xInfra Deadx
Gimmick stolen by Jordan Peele
Flash's Flying Uppercut could punish the teleport overhead even before the patch, however, Ares could not punish with standing 1 at all.
Flash's Flying Uppercut could punish the teleport overhead even before the patch, however, Ares could not punish with standing 1 at all.
Walking forward and blocking the teleport therefore, pushing himself closer. Ares had a 6 frame D1 which did indeed punish, but not his 8 frame standing 1.Wait...so you can dash forward and punish with standing 1 now? Ares has a six frame jab, right?
I am not certain about Flash's uppercut but lex's corp charge ,being a 6 frame move as well, definitely couldn't punish it before the patch due to the pushback.Flash's Flying Uppercut could punish the teleport overhead even before the patch, however, Ares could not punish with standing 1 at all.
Ok, thanks. So the frame data said it was -8 before but it actually had less recovery frames, and now it is what it said to be.MMH's Teleport Overhead is now -8 like it should be.
you cant MB b3 everytime as you dont always have meter or he does what reo does and dont use it raw use it after jump ins etc the hit box on it is stupid and he get full combos from it into setups, teleports ruin the game in my opinionI actually think his teleport isn't that good in the same way I don't think Batgirl's teleport isn't that good. Hear me out on this. Yes it's as good as you think it is at what it does, but teleports are logistic tools by nature, and as far as that goes, it's bad. It always teleports him to the same horizontal spot on screen, as well as adding an easy to react to startup animation. NRS balances out this 'easy gap closer' by nerfing MMH's overall movement, making approaching outside of teleport more difficult. Compare that teleport to the likes of Zatannas, Ares, and Shazam's. Each of these teleports are vastly superior in their purpose: screen movement. But more than that, they also allow access to other parts of the screen than the one spot MMH lands on. They can get close, runaway, crossup, and even make safer. They create a mind game out of their mixups: "where are they going to teleport", and punishing becomes much harder based on this alone. But if you play MMH, and he teleports, you can react accordingly with a MB B3 everytime.
If you hate it so much, find an answer for it. You don't like MB b3. Forward dash it then. Treat it like Doomsday's MB Venom. Complaining about it doesn't make it better if no one can do anything about ityou cant MB b3 everytime as you dont always have meter or he does what reo does and dont use it raw use it after jump ins etc the hit box on it is stupid and he get full combos from it into setups, teleports ruin the game in my opinion
dash? and if he does the normal one? oh hit full combo. And the dash isnt 100% the hitbox is so big it can still hit you sometimes and doomsdays is really low easy to react to and he cant do it in the airIf you hate it so much, find an answer for it. You don't like MB b3. Forward dash it then. Treat it like Doomsday's MB Venom. Complaining about it doesn't make it better if no one can do anything about it
If you're looking for the answers from me, don't. I only offer suggestions. And if he starts doing the normal one raw, that means he has to take risks again, and overhead teleport is no longer braindead useable. He'll have to guess whether or not you're gonna dash and punish his overhead, or block and punish the ground teleport. And while it may be 'safe', he still sacrifices frame advantage and has to go on the defense. Try just blocking and then setting up a frame trapdash? and if he does the normal one? oh hit full combo. And the dash isnt 100% the hitbox is so big it can still hit you sometimes and doomsdays is really low easy to react to and he cant do it in the air
Is there a point to Phase Charge that I'm missing? Right now it just seems to be a slow, low-damage, unsafe move with no purpose.
I figured that might be the case, but there seem to be much better option for that. Unless you MB it, Phase Assault has a higher Hit Advantage. I take it Phase Assault doesn't result in a hard knockdown?It's not supposed to be done naked.
Phase charge is like a combo ender that grants a hard knockdown into potential set ups or pressure.
I figured that might be the case, but there seem to be much better option for that. Unless you MB it, Phase Assault has a higher Hit Advantage. I take it Phase Assault doesn't result in a hard knockdown?
Also, f12 are both labeled as mids, but they both whiff on crouching opponents. I'm sure this is known, but I'm waiting until tomorrow to read through 22 pages of discussion.
So there is a large lack of activity on here other than tech (which i appreciate btw) and I was wondering if people were willing to start or contribute to a guide for a character. I feel like the character needs alot more exposure due to how strong he is being called and lack of overall footage for him. I think it would be great. Anyone agree?