After you do a regular air dash. Do another air dash immediately then press the MB button.Could you clarify?
Yes, I was getting the move out, but it does not take any meter. With no meter, I was able to air dash infinitely.After you do a regular air dash. Do another air dash immediately then press the MB button.
Yes, I was getting the move out, but it does not take any meter. With no meter, I was able to air dash infinitely.
Yep.Oh wow. Didn't know that. Have you tried it in a real match to see if it's just not a practice mode glitch ?
I use push as a "Get off me" and then zone lightly into a teleport and trait combo. Usually works.So what do you think MMH's best options are on wake up?
To me, I think either back dashing or Push are looking pretty good for him.
His scoop thing might be good just throw out there too as that's his fastest special move.
You could also get in their face traited up and walk them into the orb and then combo. Just straight up walk into them and push them into the orb. Trait usually scares people. Condition them to fear the traited standing 3 and then walk them into the orbs.been placing orbs behind people on high adv knockdowns. then doing d3 and it knocks them into it
well just as an easy setup
place orb in their face in the corner with like 3 df1b then d3 will knock them into the mine.
If your opponent blocks high and you've mb'd the ball it puts them back into a combo
could mix that with b2? i duno
This would be great, but how easy is it to tell if that teleport is going to be a mid or an overhead?To Punish His overhead teleport. Walk forward on reaction.
This causes MMH to land on the opposite side of you, and thus, walking forward actually transitions to back, which will block it and keep him SUPER CLOSE to you, in which you have 8 frames to punish.
I think he flys up?This would be great, but how easy is it to tell if that teleport is going to be a mid or an overhead?
It comes out pretty fast... and since the overhead input is put in at the end of the input, I'm thinking there's not a massive difference in the startup animation...or is there?
You could also use push block- if the distance is right, it's an easy way to send an opponent rushing at your from an orb right into it.been placing orbs behind people on high adv knockdowns. then doing d3 and it knocks them into it
well just as an easy setup
place orb in their face in the corner with like 3 df1b then d3 will knock them into the mine.
If your opponent blocks high and you've mb'd the ball it puts them back into a combo
could mix that with b2? i duno
After knockdowns I know you guys can find some tricky stuff with those orbs! You could probably set up crazy 50/50 with an orb and that teleport punch.
DB3 can combo off of an orb hit, don't know any combos yet, could lead to some oppressive lock down in the corner if you Mb the orb as well/
^False. This only seems to happen with Refill and Full. Building up the meter to max normally, then using it all, you use it normally.Yep.
FREE AIR DASHES GUISE.
This is like the Batgirl Bola glitch.
but... i like itStop playing online