it makes for a pretty poor frametrap. F2 only seems to hit when you do B13 as close as possible to the other character, otherwise it wiffs. On hit it only gets 13% and you can't even land an arrow outside of the corner because it sends them too far.
It does have usage in his super resets, but its also a lot harder to hit/block confirm then some of his other strings and if you screw up you've potentially just blown your load.
If B1 had been a low starter it would have been an integral part of his game, but as it is I almost never use this move.
EDIT: there are some swaggy corner combos you can do with it, but they don't net you anymore damage then his standard BNBS, and they cost you a bar you're better off holding onto.
for green arrow, hurricane bow...does like 4% chip and it`s negative a kazillion on block.
now if only it did 15% chip and was safe on block and called trident rush instead
Its no trident rush, but hurricane bow can still be useful in end round situations. If I'm at the end of the first lifebar for example and I land an ice arrow with only a pixel of their bar left I'll load up another ice arrow for the start of next round and hurricane bow chip them. You do run the risk of getting pushblocked doing this and if you misjudge the life you're gonna eat a punish...but starting next round with an ice arrow loaded can be *huge* for your momentum.
Also, Hurricane bow is useful in matchups where armor becomes a big problem like Lex. Doesn't help much with the one who really matters though. I dare not speak his name......