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Git Gud w/ Red Hood - The Official Red Hood Combo Thread

REYTHEGREAT

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The trick to landing the 32 in the (starter) J3, 32, 4,332 combo is tapping forward after red hood lands from the J3. For some odd reason, i tap forward and the forward 3 comes out. So i substituted the 32 with b32. So the combo is starter, mb mine, b3, j3, b32, 4, 332d2.
 

Legion DC

"Another weakling..."
Guys, be careful doing your starters canceling into MB BF1 close bombs.
Make sure it's golden or its a punish because if the opponent is blocking Red's string they can poke you just before the bomb comes out. It's a terrible gap.
 
At level 20 his forward lunge df3 launches with a meter burn, it's sick, I know u hard core people only play Baseline characters but figured Id mention it for everyone else
I love the abilities in this game. I'm sad that you can't see any in competitive, but that would be really difficult to balance. Thanks for the heads up :)
 

scootleberry

Gombaaay...
To anybody struggling with the jip3 into the 43321+3 ender. I've discovered that red needs to front flip in the air just before the j3 connects. Weirdly this keeps them up for longer than before the flip
 
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DC King

Noob
The trick to landing the 32 in the (starter) J3, 32, 4,332 combo is tapping forward after red hood lands from the J3. For some odd reason, i tap forward and the forward 3 comes out. So i substituted the 32 with b32. So the combo is starter, mb mine, b3, j3, b32, 4, 332d2.
Could u be talking about f23 bcuz there is no b32 input and b23 would just push them too far???
 

DC King

Noob
Guys, be careful doing your starters canceling into MB BF1 close bombs.
Make sure it's golden or its a punish because if the opponent is blocking Red's string they can poke you just before the bomb comes out. It's a terrible gap.
In that case, shouldn't RH's parry come into play???
If i'm fighting someone that likes to poke a lot I would imagine if I start cancelling strings into parry and s/he eats a few they would think twice about poking so much amirite
 
Does anyone else find this string inconsistent? Like sometimes it works and other times not? The timing on the JIP3 is really weird, like if you don't time it EXACTLY right the rest of the combo wont work? JIP2 seems more consistent to me and less wonky, and I think there's only like a 1% damage difference.[/
Corner
1 bar
b23 32xxMBdb2 112xxbf1 (336 hard knockdown +mine setup)
2 bars
b23 32xxMBdb2 32xxMBdf3 447 superman
your first combo I can't do on catwomen or super girl
 

REYTHEGREAT

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I dont really understand the point in these. they are really easy to avoid as long as the opponents not an idiot and trys to block them.
You are missing the point here. 112 is a hard knockdown, so they cannot wake up or tech roll. When you add the Mine to the 112 string, it becomes a hard to block because you do an overhead string (since the mine is a low) or continue pressure if they block the Mine.
 
You are missing the point here. 112 is a hard knockdown, so they cannot wake up or tech roll. When you add the Mine to the 112 string, it becomes a hard to block because you do an overhead string (since the mine is a low) or continue pressure if they block the Mine.

That's right. From the 112xxbf1 knockdown, the mixup begins, with red hood being at an advantage.
The opponent recovers in time to jump the bomb, but RH recovers faster and the NJ3/FJ3 should force the opponent to respect your attacks.

FJ3 in the corner also causes a side switch, and if you time it right, the bomb blows up at the crest of the jump, making it a solid 50/50. The fj3 should connect and allow for a juggle afterward.

nj3/mine blows up armor too.

It should all force the opponent to do some punishable wakeup that can be exploited.

A forward dash does get out of nj3/mine setups, but is also a huge risk if RH does not jump.
 
You are missing the point here. 112 is a hard knockdown, so they cannot wake up or tech roll. When you add the Mine to the 112 string, it becomes a hard to block because you do an overhead string (since the mine is a low) or continue pressure if they block the Mine.
First of all that's not how hard knockdowns work I'm pretty positive you can still wake up on hard knockdowns and you can always delay wake up/ back dash. Plenty of ways to avoid this not too sure why it would be useful in competitive play and only really a useful gimmick against bad players
 
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scarsunseen

RIP TYM 6/11/2021
First of all that's not how hard knockdowns work I'm pretty sure you can still wake up on a hard knockdown and you can always delay wake up/ back dash. Plenty of ways to avoid this not too sure why it would be useful in competitive play and only really a useful gimmick against bad players
You are mostly right, but I just wanted to clarify for everyone. On the 112 hard knock down, they can NOT roll. They CAN do an invincible wake-up attack or back-dash. They CAN delay wake-up, but you can NOT do a long delay wake-up from being hit by 112. There really isn't a huge time difference between getting up like normal from 112 and trying to delay wake-up.

Unrelated... After the trait MB-restand, you can Ji2, B2, and even F3. There's at least 28 frames of advantage on the MB-restand because F3 is 28 frames and your opponent can not backdash or jump out. I tested it on myself.
 
Unrelated... After the trait MB-restand, you can Ji2, B2, and even F3. There's at least 28 frames of advantage on the MB-restand because F3 is 28 frames and your opponent can not backdash or jump out. I tested it on myself.
I've been testing some shit too. This character is gonna have some interest mind games in the near future once the meta around Red Hood settles.

For right now, we know that we're guaranteed JI2, F3 and B2 after the trait restand. Soon, when everyone else knows this after playing against the character for so long, I think we can start throwing out mines instead. Because why do anything but sit there and block when you know he's guaranteed to hit you with the above mentioned moves? I'll admit that until this is tested in an actual heating game then it could all be just dumb gimmicks. But i think it's worth keeping in mind.

Something else I've noticed (I'm unsure if this has already been mentioned), the only string that guarantees trait on block is 11. Everything else into trait can be back dashed (I'll double check later. But I should be right.). But if you read the back dash, you can end the string in mine, forcing the opponent to either jump or block.

To add to this even further, for one bar if you read the back dash, doing a MB mine (normal or close) blows up the back dash netting you a full combo. Obviously this is all based on hard reads. But I love the fact that each side is playing a guessing game and if you guess right then they're back in the loop.
 

DarksydeDash

You know me as RisingShieldBro online.
I'm not gonna downplay this character because I think he is really fun and does well against lots of characters. That said he is a god in the corner so I'm starting to wonder if we should look for combos that push the opponent into the corner like Supes does.
 
Here's some games I had with a pretty good Firestorm player. I played sloppy but it was literally the first couple games I took red hood online lol.

***Firestorm players name was SlabCheek
 

DarksydeDash

You know me as RisingShieldBro online.
What's everyone's combo off MB mine in the corner?

Mine is either stringxx mine, walk back, b23, 22, 32xxdf3 or b23, 22, 112xx mine for oki