Cage Redfield
Fight!
:29 is his far ranged sweep
:30 is his tracking teleport ALA Noob Saibot, leads to combos on hit. Like Batgirl, this is going to fuck up the zoners, but this is even more of a threat since this doesn't need to be MB'd for a combo. This is a constant in his neutral game that you'll have to watch out for.
:33 is a move where MMH dashes in while invisible (maybe it has invincibility of some kind?) and hits the opponent with a punch. It's MB variant is used here, and it pops the opponent up behind MMH, allowing him to get a Back 3. If this move is also anti-projectile, thats TWO moves so far that shit on zoners.
:39 shows MMH shooting a projectile from above, hits from a distance. Decent looking projectile.
:40 we see MMH place a trap that explodes when he does a pillar-like move, leads to a combo on hit. This is DEFINITELY going to lead to oki-shenanigans
:53 we see A VERY FAST AS FUCK version of Green Lantern's F3 that leads to a combo for MMH. The full string leads to a side-switch, so it might be good for screen positioning.
:54 we see the non MB'd version of invisi-dash move, leads to a knockdown and decent positioning.
:56 we see what looks to be his trait. His eyes glow red. No idea what this does yet.
:57 MMH's first sim-like attack, a straight jumping attack with TONS of range. This into the dash punch will most likely be his far range hitconfirm of choice.
:58 another Sim-like move, looks like a farther ranged version of Sinestro's 3. Is cancelable.
:59 we see a move that looks to be his MB'd tele. It pops them up, then he teleports and follows up with a combo. The initial ground-wave seems to track opponent's position.
1:01 a move where MMH's fists grow large and stretch, and he beats them down. Is a hard knockdown. Might be the preferred combo ender of choice. I imagine you can do this, set a trap and force some insane pressure
1:30 we see something HUGE. MMH has an air-dash, and he does the invisi-dash MB while in the air as a second air-dash. This character REALLY is looking like a space controlling character that punishes obvious zoning attempts.
1:37 MMH makes his fists huge and stretch again, doing what seems to be an overhead-starting flurry of punches. The MB variant leaves a trap right ontop of the opponent. Obviously one of his better moves.
1:55 the meter burn variant of the projectile from above. 2 other projectiles shoot from above, covering the space in front of MMH.
1:57 MMH whiffs his trap exploding move without setting a trap. This is most likely going to be one of his own zoning options, since this also seems to track the opponent's position (albeit, not that well)
2:00 a combo with teleport extender, and he uses a new move where he grabs you by the feet and slams you to the ground. MB variant bounces them up for further juggles.
2:03 his super. Far range, so it might be kinda like Cyborg's in terms of usage: 4 bar whiff punish tool.
:33 is a move where MMH dashes in while invisible (maybe it has invincibility of some kind?) and hits the opponent with a punch. It's MB variant is used here, and it pops the opponent up behind MMH, allowing him to get a Back 3. If this move is also anti-projectile, thats TWO moves so far that shit on zoners.
:39 shows MMH shooting a projectile from above, hits from a distance. Decent looking projectile.
:40 we see MMH place a trap that explodes when he does a pillar-like move, leads to a combo on hit. This is DEFINITELY going to lead to oki-shenanigans
:53 we see A VERY FAST AS FUCK version of Green Lantern's F3 that leads to a combo for MMH. The full string leads to a side-switch, so it might be good for screen positioning.
:54 we see the non MB'd version of invisi-dash move, leads to a knockdown and decent positioning.
:56 we see what looks to be his trait. His eyes glow red. No idea what this does yet.
:57 MMH's first sim-like attack, a straight jumping attack with TONS of range. This into the dash punch will most likely be his far range hitconfirm of choice.
:58 another Sim-like move, looks like a farther ranged version of Sinestro's 3. Is cancelable.
:59 we see a move that looks to be his MB'd tele. It pops them up, then he teleports and follows up with a combo. The initial ground-wave seems to track opponent's position.
1:01 a move where MMH's fists grow large and stretch, and he beats them down. Is a hard knockdown. Might be the preferred combo ender of choice. I imagine you can do this, set a trap and force some insane pressure
1:30 we see something HUGE. MMH has an air-dash, and he does the invisi-dash MB while in the air as a second air-dash. This character REALLY is looking like a space controlling character that punishes obvious zoning attempts.
1:37 MMH makes his fists huge and stretch again, doing what seems to be an overhead-starting flurry of punches. The MB variant leaves a trap right ontop of the opponent. Obviously one of his better moves.
1:55 the meter burn variant of the projectile from above. 2 other projectiles shoot from above, covering the space in front of MMH.
1:57 MMH whiffs his trap exploding move without setting a trap. This is most likely going to be one of his own zoning options, since this also seems to track the opponent's position (albeit, not that well)
2:00 a combo with teleport extender, and he uses a new move where he grabs you by the feet and slams you to the ground. MB variant bounces them up for further juggles.
2:03 his super. Far range, so it might be kinda like Cyborg's in terms of usage: 4 bar whiff punish tool.
If I missed anything, lemme know and I'll add it into the time marks. GET HYPE FOR MMH, PEOPLE!
Stuff I missed: Trait has zero frame activation ala Bane, possibly opens up new moves and alters his traps, as shown when he does the overhead flurry attack.