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Red Hood General Tech Discussion

also how does B2 combo into close ground mine?

the frame data suggests it shouldn't but it does. so i clearly don't understand something

B2
Startup 13
Active 3
recovery 20
total 36

cancel 19

remaining 17
hit adv. 16

plus frames 33

Ground mine has a 75 frame start up...how does it conect if the frame data says it shouldn't
 

DarksydeDash

You know me as RisingShieldBro online.
dont want to burst the bubble again but cancelling into mine is a gimmick because again 70f startup lul
The mine stays on hit, so if they poke or neutral jump they either get launched for a combo or have to block plus frames. They can MB B3 out of this but then they lose a bar, if they jump over then you can block in time and if they use an advancing string, they get launched for trying to punish you.
 

B. Shazzy

NRS shill #42069
The mine stays on hit, so if they poke or neutral jump they either get launched for a combo or have to block plus frames. They can MB B3 out of this but then they lose a bar, if they jump over then you can block in time and if they use an advancing string, they get launched for trying to punish you.
right but another problems is they can mash you out of anything cancelled into mine before it becomes active
 

Juggs

Lose without excuses
Lead Moderator
Premium Supporter
His B3 is similar to Catwomans. For instance if you're holding it, stuff like Supermans Super goes right over it. There's some interesting stuff you can do with it too. Need more lab time though.
 

GrimJack

Rock paper scissor specialist
my set up with him so far is after 112 bomb, you go for a delay f23. that will cover both the long, short or no delay wake up. the mind game is the opponent can backdash on wake up, block the bomb and whiff punish the f23. However if you read the opponent trying to backdash then after the bomb you can do a forward dash and f23 will punish their backdash clean. the mine will keep the dash up safe. However, if you dash up then there is no more hard to block situation.
 

Dean

On The Grind
So I've been catching people after mb restand with...

JI3, 32xxbf1 - JI3, 32xxbf2mb

It's seems to be extremely hard to block for most people I've played.

Thing is, I can't tell how viable this is, with it being a new character. The window on this is also extremely tight.

I'm also struggling with opening ppl up with bf1mb. I am getting frustrated that this is his only real combo starter, yet, it seems extremely hard to initiate against most people.

His OH starts in a high, I am insistently getting blown up using this string. His low starter (b2xxbf1mb) is extremely hard to pull off. I'm getting the parry more than the actual low mine starter.

Anyone got tech to make these strings and launcher more consistent against people?
 

Zionix

AKA Ponkster
my set up with him so far is after 112 bomb, you go for a delay f23. that will cover both the long, short or no delay wake up. the mind game is the opponent can backdash on wake up, block the bomb and whiff punish the f23. However if you read the opponent trying to backdash then after the bomb you can do a forward dash and f23 will punish their backdash clean. the mine will keep the dash up safe. However, if you dash up then there is no more hard to block situation.
People need to realize that 112 bomb into F23 will not work past week 1 on anyone.

Its far too easy to spot the F2 and just hit wake-up or backdash if hood does nothing. Mb F3 doesn't reach aswell so its not viable outside the corner and alot of wake-ups are multiple hits.

You need a lot more plus frames to work with.
 

Reauxbot

You think you bad? You aint bad.
So Red Hood has good tools for everything. He can close the gap. Decent mixup options.
A good jack of all trades type. What I like most, from what I've seen, is he can do some good whiff punishing options. I don't see him being a bad character at all really.
 
I've been going for b3 after 113xMine midscreen. It low profiles you, its safe, and it will combo back into 113xMine if it hits. I've also eaten armor with the two hits
 
I'm finding some success with a variation on the 112~mine, f23 setup and would love to have someone(s) check my work. What I've been doing is to end a combo in 112~mine, then immediately dial in a f2. If they aren't looking for it, on hit or block they'll have to eat the mine detonation. The mixup is that f2 recovers very quickly, so I can buffer in a f3 for overhead or a b2 for low, either of which will hit after the mine explosion.

Other than just getting hit by or trying to block the mixup, their options are as follows:
1. Delay wakeup: b2 will whiff but you'll recover in time, while f3 will connect (and you can hold it).
2. Backdash: b2 will connect, and so will f3 on some/most characters (haven't tested extensively).
3. Wakeup attack: most seem to get stuffed by the b2/f3 followup (again, needs more testing).

There's also the possibility that they try to fuzzy low-to-high, which you can blow up by finishing the f23 string, which comes out fast enough that the overhead 3 of the string hits before the mine rather than after as the f3 does.

So... thoughts? Like I said, it's worked decently for me, but I could use confirmation before deciding whether it's rubbish or not.
 
Question, I'm using joker and got a feel for his teeth/overhead setups, do redhoods low mines work the same way as jokers chattering teeth for the htb?
 
I'm really feeling this guy. He might be my secondary after The Canary.

B23~far mine DF3

Funny thing about this setup.... you throw the mine a bit behind them as they land. Then if you DF3 immediately, he'll dive past the opponent as the bomb goes off. Funny thing is.... IT COUNTS AS CROSSUP. And you can combo 32 off of the mine explosion.

You can delay the DF3 slightly so it's not s crossup as it explodes. It's really ambiguous.

Of course, this is foiled by delay wakeup.
 
Here are some safe corner setups
In this second video the mb mine setup is unsafe but you can condition them with the safe no meter mine setup so they stop wake up attacking.
 

wsj515

This is my billionth life cycle.
Pretty simple but haven't seen it used or talked about - ji3 crosses up in the corner but does not side switch, allowing you to connect 32 with your opponent still in the corner.