RiBBz22
TYM's Confirmed Prophet/Time-Traveler
@teh_kingdunch I added a vid of your combo it would be so swag if something like that got pulled off at tournament.
Great, thanks for recording it! Wow can't wait to see this used in a tournament. The punish is not that hard, the dash works as long as he is not already above of you, so even if his whole body disappears, but is still on his spot, it will work, plus he is so negative, activating trait and connecting u3 is super easy. I think KF has by far the best punish with TA for oh teleport.@teh_kingdunch I added a vid of your combo it would be so swag if something like that got pulled off at tournament.
I think this is great! But can he not dash away while you're activating trait? I know when this is blocked, you barely have enough time for a D1, let alone a TAxU3. Is there that much more advantage when it whiffs?Great, thanks for recording it! Wow can't wait to see this used in a tournament. The punish is not that hard, the dash works as long as he is not already above of you, so even if his whole body disappears, but is still on his spot, it will work, plus he is so negative, activating trait and connecting u3 is super easy. I think KF has by far the best punish with TA for oh teleport.
Yeah when blocked on crossup it's around -8, so d1 is the best option, d1, 11b2 xx slide, f112 xx freeze mb, j2 2 is what I use. But on whiff it's TERRIBLE, probably -50? no joke. It's really easy to activate trait and go for u3. I think it's absolutely worth it, 1 trait combo and 1 wrong guess and his lifebar is gone. I haven't played any MMH since I discovered that, but online it's probably harder. Just watch him closely for when he does the teleport and dash in.I think this is great! But can he not dash away while you're activating trait? I know when this is blocked, you barely have enough time for a D1, let alone a TAxU3. Is there that much more advantage when it whiffs?
Also, I've tried dashing to punish his OH tele's online and get blown up over %50 percent of the time. I know its ONLINE and that this tech would definitely prove useful at tourneys, but have you had luck with it playing any MMH online? I ran a 15 game set with one that pretty much only spams tele's, and I still got blown up for dashing most of the time...
But I'll keep at it. Anything to try to make this matchup less of a headache is worth a try
It is really negative on whiff. I purposefully recorded it showing MMH doing the teleport and blocking immediately to show that it is a punish. It is one of those things that is not really super practical, but not out of the realm of possibility.I think this is great! But can he not dash away while you're activating trait? I know when this is blocked, you barely have enough time for a D1, let alone a TAxU3. Is there that much more advantage when it whiffs?
Also, I've tried dashing to punish his OH tele's online and get blown up over %50 percent of the time. I know its ONLINE and that this tech would definitely prove useful at tourneys, but have you had luck with it playing any MMH online? I ran a 15 game set with one that pretty much only spams tele's, and I still got blown up for dashing most of the time...
But I'll keep at it. Anything to try to make this matchup less of a headache is worth a try
awesome! I've had such a hard time with this guy online. Even when I do manage to dash and make a tele whiff, I'll often slide to attempt to catch him quickly and she'll go RIGHT UNDER HIM. I'll just have to practice my dashes on tele more and try for this tactic. I feel like most of the time he's further than a full jumps distance behind me, and he STILL catches me with splash damage from OH teleIt is really negative on whiff. I purposefully recorded it showing MMH doing the teleport and blocking immediately to show that it is a punish. It is one of those things that is not really super practical, but not out of the realm of possibility.
Yeah, it is a pain in the ass to avoid the tele to be honest. You really don't have a ton of time to react, so you almost really have to be scouting it... Kind of a shame that NRS made the splash hitbox so damn large...awesome! I've had such a hard time with this guy online. Even when I do manage to dash and make a tele whiff, I'll often slide to attempt to catch him quickly and she'll go RIGHT UNDER HIM. I'll just have to practice my dashes on tele. I feel like most of the time he's beyond a full jumps distance behind me, and he STILL catches me with splash damage
When we have a life lead you know that he wants to teleport. Yeah he can zone, but that won't get him that much chip and every misplaced or reacted projectile gets punished by iceberg. Just lookout for mb pillar, that the only projectile I'm afraid of. It probably sounds easier than it is, but honestly I don't mind playing MMH at all.Yeah, it is a pain in the ass to avoid the tele to be honest. You really don't have a ton of time to react, so you almost really have to be scouting it... Kind of a shame that NRS made the splash hitbox so damn large...
Its a bit absurd. Sometime's I'm not sure if its lag, or if he REALLY is hitting me from almost a full slides distance away. And he always seems to be higher than most other characters, making it harder to land combos when I do finally catch him.Yeah, it is a pain in the ass to avoid the tele to be honest. You really don't have a ton of time to react, so you almost really have to be scouting it... Kind of a shame that NRS made the splash hitbox so damn large...
He has so many wierd hitbox/hurtbox issues in this MU in my opinion. I also often miss him with MBF3 as it goes right though his chest.On the topic of MMH. The second hit of f2d3 is the dumbest thing I've ever seen. Did you know it low profiles most of our attacks AND floats above slide at the same time... it's a low-profiling move that floats above slide and iceberg, and it basically is a slide in trait, that you can special cancel... I just... I just don't even...
I mentioned this earlier, but one of the cool things we can do against MMH (and Raven) from fullscreen is mb.iceberg, dash forward, slide, u3, 22~mb.freeze (or whatever) for a full combo. It's one of those things that help in the match-up because anywhere on screen a good read into iceberg is a potential momentum shifter. Timing's a lil tight, especially if orbs are on the screen (slow down I'm assuming?)
Why worry about f2d3, it's not like he can do the low alone. I haven't tried to counter it, just block. MB iceberg is awesome yeah, from almost full screen you can position perfectly so his projectiles miss you and use it for the vortex. He can't setup orbs in front of us or he eats iceberg.On the topic of MMH. The second hit of f2d3 is the dumbest thing I've ever seen. Did you know it low profiles most of our attacks AND floats above slide at the same time... it's a low-profiling move that floats above slide and iceberg, and it basically is a slide in trait, that you can special cancel... I just... I just don't even...
I mentioned this earlier, but one of the cool things we can do against MMH (and Raven) from fullscreen is mb.iceberg, dash forward, slide, u3, 22~mb.freeze (or whatever) for a full combo. It's one of those things that help in the match-up because anywhere on screen a good read into iceberg is a potential momentum shifter. Timing's a lil tight, especially if orbs are on the screen (slow down I'm assuming?)
I only mention it because one of my training partners enjoys whiffing the string within the slide portions range. Since the d3 portion activates quickly on whiff and has such a strong hitbox it's actually pretty useful because it can be used from that awkward range outside our f3/b1/d2 range where slide is our only legitimate ground tool outside of projectiles that the d3 portion already avoids. We have to respect it and he can cancel it into orbs or push for safety/bullshit on block. The only things that can blow it up on response are mb.f3 and a well spaced jumping normal, and he can bait that by simply not doing the d3 portion for a C.Viper feint cancel-esque mind game. In the mid-range it can be a headache, imo, because I'm already trying to juggle the bajillion other things he can do in my head, and then there's that gimmick.Why worry about f2d3, it's not like he can do the low alone. I haven't tried to counter it, just block. MB iceberg is awesome yeah, from almost full screen you can position perfectly so his projectiles miss you and use it for the vortex. He can't setup orbs in front of us or he eats iceberg.
Then let him come, that's exactly what we want. Even if he cancels it into special for safety, KF beats him up close and that's exactly where we want to be. Try to use it to your advantage.I only mention it because one of my training partners enjoys whiffing the string within the slide portions range. Since the d3 portion activates quickly on whiff and has such a strong hitbox it's actually pretty useful because it can be used from that awkward range outside our f3/b1/d2 range where slide is our only legitimate ground tool outside of projectiles that the d3 portion already avoids. We have to respect it and he can cancel it into orbs or push for safety/bullshit on block. The only things that can blow it up on response are mb.f3 and a well spaced jumping normal, and he can bait that by simply not doing the d3 portion for a C.Viper feint cancel-esque mind game. In the mid-range it can be a headache, imo, because I'm already trying to juggle the bajillion other things he can do in my head, and then there's that gimmick.
Oh, for sure, I threaten with mb.f3, parry, d1, etc. when I block a push or try to disrupt an orb set-up off of the d3 portion. At the same time though, that's a simplification. I'm pointing out how that string problematizes the mid-range game. His mid-range options squash ours, and this obscure option only adds to his tool-set.Then let him come, that's exactly what we want. Even if he cancels it into special for safety, KF beats him up close and that's exactly where we want to be. Try to use it to your advantage.
On block or an air dash setup?I think I found a trait punish for MMH's WU push. Will try to perfect it and post it later. Stay tuned
On whiffOn block or an air dash setup?
Hurray! Is it after blocking, or after a whiff? I read somewhere on here some time ago that a jump back into forward dash would cause a push to whiff and allow you to punish, but I again have a huge problem getting this to land even somewhat constantly online :-/ I usually get pushed. And I've learned from experience that trying to jump over him is also just a roll of the dice, as sometime I'm lucky enough to avoid the push (but then too far over him to reliably cross up with J3), but other times I am not and get hit with the push.I think I found a trait punish for MMH's WU push. Will try to perfect it and post it later. Stay tuned
Cool, I have a setup I use to punish it when I read it on wakeup. You can jump away and air-dash punish it if you time it correctly.On whiff
I thought I had this mastered after a long session in training, but it proved to be a fruitless labor for my online matches. I'm sure most of the issues I have are simply because it is ONLINE, but the only MMH training buddy I have will never let me get away with that. He seems to be very good at waiting to see what I do after knocking him down. If he sees me dash in, it doesnt mean he goes for anything quite yet. Instead he waits its out. And if I do nothing, He'll do the push for pressure and space, and if he sees me do ANYTHING else after dashing in he will immediately teleport effectively punishing my attempt at punishing a WU Push. I've even attempted Dash in Trait-bait, but his non OH tele will still get me fast enough. It may come down to a few frames that I just cant spare when fighting online, but this guy has all but broken my spirit. I'm determined to figure out this matchup.Cool, I have a setup I use to punish it when I read it on wakeup. You can jump away and air-dash punish it if you time it correctly.
I think they are both on the same tier. Sinestro probably wins more matches convincingly (closer to 7-3 type status), but I think he has more matchups overall that are limiting to his character design.Help me out with something. whos higher on the tier list? Sinestro or KF?
You can instant ji1 behind him and do when you land 111 xx slide or 111 xx iceberg mb, b3 for 35% or 44% respectively that end in the vortex. As usual ji1 raises KFs hitbox, so you can do it really late and they can't react to not WU.Cool, I have a setup I use to punish it when I read it on wakeup. You can jump away and air-dash punish it if you time it correctly.
If you end in meterless vortex and dash under him, you can jump backwards and at the end of your jump dash in and full combo a whiffed psionic push. If you read that he will do a teleport on the first sign of movement you will land from your jump in time to block it and punish with a full combo (if he does the normal one). It is a mind game if he is going to risk doing one or the other. I will post a video in a second.Hurray! Is it after blocking, or after a whiff? I read somewhere on here some time ago that a jump back into forward dash would cause a push to whiff and allow you to punish, but I again have a huge problem getting this to land even somewhat constantly online :-/ I usually get pushed. And I've learned from experience that trying to jump over him is also just a roll of the dice, as sometime I'm lucky enough to avoid the push (but then too far over him to reliably cross up with J3), but other times I am not and get hit with the push.
Keep up the good work! I could use all the help I can get on this matchup