A.I.M. Labs: M.O.D.O.K. Video Thread

Knivies vs Pigg

I’m sure you guys heard about that dude from Mvc3 Online that uses Modok/Wesker/Sent. He is playing aganist Knives, and so we see how good he is against a good player offline.

Knives has the most ridiculous Spencer I ever seen my life.

PIGG is doing more than holding his own. Good stuff. Always nice to see dok get more exposure.

And lol at Knives just learning that Killer Illumination is a grab.

Royalflush just beat Combofiend in the “beat a pro” and went nuts! Good job bro

Which steam did it happen in?

Nice stuff from Royal Flush! That pop off was hilarious lol

Edit: Match at 6:00:00 http://www.twitch.tv/offcast/b/314992841

Good job, RoyalFlush! Love that you rep Elvis MODOK.

I was playing at 1:38 and 1:53 at Texas Bar Fights. http://www.twitch.tv/boomgorillas/b/315766358

I lost that last match dropping stuff. So clutch. Also didn’t know I picked the wrong assists for mag during the last match. Saw I dropped the swag. I was just loling inside. I deserve to lose for my sloppiness. Was really out of practice and got lucky. Also its the 2nd tournament I been so I think jitters got to me. Mad props for those who go out to play offline. Chars I had more of a problem was with spencer and task. The guy wit spencer was the one that knocked jan out. I was facing jan in casuals and I was like damn dude this reminds me in vanilla when I getting bodied by toan. respect for elvergon for beating him. But I did beat the zero player who put jan into losers in some matches. lol you guys can take that anyway you want. lol. Yo I’m so full of myself!

Guys have any advice for my game. It seems some of you guys have trouble with zero and vergil. I have problems with Spencer and Task. Freakin annoying shit. Also have problems against Chris like you guys know. Freakin telling you guys that char is crazy. Jumpman knocked Stone twice? and bodied me in casuals. Also know another player who plays that shit lame. It’s not a fun match up.

Good stuff Justin! There is just one major problem with your gameplay that I saw and that was too many random supers. And, as you saw, DHCing into Mag’s shockwave is unsafe, and it’s usually a better idea to DHC into tempest.

As for the Spencer matchup, it can be pretty annoying, but the key to winning this matchup, as with many others, is to set the pace of the match and keep your opponent playing by your rules. Spencer’s typically want to assist + zip over into derp pressure. You must prevent this from happening. :m: cube does a great job at keeping Spencer from just zipping over, so this buys time to call in Doom missiles. From there, :l: blaster is good if they are still on the ground / called an assist. If they jumped, superjumping into a cube and a homing bomb might be good options, or just a homing bomb on the ground. If they are still far away at this point, throwing out a barrier is good and calling missiles, so that you don’t have to worry about horizontal assists, as long as bionic arm isn’t a problem. As an alternative, you can call missiles and :l: blaster, dash, :l: blaster, etc, in order to try to get in, and either try to do mixups/unblockable with the lockdown the missiles provide or try and bait a bionic arm for a killer illumination. The main thing is don’t let up and let Spencer get in. The last thing you want is Spencer in your face, especially if you don’t have missiles coming down to save you. If he gets in, good luck at trying to get him out. Hoping that your opponent gets lazy with their offense or trying your luck getting a normal grab are pretty much your only ways out… not the position you want to be in.

For the Taskmaster matchup, you want to watch his meter and SHIELD SKILLZ. Like the Spencer matchup, you want to keep him out, but I usually find this is easier to do. Unfortunately, he can play the range game well. You usually want to be calling out Doom missiles (depends if your opponent has at least 2 meters and a good DHC like hail storm), but expect Taskmaster to burn a meter to try to take out your assist. If you do call out missiles, be in a position to punish a hyper from Taskmaster (in other words, call missiles and super jump up). Because of shield skills, you do not want to go in without cover from assists, so you need missiles out there if you want to apply pressure at all. From a zoning standpoint, it can go pretty even, but if you are smart with your assist calls and your blasters, etc, I would say that dok wins. If Taskmaster tries to get in, throw out missiles and super jump out of there, dash around, fly, throw out some cubes, whatever it takes to avoid an air grab, then apply pressure and/or throw out a barrier. If they are still relatively close, call out your assist and throw out cubes and blasters to prevent your opponent from doing a hyper. Capitalize on any mistakes you can. If they are out of cube range, you want to revert to the blaster game, while throwing out missiles and going to super jump height when you want to. So looking back at this wall of text, Taskmaster seems to be the most vulnerable when he is in cube range, and you can only really force this when they are in the corner. This is then your goal. Play the zoning game, try and call out missiles while keeping them relatively safe, advance and apply pressure/barrier when they block missiles, repeat until they are cornered, cube/barrier/missile lockdown, unblockable/mixup, ???, profit.

Gotta stop procrastinating on work due in just a few hours >.> not to mention not getting any sleep lol

Like LTP said, if you have missiles out to cover the air, don’t be afraid to zone spencer on the ground with beams and cubes, you can always cancel them into Killer Illumination on the ground on reaction to bionic arms. When missiles are on cooldown, start superjumping or airdashing into the air so you can buy some time until you can call missiles safely again and repeat the process. When you are in the proper position, Spencer can’t get in for free against Modok. But given his damage, all it takes is one slip to lose a character, so you just have to be on your toes. Spencer is basically just Zero lite to me. Since he moves in similarly but is so much more telegraphed.

Task can get zoned out by Dok only if you can get a barrier up safely, since his Shield skills get through a projectiles, it can be hard to zone him without it up. And like LTP says, watching his meter is crucial since it will limit your ability to call assists safely when he has it to burn. I recommend playing a bit more aggressively against him if you are not in a good position to zone. Coming in with an air dash down S or H from super jump height is generally how I approach him, but I try hard to stagger how long I stay in the air to bait out his anti air S, which pretty much AA’s dok for free if you get careless. Basically a lot of that fight comes down to staggering your patterns effectively now that I think about it. Mix it up with zoning, aggressiion+assists.

Something I did not see you do much in your neutral game was crouching M (against characters that don’t teleport at least). Something that has been really useful to me lately is doing a cr. M from around half screen or more and canceling into whatever special I need based on their positioning. Since the cancel window is so flexible you can do it quickly or delay it based on their reaction to it. At the very least the puddle will cover the ground in front of you, so canceling into blasters, cubes, flight or bombs helps to stall until you can get your assist back up and it also gives you an easy way to call it out safely again. A lot of times I find this a lot safer and more proactive than just calling barrier + assist to set yourself up.

I just want to quickly point out, from what brainpipe has said, that calling barrier + assist is usually never a good idea, since you are right next to your assist, not really providing that assist cover, and you can’t cancel barrier into something like killer illumination. A smart opponent with a beam super or the like will be waiting for you to do this for easy damage. You can get away with doing this against some characters though, but those matchups are usually heavily in dok’s favor.

Respond to ltp n brain pipe: Yeah I know bout that Killer illumination. I guess reason why I do shockwave is bc tempest seems really slow on start up. Also I need to get out of the habit of calling barrier and assists. It’s not just Taskmasters shield skills that annoy me but also his up arrows anti into shield skills. Also, It seems I need to shut down characters b4 they sj. I can’t seem to time the H bomb right which gets me punished. Think I need more emphasis on cube game. Yeah I didn’t do that cr.M to specials. Also forgot bout anti M cube which is totally important. Geez Idk why I tend to do some of these in some matches and forget them in others. Usually what I try to do instead of Sj is normal jump adub so I can still call assists out. I didn’t really do it much since sj seems faster. I think that scares me bout spencer more than zero is that spencer forces u in the ground. Everyone keeps telling me to sj out of spencer pressure as a general rule and I’m like seriously? that’s it? guess so. Zero players I was surprisingly able to zone. Once they got in they did those lighting loops/ American resets. And I think the lighting can be throw out of. Also gotta try missiles beam dash beam. Just need to play more marvel footzies. I think I’ll keep repin this team. I was going to use a morrigan team since I was like watever I don’t care but It seems dok is treating me right. Keep going back to this character. I just don’t have the discipline of playing effective keep away. Also just need to practice more. Also I need to confirm hits like you ltp. Liked how ur confirms are on point annd ur doing it online? wtf. you just time doom missiles into bombs so well.

I keep forgetting to ask but how do you make addf S safe-er? I use to do body attack to see if I confirmed the hit. I get throw or punished by it alot. Can you do cube on the ground or magic series to make it safe? It doesn’t seeem like so. Idk bout frame data stuff on block stun.

Playing the game and thinking it out behind a keyboard are very different things lol. I usually autopilot when I play and just do whatever, so I end up not doing half of the things I recommended. Good thing I’m starting to concentrate on how I’m playing more instead of just playing how I just want to play. And thanks for the compliments! Timing missiles into bombs isn’t the hardest thing in the world, since they’re all immune to HSD. Then again, I’ve played thousands of games with dok/doom.

As for making addf S safer, the only thing I can think of is having missiles out. Then you can launch and do an :m: bomb for a rather short combo, but if you experiment with it (I haven’t lol), maybe you can throw in a few normals and do a homing bomb, into :f::h: or something else. You can also just use j.:l: instead if getting thrown is a problem. Canceling j.:s: into flight works alright as well. Combo followup is j.:h:, IAD j.:m:, cr.:m:. For that, just be prepared to deal with j.:s: being push blocked and whiffing j.:h:. If you were smarter than me, you can probably do j.:h:, unfly, j.:m:, dash cr.:m: as a safer followup, as if they push block, you won’t have to worry about whether j.:h: is whiffing or not, since unflying deals with both. Gotta hit the lab and test that out… :l: cube in the air is fine, but you can’t follow up for a combo. :l: cube on the ground, of course, combos. The nice thing about :l: cube on the ground is that it is pretty safe, even when it whiffs, as it prevents opponents from jumping in in most cases. On block, cubes leave both players at the same advantage (both players can throw out their next move at the same time). The only bad thing is that your opponent probably has better and faster buttons at this range. If you’re really close, testing your luck with a normal throw might not be a bad idea.

One random note: IAD j.:m:, IAD j.:l: combos. I swear that’s how I get a lot of combos going against grounded opponents, and it’s nice knowing that you can start combos from a fairly long range.

Wow u sure think about ur options a lot. I just play Dok like magneto lol. Finally responding Bc of school finals. I need to do these things. Why don’t u make a vid bout it. Took me a while to understand wat u were sayin. Good stuff

Thanks! Yeah, I like thinking theory and what could work, especially with this character. Dok just has so much depth and there is always something more you can be doing with the character. And I’m surprised that it took me so long to try Magneto… I play him just like Dok, except with less options and derp :h:. I still need to take my finals lol… I should be paying more attention to them, but most aren’t too bad and I’m just burned out at this point. 3 exams within 24 hours is just fantastic. And don’t worry, another video (or series of videos) should be coming out sometime this or next month. Hopefully, the SRK front page will accept them this time, so more people can try learning Dok and see that he is not as hard or bad as people still generally seem to think >_>

So I tested the thing out with unfly and you have to do it at a high point because you won’t be able to air dash. I think that’s all I have to say bout that. I’m definitely steppin up my combos and air to air hit confirms like in the vanilla days when there was no hsd. Also, with magneto (I’m just basing off the only one vid of you) u can use derp :h: or :s: and do another tridash but with :l:. I think that catches ppl off guard not push blocking and I think it combos if done fast enough. I don’t usually addf H alot but addb or add :s:. Or unless I’m in that sweet spot range where they get hit by the tip of the normals. Like mvc2 I think (nvr really played it). It’s safer and keeps you offense defensive. It’s like marvel footsies? Idk this game is just random to me. But Im definitely learn to play more patient with magnus esp since assists like haggar assists, wolverine dive kick, etc. r good. Same goes wit dok which is one of the reasons why I chose him in this game. Also magnetic blasts + tridash is scary safe. Do some of that side switching blasts like Joker. Also I found myself doing the Nos99 combo. [media=youtube]GQGVrabDL0w[/media]. too lazy for notations. practical even on psn. just skip grav loops online or do the adf :m:,:h: version. One thing I’m not sure about is whether u do this without doom missiles by doing the st. :s:, :h:, disrupter Magnetic tempest. I haven’t been able to do that combo for some reason. Yeah I approach dok like magnus since they seem like in the same classification. justin wong’s safe pressure class.

Found some vids of you dok players. There’s more than parts to those vids.

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LTp online

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dire vs rayray

Sanford with that real life assist against rayray the whole set, lol. Make sure you guys check out all three parts of the dire set. I wouldn’t go as far as to say he figured rayray out, but he was putting in some work…especially considering the amount of crucial drops.

Oh gawd, getting exposed with my terrible online play lol. I barely did anything with Dok in that set of games and I was going full derp (not even seismo-ing when using Viper), and the worst part is, my main online training partner mains Cap. So many combo drops too, but it’s online. But I’m done with college, so hopefully I can hit up some of the EC tourneys and get more Dok out there (hopefully in a good way :slight_smile: and not my online fraudulence).

Gotta watch that Dire set.

Yo LTP I may try to pull some offline in Philly this weekend if you want to make the drive

I’m down for it, if no other plans come up. The sooner you let me know, the better, since I probably will have to find a bus to go down there or something.

So, I had one match on stream at our last hAZbat this weekend vs one of our scene’s better players (it starts at minute 3). I had already won my first match off stream, and he sent me to losers. But I did manage to catch him a few times with this new method of play where I try to mimic the Kusoru/Vjoe/log trap mixups with Modok’s air dash + flight to call assists from super jump height and mixup with dashes and body attacks. While I don’t consider myself all that great a player, I feel like this mixup oriented playstyle has enormous potential for Modok with all kinds of assists. It also worked really well once when I called Strider from high up and dash down to mask the assist call.

I wish I could have had a streamed match against someone that wasn’t playing strider Because it is much harder to pull this off when my opponent has vajra, as you will see when I go up in the air and block just to try and bait it out a few times.

Sean having a much more legit Strider than mine also didn’t help things =P