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Tech Martian Tech Hunter!

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.
 

Reauxbot

You think you bad? You aint bad.
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.
Hopefully not much about him gets patched.
 
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.
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?
 
First of all
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.
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.

Second, I asked this in the other thread where REO showed the 3rd option of the safe cross up. As I understand you can't follow with a combo if the safe cross up or safe non-cross up tele overhead hits because the distance that makes it safe and some strange recovery after a hit doesn't let you. Is it really so or am I doing something wrong?

P.S. I understand that you can follow with a combo after the unsafe cross up hits, but its...UNSAFE.
 

Sage-Of-Light

Student of Nature
Hello its me again i have been practising for 2 days with martian manhunter trying to come up with resets and 50/50 being a green lantern helped with the dash under martian grab i hope these help and also ant wake ups ahhahhahahha i was laughing when i did these on ranked try it out

 

BigMilk

Former Divine Power Abuser
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.
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 holes
 

DarksydeDash

You know me as RisingShieldBro online.
This setup could kinda be counted as pressure.
22, psyche orb b3/MB alien pillar.
The 22 puts them into a stun state right on the orb and they can't wake up since they are standing.
Without meter this setup can easily be jumped or back dashed but if they stay and block the orb and b3 not only do they take the chip but its a 50/50 of either b1 or b2 as well as a throw. If you do have the meter you can use the pillar to push a jump or back dash and go for a phase assault. Though some testing if they don't jump or dash anyway it gives you even more pressure and chip since the postive frames give you plenty of time to hit that b3. And again as I said before, if all this is blocked they must deal with a 50/50
 

DarksydeDash

You know me as RisingShieldBro online.
You can also jump over them after the dash under and go into the overhead PA. If you notice your opponent loves doing wake up attacks this will be a guaranteed whiff punish. Not only that but it has confused many of my opponents since they think its a cross up. :D
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
Hey guys. So I've been experimenting with the b13 string and I think I came up with something pretty cool (I haven't seen it anywhere, but if it's already out there sorry!). As you know, b13 produces a hard knockdown. It ALSO has a weird effect where if you use it on them while you have them pressed against the corner (see video), the opponent flops forward slightly. This can be exploited with a neutral jump in some interesting ways:
First part: If you wait until just AFTER they have started to flop forward, then perform a neutral jump, you will land in front of them as expected (I followed it up with my corner BnB of choice).
Second part: If you wait until just BEFORE the flop to jump, you will land behind them, and can use the straight up nature of his j1 to initiate a combo. In the video, I put them back in the corner with a MB grab, but there are plenty of other options.

What's even more interesting is how the "flop" scales. For instance, in the second part of the video when I crossed up, I used j1, 22, MB MG, f123, b13 [33%]. Unfortunately, this combo seems to scale the flop on that finishing b13 such that this tech cannot be repeated. FORTUNATELY, I just realized that if you cut the combo short (stick to j1, 22, MB MG, b13 [26%]), the flop does not scale too much, and you can reuse this tech. This puts them in a repeatable 50/50 loop, since you can used a different combo when you don't cross up to keep them in the corner (something like j2, 22b3, b13 [28%]).

I'm working on optimizing the damage vs flop scaling (that sounds stupid... haha) to get the most out of it each loop, as well as figure out what combos are optimal as you approach the corner to get this tech started (though I think just using it off a b13 footsie is viable, especially with orb traps). Just wanted to get this out in the mean time. Speaking of orb traps, this tech compliments corner orb traps very well, providing an additional option to catch people with. Certain wakeups are the only real weakness, and the crossup should to a good job of reversing their inputs without them realizing.

Comments/additions are welcome, and I will update this post with anything else that needs to be added. Enjoy!
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
To elaborate a little, it's looking like the height that they are at when being juggled when you use b13 is somewhat determinant in how far forward they flop, which will either favor the crossup if they were higher in the air or the non-crossup if they were lower. Just another factor to keep track of if you use this tech.
 

KIllaByte

PSN: playakid700. Local name: BFGC MonkeyBizness
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?
My MMH friends do Down + 2 combos after the overhead teleport.
 
I'm not following the cross up teleport. I didn't see what he did differently with them each time to change the teleport. Help?
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 honestly
 
you can combo off ex orbs into teleport too... hes such an overpowered monsters... ex frame traps into tele at almost full screen... or back into more zoning...
 

Mt Mutombo

Banned
Near unblockable scenario and an overall mindfuck!

If you delay the j1 the orb hits him, if you don't delay it the J1 crosses up. Incredibly difficult to tell, that's why i made these 2 videos. The first one the Orb hits, and the second one the J1 crosses up.

Orb Hits

CrossUp
 

BaronVonRupert

"Mere child's play."
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.
 

Immortal Kombat

almost moderate success
Orbs are crazy! We should start a pool to see how long it will take until MM gets nerfed.
(Im not saying to nerf him by the way....hes fine)
 

Mt Mutombo

Banned
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.
I was controlling Batman, in both scenarios i tested them blocking from both sides.