I keep hearing it… but no one can explain it. All I care about is that they’re one of the ONLY assists in the game to still ignore hitstun scaling… which is pretty fucking awesome for combos. :rock:
I also hear that Sentinel flight got better? But again… how exactly? :looney:
I’m pretty sure that they became a blockstring (Assuming that it autoblocking for me when I just tap back on the first drone means it’s a blockstring).
They seem to be faster, so they control less space.
Excuse me Nos99, I believe Hsien Ko’s Senpu Bu assist also ignores hitstun scaling. I tested it today after a long combo and the training dummy didn’t pop out of it. Maybe that’s why my combos work better now .
I find Senpu Bu assist really useful for extending combos (like Drones, although perhaps to a lesser extent) and golden armor assist is ok for pressure. Also, you get to use Hsien Ko on the same team as MODOK. Yay
I’ve been messing with it and you can OTG by calling it, slime, and cancel into L blaster. Then you can hit an analyze cube or whatever.
It’s a good lockdown assist too.
Bolts of Balthakk may as well. It has that staggered “Shield-Slash” thing to it as well.
I notice in your corner combos you tend to go with launch, M,H,S, land relaunch, M,M,S land then you do slime + cap assist.
sometimes it looks as if you are doing L-cube x 2, backdash, F+H, L-cube, F+H sent assist.
sometines it looks as if you are doing L-cube, cr light? x2 instead… any reason why or am I just imagining something that isn’t there.
also what is the timing for the otg slime + assist into the two L cubes? I never get the shield to hit my opponent on the way back, I dont know if i should press cr M + A1 at the same time or press A1 first or vice versa
I’m trying to go with MODOK/Magneto/Sentinel… but man I suck so bad with Mags. :looney:
I’m thinking:
MODOK
then either
Wekser/Mags
and as anchor
Doom/Sentinel
Would be great MODOK combo teams (be able to kill people off throws and stuff). But if Vanilla was any indication, you’ll never get far in this game without a crazy GTFO/powerhouse assist, like Haggar or I guess Strider now?
Im not sure y a gtfo assist would be necessary. i think u play very well. i hope u pick up doom so i can copy ur shit but i seriously think u should have kept cap. he does insane damage for fairly simple execution and does really well against zoning. (something that i think will play a bigger role in ultimate)
Best of luck tho. i think u are an incredible player
Kensanity a GTFO move is a MUST!!! Getting out of pressure with MODOK is silly and dumb since he is soo fat and his momentum is awkward. Haggar does the best job(of course) and Lei-Lei does an excellent job when she is buffed with gold armor. Dr. Strange bolts of B*!*)(! is a good corner shove assist, but its only good for going from spam mode/keep away MODOK to corner rape
For ultimate I dropped the longer combo teams since it seems 5x harder to actually open up on the opponent in this game(well online, offline is a tons easier). I heard she-hulk slide was nerfed, so that REALLY made me sad. Like somebody said in the other thread, keepaway MODOK is looking like the way to go… until you leave your opponent with only 1 character.
Nos the whole point of marvel is to create crazy combos …
i agree that his size and awkward hitbox create situations where he has a lot of problems. but i really think that solid defense trumps most of this. I used doom/haggar/spencer in vanilla and i felt like the haggar assist was a serious crutch. i never lost a tournament with that team. (locally).
just wasn’t fun for me. however, i will say this much, haggar is way crazier in this game. doesn’t have that hard knockdown on assist but he’s just a much better character than he was before.
To stay back on topic tho, i had been leaning towards using chargin star as my cap assist because it kind of acts as a GTFO and pressure, although it lacks invincibility. i’m pretty sure combined with an otg slime it can lead to an extended combo of sorts. to the lab!
Have you guys ever used Cross over counters? That’s one of the more underrated things about MODOK’s team building dynamic. He definitely needs to be able to tag into a character that has a safe tag in.
If you use Sentinel on your team, ABUSE COC into Sent’s Hard Dirve. It’s probably MODOK few options of getting out of sticky corner pressure. Besides SJ chicken blocking…
Speaking of crossover counters, I probably mentioned this before, but did you know that if you have Doom missiles as an assist, and then crossover counter into Doom, it can actually turn into a backthrow?
I guess the deal is that when Doom comes in, he perferms back+H for the missiles, and if the opponent is close enough, it actually throws the guy instead! Since Doom can combo after his backthrow (HUGE combos too), this can actually be freakin’ awesome, especially in the corner… it’s just really risky and you have to be spot-on with your counter, because Doom missiles itself isn’t the greatest GTFO move.
I immediately thought about MODOK’s barrier assist, and if that could be turned into a backthrow as well when using it as a crossover counter (which would be RAPE!!!), but as hard as I try… I just can’t get it to work. :sad: