So I was bored this morning and decided to check out the kryptonite council podcast but was shocked by something
AK Pig Of The Hut said about Mmh's downward teleport. He was describing options to counter it and how much better it would be if you couldnt jump from it but he completely missed the most important option that I seriously thought would be common knowledge by now because Ive been doing it since week2 of mmh. I checked the whole MMh forum though.... And no sign of it.....
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SUPER COMPLICATED ANTI OVERHEAD TELEPORT TECH:
Just......walk.......forward.
Nothing fancy. It could be done on reaction. If you see the opponent teleporting and KNOW he will do the downward version just hold forward and what will happen is you will end up BEHIND Mmh and you recover at his back so you get a full punish of your choice.
Again, not rocket science. The same could be done with Batgirl's teleport but it matters less for her's because you get a full punish even if you hold back. Ive done this against batgirls since her release too though because her projectiles could be reacted to.
Sure the Mmh player could begin using the regular teleport to throw you off but that means you could start MBB3ing more or just respect it and block normal.
You make a read to hold forward because you anticipate an air teleport on reaction to the start up of the teleport. If you fear or anticipate the regular teleport on the start up, then just block normally. The mmh is taking a risk either way, but the defender has the safe option of just blocking both by holding back so its in the defenders favor. It makes teleporting in general a YOLO risk.
If i could Id make a video but it really does just seem like common sense. Go to training mode and just do it, youll see its extremely easy to do. Im literally shocked that even
REO who has found so much actual tech for the character hasnt mentioned this either.
Mmh's teleport is good, but its not foolproof AT ALL. Hope this enlightens most of you.