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"Will you not listen to reason?!" Martian Manhunter discussion thread!

fr stack

Noob's saibot or noob saibot's?
Flash, Nightwing, Aquaman and Doomsday seem like bad match ups of varying degrees so far.

Grundy has me a bit concerned too. Bane is just weird, but from my experience not bad so far...air dash is a huge asset in the match up for blowing up charges and he has multiple options for blowing up whiffed charges from anywhere on screen. Smart orb placement can be huge for checking his armored attacks I've found I'll put some up preemptively and when he goes to command grab me or something he'll get hit out of it.

Although Bane will probably be on the side of bad eventually....as armored characters seem to give him trouble and Bane is getting buffs too.

Flash from what I'm gathering gets in very easily and can pummel you with pressure.
ill chime in about grundy ,, i think it may be 6-4 to grundy WC destroys any attempt at spacing by mmh also any time he tries to teleport just reverse WCC and punish , anti air throw for any air dash shenanigans , and just grundys overall damage
i have not been scared of flash players i sit behind an orb at all times to stop any of his crazy fast specials , need more matchup exp though
 

dribirut

BLAK FELOW
i feel like he does well against all the top characters but doesnt beat any of them and he really kinda just goes even with most of the cast. he really doesnt destrooy anyone.. but he also has very few if any losing mu's
 

dribirut

BLAK FELOW
the only mu that really has felt bad to me was flash. and at first dd but i think that one just takes figuring out
 

Espio

Kokomo
Several things I've been messing with recently.

So 3 cancelled into force push is good for blowing up walking corpse because the three has unthrowable frames and the push knocks him full screen away, which is awesome so you can get some breathing room and try to set something up.

On to Hawkgirl, everyone has the universal MB back/forward 3 to blow up mace charge, but since J'onn has an air dash it's even easier to neutral jump back into either jump 1 or jump 3 teleport and you combo into set up of choice for around 24% (possibly more depending on your combo and meter usage).

Also, random casual fan question. Does MMH have any in game dialogue with anyone other than Superman and Hawkgirl? I don't mean clash quotes, I mean like when he does MB push or throw he says dialogue.

He says to Superman, "Impulsive as an Earthling".
To Hawkgirl: "Hawkgirl desist" and "Stop Shayera".
 

fr stack

Noob's saibot or noob saibot's?
Several things I've been messing with recently.

So 3 cancelled into force push is good for blowing up walking corpse because the three has unthrowable frames and the push knocks him full screen away, which is awesome so you can get some breathing room and try to set something up.

On to Hawkgirl, everyone has the universal MB back/forward 3 to blow up mace charge, but since J'onn has an air dash it's even easier to neutral jump back into either jump 1 or jump 3 teleport and you combo into set up of choice for around 24% (possibly more depending on your combo and meter usage).

Also, random casual fan question. Does MMH have any in game dialogue with anyone other than Superman and Hawkgirl? I don't mean clash quotes, I mean like when he does MB push or throw he says dialogue.

He says to Superman, "Impulsive as an Earthling".
To Hawkgirl: "Hawkgirl desist" and "Stop Shayera".
he says something like 'ali handra' cant remember who on and also ,, im a peaceful person/martian
 

FrozenG3oX

<3 gimmicks
why no mention of

aquaman water shield?
deathstroke spin?
nightwing flip kick?
catwoman cat claws and trait?
flash headbutt?
hawkgirl wing evade and mace charge?
batgirl cartwheel?
green arrow bomb arrow?
shazam teleport?
wonder woman spin?
aquaman water shield is fuckin useless as a wake up attack
 

PaYizT

Say it with your chest .
What are the martians best low combos starters? i really want to main him but have trouble opening up my opponents iam trying to train really hard with him to start going to my weeklys any help?
 

Immortal Reaver

Team Sub-Zero
B1>Martian Grab MB.
F2 (whiff) D3>Martian Grab MB/Push
How do you get Martian Grab MB to connect after the D3? It seems to whiffs, and I tried against multiple characters.

Also... can anyone with Xbox Live hop into online Practice with me and show me some Martian Manhunter stuff? I know all of the info is on here, but I like to learn hands-on and get their impressions. Gamertag is SSyrax
 

Rickyraws

This mean you don't like me?
How do you get Martian Grab MB to connect after the D3? It seems to whiffs, and I tried against multiple characters.

Also... can anyone with Xbox Live hop into online Practice with me and show me some Martian Manhunter stuff? I know all of the info is on here, but I like to learn hands-on and get their impressions. Gamertag is SSyrax
Try doing the f2 when you're further apart than your opponent. Then input the MB Martian grab during the attack when you near the opponent. It works on Zatanna, so it should work on the rest of the cast. Practically, because MMH's overhead and regular teleport can be blocked high, when you're about 4-6 feet from your opponent, they may choose to slowly walk back. This is because they have no reason to block low....or so they think! f2b3 will catch them, and the further away you use it, the safer it is. I believe someone tested it against Superman's super or f23, one or the other...



So implementing the combo into your playstyle should be fairly important. May also catch back dashers.
 

Immortal Reaver

Team Sub-Zero
Try doing the f2 when you're further apart than your opponent. Then input the MB Martian grab during the attack when you near the opponent. It works on Zatanna, so it should work on the rest of the cast. Practically, because MMH's overhead and regular teleport can be blocked high, when you're about 4-6 feet from your opponent, they may choose to slowly walk back. This is because they have no reason to block low....or so they think! f2b3 will catch them, and the further away you use it, the safer it is. I believe someone tested it against Superman's super or f23, one or the other...



So implementing the combo into your playstyle should be fairly important. May also catch back dashers.

Oh okay, just do it from farther away. If the length is midjudged in game then the grab will whiff though. But maybe if I think it will whiff, I could go into something else. I'll test it out later. Thanks.
 

Espio

Kokomo
5 frame move punishing 8 recovery.
NRS stated on the actual stream that his teleport was being made more unsafe on block too to go along with the teleport buff.


The main reason why I mentioned that is because everyone was saying Superman would no longer be able to punish it post patch.
 

Espio

Kokomo
I did not notice that...i'll test it out later.

You are right Espio, I tested it today against Lex's Corps Charge and Flashes fastest launcher, both are 6 frames. I tested it before the patch - these moves couldn't punish MMH's overhead Tele. And now post patch they DO punish it!
Yeah, pre-patch the minus 8 plus pusback just made it impossible. I ended up going and testing it too after reading this and that could be pretty significant in those match ups especially.

So now there are at least three characters who can punish his teleport. Everyone can get pressure after it as well, which is a good thing for everyone and promotes more methodical, well thought out play with him.