[quote=LTP, post: 7931136, member: 60504]
Dok has more than enough reasons and bullshit to be picked over Magneto. Magneto is just friendlier to use, has better/easier movement, and is easier to make effective on teams, while you really have to specialize in Dok and build the team around him to make him great.
Dok has some of the most unique options in the game. One of the best is his jamming bomb into snapback shenanigans. Dok has the ability to greatly disrupt your team composition on the first hit by jamming your point and snapping in your anchor. Not only are you switching the team order, but you just put a character in the back that is going to be done on incoming and likely wonāt be able to be used for safe DHCs in (if they can even get the motion out). This gives Dok great options if there are more than one āproblemā characters on a team.
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While I LOVE me some jamming bomb. If you touch a character itās better to kill them. Whatās worse than a jammed character? A living one. In the realm of welcoming mixups in todays day an age you might as well be jammed. Good luck guessing. If the opponent manages to touch the ground they can always team hyper to screw wait out the jam. In other news Magneto is fast with a superior option select, as much as I like DOK/Missiles. Magneto/Missiles is much more effective due to the sheer speed and option select of it.
[quote=LTP, post: 7931136, member: 60504]
Dok has ridiculously safe block strings. (cr.L, st.M, cr.H, IAD j.L)xN is his basic string that is 100% safe. XF guard cancel? f.H will grab you. Pushblock? If I can predict it, I get a free high-low, and if I donāt, I can easily cancel it into a barrier, cube, or blaster. If you donāt pushblock, good luck blocking.
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Too bad if the pushblock is done a certain MODOK suffers from a RIDICULOUS pushblock glitch. Truth be told Iād still rather block MODOK than Magneto anyday. Magneto practically always has a free high/low if heās close to you. Characters like Magneto can standing L MOST of MODOKS approaches easily if itās not covered.
[quote=LTP, post: 7931136, member: 60504]
Dokās zoning tools are pretty stupid. Blasters on block will push you back, making it safe nearly all the time, and are multi-hitting and cut through armor effectively. Cubes are 0 on block and donāt go away on hit. L cube is like a weak Vanilla flame carpet. cr.M lasts 60 frames and stops slides, EX thunder knuckle, berserker slash, etc, and can be cancelled into cubes, blasters, etc. Bombs can home in and have dumb durability. Bombs nullify/trade with beams, Mystic Sword, and I believe even piercing bolt. They can be used to advance or to cover your back against teleporters. Jamming bomb is actually great in neutral, since it tracks at a decent speed for a long time, making it scary for approaches and even more so as a combo breaker. On top of that, he has barrier, which stops everything short of a hyper, and even then, it stops Striderās Orbs.
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If armored moves werenāt attached to ass characters in general in this game Iād say the blaster feature is a benefit. Being at 0 on block isnāt necessarily a good thing when everyone else has faster normals than you. Crouching M. is a nice touch to stop straight forward approaches however. Bombs however if not covered are just asking to be punished with ridiculously slow start up. Barrier has its utility, but itās also the bane of MODOK. Some attacks will actually go through it at the right rotation. Not to mention he canāt cancel the animation.
Definite point for DOK. Magneto with the right team does excellent versus DOK however with magnetic blasts and I canāt count how many times Iāve done Psionic Blas* DISRUPTERED then continued to get my assist punished with a shockwave pray the DHC isnāt strong.
[quote=LTP, post: 7931136, member: 60504]
Iāll finish by mentioning that he also ToDs with a proper team, has unblockable resets, has unblockable setups on incoming, has guard breaks, probably travels diagonally upward to super jump height faster than anyone in the game by utilizing his double air dash glitch and plink dashing, can run effectively from XF derp, has j.L which is virtually ungrabbable, has j.S which can crossup and ground bounces, can combo into ToD off ground and air throws, has a ridiculous grab range, has TAC infinites on top of his normal TACs that kill anyway, can loop his HBR anywhere on screen if you want to spend the meter, and has the longest flight in the game and can block during it. And none of this is impractical. You just need to know your matchups and build a strong team/set of teams for Dok.
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This I can give DOK and one of the reasons why I hope one day my ass or someone else can actually show this stuff off. I think however that the strongest DOK teams have very REAL counters with teams sporting many of the 10 top points.
And Dok gives up what for all of this? The inability to chicken block and bad get off me options in a game thatās all about avoiding those situations, and in a game with alpha counters, dumb grabs, and snapbacks. If you were forced to block as Dok, the odds of survival with another character is going to be more or less the same against a competent opponent. Not to mention that Dok has some of the best tools to avoid those situations right from the start of the round.
Unfortunately I still donāt see it. The ability to just fucking do it is to strong in this game. Ironically, DOK is much more of a thinking mans character in a very reactionary game. So many setups with DOK while Magneto can just flail around like an idiot with easy OS and conversions.