What's new

Strategy "This won't end well for you..." Martian Manhunter BnB Combos.

xInfra Deadx

Gimmick stolen by Jordan Peele
1 - Light
2 - Medium
3 - Heavy
Trait - Alien Malleability - Gives Martian Manhunter extended reach on the majority of his normals and also gives a slight damage boost. 6 second cooldown.
B - Back
F - Forward
U - Up
D - Down
QC - Quarter Circle (Alternate controls)
HC - Half Circle (Alternate Controls)
JI - Jump in
NJ - Neutral jump
/ - Cancel into special
MB - Meter Burn
BGB - Background Bounce
Martian Grab - (DB1/QCB1)A low Grab that switches positions. Hits low. Hard Knockdown. Meter burned version launches for a combo. -10 on block. Viable wakeup attack.
Psyche Orb (DF1/QCF1. B for close orb, Neutral for a mid orb, F for a far orb and U for a really far orb not full screen) - An orb that can appear in 4 possible spots on the screen that explode after a second and a half approximately. Meter Burned version is an active orb which will go off if the opponent directly touches it. Both versions launch.
Alien Pillar (DB2/QCB2. B for close pillar, Neutral for a mid pillar, F for a far pillar and U for a full screen pillar) - A blast of light that appears from the ground that pops up the opponent. Can be placed in 4 possible areas on the screen (even full screen). In the corner you can get a combo from a close pillar. -17 on block. Meter burn version comes out 12 frames slower, but is neutral on block, tracks the opponent, has an infinite hitbox in the air, and launches for a combo.
Telekinetic Strike [TKS] (DD2. B for a close projectile, Neutral for a mid projectile, F for a full screen projectile) - A slow falling projectile that does 8% and can be aimed at 3 possible locations. Hits overhead. A full screen TKS can be linked with a full screen Alien Pillar on hit for more damage or a Phase Assault for a full combo. Meter Burn version shoots all 3 versions at once and each projectile does 10%.
Phase Charge (BF2/HCF2) A charge attack that switches positions, but is very unsafe on block. Best used as a combo ender and leads to a hard knockdown/setup. Meter burn version leads to a full combo for significantly less damage than Martian Grab.
Psionic Push (BF3/HCF3) - A get off me move that sends the opponent full screen and reaches around sweep range and has a decent aerial hitbox. Meter burn version adds another attack for more damage.
Phase Assault [Teleport Uppercut] (DB3/QCB3) - A teleport attack in which Martian Manhunter disappears into the ground and emerges in front of the opponent with an uppercut that launches. Very unsafe on block. Low priority against jump in attacks.
Downward Phase Assault [Teleport Overhead] (DB3,D/QCB3,D) - Very similar to Phase Assault but appears from above the opponent with a downward punch. Has a “shockwave” hitbox on both sides. Hits overhead, -8 with pushback making it “safe,” but can be blocked walking forward to push Martian Manhunter into the opponent allowing an easier punish in most cases. Tons of recovery if whiffed.

* = Trait is required at this point.

D2:
D2-F2,U1/Teleport Uppercut-2,2/Phase Charge - 19%
[Anti Air] D2-JI3/Teleport Uppercut-2,2/Phase Charge - 21%
[Anti Air] D2-JI3/Teleport Uppercut-F2,U1,1+3 - 23%
[Trait] D2*-F1,2,3-2,2/Teleport Uppercut-F1,2/Phase Charge - 26%
1 Bar
D2-F2,D3/MB Martian Grab-B3-JI3/Teleport Uppercut-F1,2/Phase Charge - 30%

F2/B2:
F2-F2,U1/Teleport Uppercut-2,2/Phase Charge - 24%
F2-1,1,U3/Teleport Uppercut-B3-JI2-F1,2/Phase Charge - 27% {HARD (and probably not worth it lol)} [Stance specific on small hitbox characters]
1 Bar
(F2-)B2/MB Martian Grab-B3-JI2-NJ3/Teleport Uppercut-F1,2/Phase Charge - 36%
F2-F2,D3/MB Martian Grab-B3-JI3/Teleport Uppercut-F1,2/Phase Charge - 40%

B3/F3:
F3-JI3/Teleport Uppercut-2,2/Phase Charge - 29%
B3/F3-JI3/Teleport Uppercut-F2,U1,1+3- 31%
B3-JI3-NJ3/Teleport Uppercut-2,2/Phase Charge - 36%
[Trait] F3*-F1,2,3-2,2/Teleport Uppercut-F1,2/Phase Charge - 34% [Easy]
[Trait] F3*-F1,2,3-NJ3/Teleport Uppercut-F1,2/Phase Charge - 37% [Advanced]

1,1,U3:
1,1,U3/Teleport Uppercut-2,2/Phase Charge - 18%
1,1,U3/Teleport Uppercut-F2,D3/Martian Grab - 21%
1 Bar:
1,1,U3/Teleport Uppercut-F2,D3/MB Martian Grab-B3-JI2-F1,2/Psionic Push - 30%

2,2,B3:
2,2,B3-JI3/Teleport Uppercut-2,2/Phase Charge - 30%
2,2,B3>>F1,2,3-Instant Air Teleport Uppercut-2,2/Phase Charge - 31%
2,2,B3>>1,1,U3/Teleport Uppercut-B3-JI2-F1,2/Phase Charge - 31% {HARD}
2,2,B3-JI3/Teleport Uppercut-F2,U1,1+3 - 33%
2,2,B3*-F1,2,3-2,2/Teleport Uppercut-F1,2/Phase Charge - 36% [Easy version]
2,2,B3*-F1,2,3-NJ3/Teleport Uppercut-F1,2/Phase Charge - 39% [Advanced version]
1 Bar
2,2,B3-F2,D3/MB Martian Grab-B3-JI3/Teleport Uppercut-F1,2/Phase Charge - 41%

F1,2,3:
F1,2,3>>1,1,U3/Teleport Uppercut-B3-JI2-F1,2/Phase Charge - 33% {HARD}
F1,2,3>>F1,2,3-Instant Air Teleport Uppercut-2,2/Phase Charge - 33%
[Trait] F1,2,3*-JI3/Teleport Uppercut-2,2/Phase Charge - 35%
[Trait] F1,2,3*-JI3/Teleport Uppercut-F2,U1,1+3 - 38%
[Trait] F1,2,3>>F1,2,3*-2,2/Teleport Uppercut-2,2/Psionic Push - 39%
1 Bar:
F1,2,3>>B1/MB Martian Grab-B3-JI3/Teleport Uppercut-2,2/Phase Charge - 43% {HARD}

Strings utilizing MB Martian Grab (1 Bar):
MB Martian Grab-B3-JI3-JI3/Teleport Uppercut-2,2/Phase Charge - 37%
D1/MB Martian Grab-B3-JI3-JI3/Teleport Uppercut-2,2/Phase Charge - 37%
F1,2_1,1/MB Martian Grab-B3-JI3-JI3/Teleport Uppercut-2,2/Phase Charge - 39%
B1/MB Martian Grab-B3-JI3-JI3/Teleport Uppercut-2,2/Phase Charge - 40%
2,2/MB Martian Grab-B3-JI3-JI3/Teleport Uppercut-2,2/Phase Charge - 41%

Phase Assault (Teleport Uppercut):
Teleport Uppercut-2,2/Phase Charge - 14%
Teleport Uppercut-F1,2,3>>D1/Psionic Push - 18%
Teleport Uppercut-F2,D3/Martian Grab - 18%
1 Bar:
Teleport Uppercut-F2,D3/MB Martian Grab-B3-JI2-F1,2/Phase Charge - 29%

Downward Phase Assault (Teleport Overhead):
Teleport Overhead-F2,U1/Teleport Uppercut-2,2/Phase Charge - 25%
Teleport Overhead-1,1,U3/Teleport Uppercut-B3-JI2-F1,2/Phase Charge - 28% {HARD}
[Trait] Teleport Overhead*-F1,2,3-2,2/Phase Assault-F1,2/Phase Charge - 33%
1 Bar:
Teleport Overhead-F2,D3/MB Martian Grab-B3-JI3/Teleport Uppercut-F1,2/Phase Charge - 39%

MB Alien Pillar (1 Bar):
MB Alien Pillar-(JI3)/Teleport Uppercut-2,2/Phase Charge - 17% (24%)
MB Alien Pillar>>F1,2,3-Instant Air Teleport Uppercut-2,2/Phase Charge - 24%
MB Alien Pillar-(JI3)/Teleport Uppercut-F2,U1,1+3 - 20% (26%)
MB Alien Pillar-B3-JI3-JI3/Teleport Uppercut-2,2/Psionic Push - 31%

MB Phase Charge (1 Bar)
MB Phase Charge-B3-JI3-JI3/Teleport Uppercut-2,2/Phase Charge - 31%
B1_F1,2/MB Phase Charge-B3-JI3-NJ3/Teleport Uppercut-2,2/Phase Charge - 34%
2,2/MB Phase Charge-B3-JI3-NJ3/Teleport Uppercut-2,2/Phase Charge - 35%
[Anti Air] 3/MB Phase Charge-B3-JI2-NJ3/Teleport Uppercut-F1,2/Phase Charge - 36%

Psyche Orb:
Psyche Orb-Teleport Uppercut-2,2/Phase Charge - 17%
Psyche Orb-F2,U1/Teleport Uppercut-2,2/Phase Charge - 22%
Psyche Orb>>F1,2,3-Instant Air Teleport Uppercut-2,2/Phase Charge - 23%
Psyche Orb-JI3/Teleport Uppercut-2,2/Phase Charge - 23%
Psyche Orb-B3-JI3-NJ3/Teleport Uppercut-2,2/Phase Charge - 30%

Anti Air:
D2-JI3/Teleport Uppercut-2,2/Phase Charge - 21%
D2-JI3/Teleport Uppercut-F2,U1,1+3 - 23%
3/Teleport Uppercut-2,2/Phase Charge - 22%
F1-F2,U1/Teleport Uppercut-2,2/Phase Charge - 24%
3/Teleport Uppercut-F2,U1,1+3 - 26%
1 Bar:
D2-F2,D3/MB Martian Grab-B3-JI3/Teleport Uppercut-F1,2/Phase Charge - 30%
3/MB Phase Charge-B3-JI2-NJ3/Teleport Uppercut-F1,2/Phase Charge - 36%
F1-F2,D3/MB Martian Grab-B3-JI3/Teleport Uppercut-F1,2/Phase Charge - 39%

Air to Air:
JI1-F2,U1/Teleport Uppercut-2,2/Phase Charge - 24%
JI2-F2,U1/Teleport Uppercut-2,2/Phase Charge - 26%
JI3-F2,U1/Teleport Uppercut-2,2/Phase Charge - 30%
1 Bar:
JI1/Teleport Uppercut-F2,D3/MB Martian Grab-B3-JI2-F1,2/Psionic Push - 31%
JI2/Teleport Uppercut-F2,D3/MB Martian Grab-B3-JI2-F1,2/Psionic Push - 33%
JI3/Teleport Uppercut-F2,D3/MB Martian Grab-B3-JI2-F1,2/Psionic Push - 37%
JI1-MB Martian Grab-B3-JI2-NJ3/Teleport Uppercut-F1,2/Phase Charge - 36%
JI2-MB Martian Grab-B3-JI2-NJ3/Teleport Uppercut-F1,2/Phase Charge - 38%
JI3-MB Martian Grab-B3-JI2-NJ3/Teleport Uppercut-F1,2/Phase Charge - 42%
JI1-F2,D3/MB Martian Grab-B3-JI3/Teleport Uppercut-2,2/Psionic Push - 40%
JI2-F2,D3/MB Martian Grab-B3-JI3/Teleport Uppercut-2,2/Psionic Push - 42%
JI3-F2,D3/MB Martian Grab-B3-JI3/Teleport Uppercut-2,2/Psionic Push - 46%

Corner combos:
Teleport Uppercut-F1-F1,2,3-2,2/Psionic Push - 22%
D2-F1-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 25%
F2-D2-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 26%
Psyche Orb-F3-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 28%
Close Alien Pillar-F1,2,3-1,1,U3/Teleport Uppercut-3/Psionic Push - 31%
Teleport Overhead-F1-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 32%
B1_F1,2/Close Alien Pillar-F1,2,3-1,1,U3/Teleport Uppercut-3/Psionic Push - 34%
2,2/Close Alien Pillar-F1,2,3-1,1,U3/Teleport Uppercut-3/Psionic Push - 35%
2,2,B3-F1-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 35%
2,2,B3-F3-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 36%
F3-3-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 38%
F1,2,3-F1-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 38%
F1,2,3-F3-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 40%

1 Bar (Corner):
MB Orb-3-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 31%
MB Pillar-3-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 32%

Cornered Combos (MB Martian Grab):
Easy versions:
MB Martian Grab-F1-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 32%
D1/MB Martian Grab-F1-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 33%
1,1/MB Martian Grab-F1-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 34%
F1,2/MB Martian Grab-F1-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 35%
B1_2,2/MB Martian Grab-F1-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 36%
Advanced versions:
MB Martian Grab-F3-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 34%
D1/MB Martian Grab-F3-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 35%
1,1/MB Martian Grab-F3-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 36%
F1,2/MB Martian Grab-F3-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 37%
2,2_B1/MB Martian Grab-F3-F1,2,3-1,1,U3/Teleport Uppercut-2,2/Psionic Push - 38%

Corner to Midscreen (1 Bar):
** = May have to utilize JI1 instead of JI2 against small hitbox characters for 1% less damage
Teleport Uppercut-F1,2,3-3/MB Martian Grab-B3-JI2-F1,2/Psionic Push - 34%**
B2,3,3,3/MB Martian Grab-B3-JI3/Teleport Uppercut-2,2/Psionic Push - 38%
F2-3/MB Martian Grab-B3-JI3/Teleport Uppercut-F1,2/Phase Charge - 40%
3/MB Martian Grab-B3-JI2-JI3/Teleport Uppercut-F1,2/Phase Charge - 42%
Teleport Overhead-F1,2,3-3/MB Martian Grab-B3-JI2/Teleport Uppercut-F1,2/Psionic Push - 43%**
2,2,B3-F1,2,3-3/MB Martian Grab-B3-JI2/Teleport Uppercut-F1,2/Psionic Push - 45%**
B1_2,2/Alien Pillar-F1,2,3-3/MB Martian Grab-B3-JI2/Teleport Uppercut-F1,2/Psionic Push - 46%**
F3-3-F1,2,3-3/MB Martian Grab-NJ3/Teleport Uppercut-F1,2/Psionic Push - 48%
F1,2,3-F1,2,3-3/MB Martian Grab-B3-JI2/Teleport Uppercut-F1,2/Psionic Push - 50%**

Background Bounce combos coming soon!

Last edited: 12-22-13
 
Last edited:

roosTakk

Chode Juggler
Thanks man..very much aappreciate you putting this all in one spot..cant wait to go to practice mode tonight. but ya also not a fan of the spoiler tag
 

Immortal

Blind justice....
xInfra Deadx

Which of those you find most useful? I know most of them are practical but its hard atleast for me now to memorize / learn all of them. So which ones you recommend?
 

knight x1868

Blue Lantern Corps
xInfra Deadx

Which of those you find most useful? I know most of them are practical but its hard atleast for me now to memorize / learn all of them. So which ones you recommend?
I know you didn't ask me but I play a set up heavy MMH. So low damage and risk with high output and reward.

Overhead Teleport, 22, Teleport, 22, Phase Charge ~ Orb (Far)
b2, Teleport, 22, Phase Charge (MB) ~ Orb (Close) - Sets up jump in cross up...
22b3, ji3, Teleport, 222 or b13 or Phase Charge - b13 sets up an overhead teleport cross up; 222 is a hard knock down and Phase Charge can lead to another Orb set up.

Those are just three of my go to moves.
I like d1 Psionic Push to check my opponents
In the corner, I like to end in 222 ~ dash ~ iaji1, teleport, 222
I have higher damaging combos that I throw in for mix ups but I like the K.I.S.S. method MMH.
K.I.S.S. - Keep It Simple Stupid
 

Immortal

Blind justice....
Thanks for that, trying in practice mode those options now.

Ofc i got follow up questions:

1. Which is the best wake up option? Psionic Push?

2. That tele combo is worth to use --> Teleport Overhead-F2,D3/MB Martian Grab-B3-JI3/Teleport Uppercut-F1,2/Phase Charge - 39%?

3. You dont use any trait options/combos?

4. Also i have really hard time connecting B3 after MB Martian Grab. Seems like B3 comes way to late...
 

knight x1868

Blue Lantern Corps
Thanks for that, trying in practice mode those options now.

Ofc i got follow up questions:

1. Which is the best wake up option? Psionic Push?

2. That tele combo is worth to use --> Teleport Overhead-F2,D3/MB Martian Grab-B3-JI3/Teleport Uppercut-F1,2/Phase Charge - 39%?

3. You dont use any trait options/combos?

4. Also i have really hard time connecting B3 after MB Martian Grab. Seems like B3 comes way to late...

Psionic Push is my favorite wake up but it can be beat out by some late jump ins.

I like that overhead teleport MB combo. You can also end with 22, Psionic Push to open up your zoning options (I like tossing a far orb with that option).

I love trait to check with 11 ~ 11 ~ 112/b2/b1 since the second hit hits low in 11. I'll mix in 11, Martian Grab MB, b3, ji3, Teleport, f12, Psionic Push/Phase Charge.

b3 becomes a feel thing after a while. don't mash b3 and tap it after the animation is finished for his MB Grab.
 

Immortal

Blind justice....
Psionic Push is my favorite wake up but it can be beat out by some late jump ins.

I like that overhead teleport MB combo. You can also end with 22, Psionic Push to open up your zoning options (I like tossing a far orb with that option).

I love trait to check with 11 ~ 11 ~ 112/b2/b1 since the second hit hits low in 11. I'll mix in 11, Martian Grab MB, b3, ji3, Teleport, f12, Psionic Push/Phase Charge.

b3 becomes a feel thing after a while. don't mash b3 and tap it after the animation is finished for his MB Grab.
Thank you.

Working hard on that b3 connecting in practice atm. Ending that combo with 22, PP to open zoning is a nice option.

Like i said before youre list is awesome but its hard to learn them all... So i want to focus on few/several at first.
 

roosTakk

Chode Juggler
B3 is all muscle memeory...just keep practicing youll get it...as far as which combos to learn id say learn a good bnb for each type of starter and practice them till youv got them 9/10 then practice them against an opponent. .then learn more
 

xInfra Deadx

Gimmick stolen by Jordan Peele
Thanks for that, trying in practice mode those options now.

Ofc i got follow up questions:

1. Which is the best wake up option? Psionic Push?

2. That tele combo is worth to use --> Teleport Overhead-F2,D3/MB Martian Grab-B3-JI3/Teleport Uppercut-F1,2/Phase Charge - 39%?

3. You dont use any trait options/combos?

4. Also i have really hard time connecting B3 after MB Martian Grab. Seems like B3 comes way to late...
1.Push is his best wakeup...the Grab can work too if the opponent gets antsy.

2.Yes that is worth it to use and it is 39%

3.I normally try to keep trait at the ready if I get in a footsies battle. Using it for purely damage is somewhat of a misuse.

4.Practice. The timing will come around eventually.
 

xInfra Deadx

Gimmick stolen by Jordan Peele
A couple of quick edits: Removed most of the spoiler tags and put a footnote in the corner to mid combo section to use JI1 instead of JI2 in specific combos.
 

roosTakk

Chode Juggler
Found a good meterless follow up to overhead tele:

Overhead tele, f123, >>, D2~db3, f12~phase charge. 28%

I like this combo cuz its traitless and meterless, nets decent damage and gives hard knockdown into orb setup. It also means you can always follow up overhead tele with f123 and then go into either this combo or the trait version (overhead tele, f123, 22~db3, f12~phase charge) to conserve meter.

Sorry if this is known already just didnt see it in the list
 

fr stack

Noob's saibot or noob saibot's?
quickstand meterless
22b34 , f123 , dash d2 db3 d2 db3d

22b34 , ji2 d2 db3 , d2 db3d <this crosses up