![]() His slowest normal, but it is an advancing low that has great range and is only 20 frames of recovery on whiff. You're gonna be using this a lot up close.ī2 - 14 frame start-up at -6 on block. It's a good stagger and recovers quickly. It's a standing mid that has a hitbox behind as well, where his elbow is. Amusingly it is a situational anti-air as wellĢ - 9 frame start-up at -3 on block. It's one of the worst d1s in the game (like bottom 5 maybe bottom 1), but cons aside, it's rather serviceable when it needs to be. ![]() Works well when spaced correctly.ĭ1 - 6 frame start-up at -3 on block, making it his fastest move. It hits high, but it is a somewhat consistent anti-air against certain characters jump-ins. Must sacrifice damage to maintain momentum.ġ - 7 frame start-up at -2 on block, making it his fastest standing normal however, it's a universal high and its range is pathetic so you're never going to use this by itself.ī1 - 9 frame start-up at -5 on block.Notable recovery on some of his special moves.One of the worst d1s in the game (thanks NRS).Mediocre damage (unless its the corner).Has some of the most diverse and versatile special moves in the game.To put differently, the better you are at using the mines, the better off you'll be playing Red Hood. However, the amount of control and advantage that he has over the match once you know how to use his ground mines allow you to get away with virtually anything that is the true strength of this character. He can zone and rushdown some, building meter and chipping out the opponent in the process, but he specializes at neither of those things and can't do them for long. ![]() This means his whole gameplan is different from character-to-character. Red Hood is, more or less, a jack-of-all-trades, master-of-none character. ![]()
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