Minh Giang
aka ChrsitianDMG on Stream
orb setup is still good imo cuz after throwing an orb if opponent wakup attacks you can still block it.
Hopefully not much about him gets patched.Reo is having a bonanza with this character.
I eagerly anticipate MMH's appearances on high level streams, as he
not only is the most interesting character in the game stylistically, but he also has clear high(est?) tier potential.
I understand the timing now. But correct me if I am wrong, it seems to me that you can't follow with a combo when you land a safe cross up tele,or safe non crossing up tele. Because he moves further away from opponent( which makes it safe on block) and it seems to me he recovers longer.Am I doing something wrong?Wow the autism is strong with this one im saying its a 50/50 that can only be blocked by guessing and your dumbass is saying how its obvious to see the cross up when you cant because you can make it not crossup and they look exactly the same.
Under certain conditions the cross up can be made safe as well as non cross up tele, and you can't MB b3 it on reaction if the timing is perfect. You can wake up however.Its VERY easy to tell when the "safe" teleport will cross up.. AAAAAND when the "safe" teleport as a cross up is blocked, its no longer safe.
I just uploaded a video on countering MMH stuff.
Except that this string has a gap before b3, but yeah with the trait at the right distance most of the cast can't do anything about it.I find 22b3 w/ trait to be extremely good.
Yes, I am aware of the 7 frame gap before the last hit, but thats the beauty of it. He is more than capable of covering his offensive holesExcept that this string has a gap before b3, but yeah with the trait at the right distance most of the cast can't do anything about it.
My MMH friends do Down + 2 combos after the overhead teleport.I understand the timing now. But correct me if I am wrong, it seems to me that you can't follow with a combo when you land a safe cross up tele,or safe non crossing up tele. Because he moves further away from opponent( which makes it safe on block) and it seems to me he recovers longer.Am I doing something wrong?
If you delay the teleport slightly it crosses up. After b1,3 you can either teleport immediately which is safe and does not cross up or delay it a couple of frames more and it will cross the opponent up but still be safe. If you do it a bit too late however it will cross up but be unsafe on block. Practice it in the lab and you'll see. It's basically a full screen untechable 50/50 safe combo starter that can only be punished by a character with good wakeups to counteract this. It's really dirty but making b1,3 teachable would fix the issue honestlyI'm not following the cross up teleport. I didn't see what he did differently with them each time to change the teleport. Help?
Ah, bummer. I only checked the MMH forum. Oh well, thanks for letting me know!http://testyourmight.com/threads/corner-bounce-cross-up-tech-for-multiple-characters-mmh-as-well.36412/#post-1057570
Hate to be the bearer of bad news, but this has already been discovered.
I was controlling Batman, in both scenarios i tested them blocking from both sides.are you sure you can't block both as a crossup? because youre supposed to block where mmh is and it kinda look like he's crossing up in both.
good stuff though, not what i had in mind lol.
Good luck waking up from a crossed up hard knockdown tho...Wake-up attack beats it. Cool set-up though.