Ending a combo with MB Martian Grab has a similar effect to ending GL's combos with MB Lantern's Might. B2 after this comes out REALLY meaty, to the point of beating Zod's 3F parry on wakeup before the active frames start.
So ways to use this depending on what you want to achieve:
- MB Martian Grab, dash under, go for a 50/50 with B2 or B1.
- MB Martian Grab, air dash cross up
- MB Martian Grab, dash under, air dash cross up (which beats side dependant wake ups like GL Lantern's Might)
- MB Martian Grab, dash under, Downward Phase Assault (whiff punishes safe wakeups such as Black Adam Lightning Cage)
Combos I'm using that end with MB Martian Grab:
Quick punish (eg. GL B12 trait etc) : F123 dash F12 xx Phase Assault, MB Martian Grab: 25%
Trait 22 Footsies: 22B3, J3 xx Air Phase Assault, B2 xx MB Martian Grab: 29%
MB B3 Punish: B3, J3, J3 xx Air Phase Assault, MB Martian Grab: 35%
Projectile Punish: Down Phase Assault, F12 xx Phase Assault, B2 xx MB Martian Grab: 22%
These are not the only ways, but are the more practical and simpler ones I've found so far.
Easiest way I've been setting up this is by ending combos with B2 xx MB Martian Grab, since the grab has a very low hitbox it seems the most consistent way to end on it without sacrificing too much damage. Thoughts?
Video coming soon to show it beating wake up options.