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EMPR Jupiter's Martian Manhunter match-up chart. (changes might happen)

EMPEROR_JUPITER

Your ego betrays you.
So I've basically been wanting to make an MU chart because of all the questions asked about Martian Manhunter's match-ups. MU charts have been made for this character but it's been a while, plus you guys haven't seen my views on his match-ups, here they are.
  • Aquaman 5-5
  • Ares 7-3
  • Bane 6-4
  • Batgirl 5-5
  • Batman 6-4
  • Black Adam 7-3
  • Catwoman 6-4
  • Cyborg 9-1
  • Deathstroke 5-5
  • Doomsday 5-5
  • Flash 4-6
  • Green Arrow 7-3
  • Green Lantern 7-3
  • Harley Quinn 6-4
  • Hawkgirl 7-3
  • Joker 7-3
  • Killer Frost 6-4
  • Lex Luthor 6-4
  • Lobo 5-5
  • Nightwing 5-5
  • Raven 6-4
  • Scorpion 6-4
  • Shazam 6-4
  • Sinestro 6-4
  • Solomon Grundy 6-4
  • Superman 6-4
  • Wonder Woman 5-5
  • Zatanna 6-4
  • Zod 6-4
Discuss!

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edited/promoted by STORMS*
 

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DevilMaySpy

Mama's Little Bumgorf

In all seriousness, Superman loses 4-6. Martian creates an obstacle course for us to go through, his traited normals outreach F2, and Superman cannot zone him in fear of the overhead teleport.
 
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EMPEROR_JUPITER

Your ego betrays you.
Can you elaborate on the Sinestro matchup? I've thought it was 4-6 in MMH's favor, and even that's been a hugely out of consensus view... most Sinestros are adamant it's 3-7 and nigh unwinnable
Sinestro's b1 out range's every normal MMH does, it is very difficult to hang with him in the b1/trait 3 range when I don't have trait. Also when Sinestro gets trait MMH has to respect him just like any other character does, reversal fear blast punishes pillar from a mid/mid-far distance, making it difficult to zone him properly. The player that makes the better zoning and footsie reads is going to win this match.
 

EMPEROR_JUPITER

Your ego betrays you.

In all seriousness, Superman loses 4-6. Martian creates an obstacle course for us to go through, his traited normals outreach F2, and Superman cannot zone him in fear of the overhead teleport.
Superman's ground laser trades with MMH's pillar from a mid distance and superman wins that chip war, superman's f2 isn't as good as trait 3 but if you make a good read in the f2/trait 3 range you get a 40%, where I only get a 16%. Also, OH teleport is not safe against superman. I played THEO online and he punished it 9/10 times. Because of superman's mobility it isn't very hard to corner an MMH player.
 

Rickyraws

This mean you don't like me?
Seems like a pretty thoughtful list that I don't think many will have major gripes with. However @EMPEROR_JUPITER what I DO have major gripes with is the fact that you say it is 'Jupiter's' MMH chart, putting your planet name before Martian's. This is blatant racism against martians, and you know how I do not tolerate racism.
 

DevilMaySpy

Mama's Little Bumgorf
Superman's ground laser trades with MMH's pillar from a mid distance and superman wins that chip war, superman's f2 isn't as good as trait 3 but if you make a good read in the f2/trait 3 range you get a 40%, where I only get a 16%. Also, OH teleport is not safe against superman. I played THEO online and he punished it 9/10 times. Because of superman's mobility it isn't very hard to corner an MMH player.
At full screen is where it becomes an obstacle course with the orb placement, pillars, and telekinetic strikes. What if you do trait 2 and start a combo? I know OH tele can be punished when I'm grounded, but what I'm saying is we can't use air lasers in fear of MB pillar or OH teleport. Heat Zap is also to be used sparingly against MB Pillar zoning. We have to play at Martian's pace and make reads on everything he does. Superman's only real pressure comes from the corner in this matchup.
 

EGP Wonder_Chef

Official Quan Chi Nerf Demander™
At full screen is where it becomes an obstacle course with the orb placement, pillars, and telekinetic strikes. What if you do trait 2 and start a combo? I know OH tele can be punished when I'm grounded, but what I'm saying is we can't use air lasers in fear of MB pillar or OH teleport. Heat Zap is also to be used sparingly against MB Pillar zoning. We have to play at Martian's pace and make reads on everything he does. Superman's only real pressure comes from the corner in this matchup.
The biggest thing is Superman's mobility. He can get around that stuff way better than 90% of the cast.
 

EMPEROR_JUPITER

Your ego betrays you.
At full screen is where it becomes an obstacle course with the orb placement, pillars, and telekinetic strikes. What if you do trait 2 and start a combo? I know OH tele can be punished when I'm grounded, but what I'm saying is we can't use air lasers in fear of MB pillar or OH teleport. Heat Zap is also to be used sparingly against MB Pillar zoning. We have to play at Martian's pace and make reads on everything he does. Superman's only real pressure comes from the corner in this matchup.
It isn't possible to keep superman at full screen, he has one of the fastest dashes in the game and great mobility. I honestly couldn't see this not being a 5-5, Mid distance superman hangs with him and white orbs are risky. The only true way to stop Superman from getting in is by spending meter, also Superman touches me once I'm eating a 40% and I'm being put into the corner. MMH for sure beats him from full screen, but how long can I really keep a good Superman there?
 

Indecisive

We'll burn you all—that is your fate!
5-5 for Shazam seems right. Still need to play it with you more. It really depends on the stage. Cause some stages you just get a free life bar and there is nothing we can do about it. Then again thats probably how it is for the rest of the cast as well.
 

DevilMaySpy

Mama's Little Bumgorf
It isn't possible to keep superman at full screen, he has one of the fastest dashes in the game and great mobility. I honestly couldn't see this not being a 5-5, Mid distance superman hangs with him and white orbs are risky. The only true way to stop Superman from getting in is by spending meter, also Superman touches me once I'm eating a 40% and I'm being put into the corner. MMH for sure beats him from full screen, but how long can I really keep a good Superman there?
Thanks. Maybe I've been respecting the orbs too much.
 

Indecisive

We'll burn you all—that is your fate!
Thanks. Maybe I've been respecting the orbs too much.
If depends on the Orb he has out really. With the Normal orb there is a time on them so count out the time for them in your head during the game. Red orb just sucks. You also have Armor on Superman Punch. It may help a bit. Blow him up when he is doing a MB orb. But that may not actually be that Good. :/
 

DevilMaySpy

Mama's Little Bumgorf
If depends on the Orb he has out really. With the Normal orb there is a time on them so count out the time for them in your head during the game. Red orb just sucks. You also have Armor on Superman Punch. It may help a bit. Blow him up when he is doing a MB orb. But that may not actually be that Good. :/
It's risky. If I get hit on startup, I'm screwed.
 

Krayzie

Safeties disabled. Krayzie mode engaged!
Not bad at all, nice job.

My only changes are against Lex, Catwoman and Raven.

6-4 Lex
6-4 Catwoman
6-4 Raven

It isn't possible to keep superman at full screen, he has one of the fastest dashes in the game and great mobility. I honestly couldn't see this not being a 5-5, Mid distance superman hangs with him and white orbs are risky. The only true way to stop Superman from getting in is by spending meter, also Superman touches me once I'm eating a 40% and I'm being put into the corner. MMH for sure beats him from full screen, but how long can I really keep a good Superman there?
Its all about the stage. I agree with this.
 

pumpkincream

superman reset specialist
this mu looks to have a lot of downplaying.

there is no way superman is even. it's very hard to open up mmh in the neutral game and that's just with orbs. put in trait, teleports, and instant air dashes and it becomes a mess. it's also worse how mmh gets to control all interactables. this match is 6-4 mmh at best.

how are deathstroke, raven, and senistro 5-5 when they can't zone without being risked of eating 40% from a teleport into mmh's uber knockdown game?
 

JHCRANE 14

GO VOLS!!!
Sinestro's b1 out range's every normal MMH does, it is very difficult to hang with him in the b1/trait 3 range when I don't have trait. Also when Sinestro gets trait MMH has to respect him just like any other character does, reversal fear blast punishes pillar from a mid/mid-far distance, making it difficult to zone him properly. The player that makes the better zoning and footsie reads is going to win this match.
I didn't think about b1 against MMH. I had this this 7-3 in MMH favor. Nice to see I was wrong because I am a Sinestro main.