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

^ I like your combos! You messed around with some pretty cool combo ideas. I don’t really see anything that stands out to further optimize your first combo, and for your third combo, I can only give the simple idea of doing another f+H into L blaster after the wallbounce. But I did put your team in the lab and came up with a combo for that team. I used the same starter as your first combo so you can compare the damage/execution between the two.

Does about 970k with 2 bars (and builds 2 bars)
cr.M, fly, adf, j.L, cr.L, st.M, cr.H, jump, adf, j.M, dash, S, j.MMHS, dash in, cr.M, S, j.MM, L blaster (in corner), add(f), j.S, back dash and call Chun, cr.M, L cube, M bomb, f+H, L bomb, pause, f+H and call hsien, L blaster, pause, f+H, L blaster, f+H, jump, adf, j.S, L bomb, f+H, M blaster, HBR rep (f, df, df, db, f), HBR ender (f, u, f, f, d)

For the first pause, you want to wait until f+H hits the opponent when the opponent’s midsection is at Dok’s forehead. It lets you combo f+H after L blaster a bit later in the combo.

I came up with a combo that works on Tron only. f+H floats Tron really high, so I managed to get in 9 f+H’s in one combo without XF :smiley: But, I broke my 360 pad in the process :frowning: so I might not go to NEC now…

Anyway, here it is! With the wallbounce used, the following is very practical extra damage on Tron: j.S, f+H, L blaster, f+H, etc.
[media=youtube]x9yeemxN46g[/media]

^ lol that is awesome! haha

Too bad no one plays Tron! :looney:

Hey is there any character combinations I can use with Striders raw tag tech and DOK? I’ve recently gone on a point Strider kick but I lack creativity.
Wierd as teams I’m playing with is:

Strider/DOK/Nova
Strider/DOK/Dorm
Strider/DOK/DOOM
Strider/DOK/Strange

I basically just need help killng characters with Strider, oh and some DOK swag with Strider would be sex too :wink:

WTF LTP No NEC? you dodgin me? Lol

Nah, I’m getting another pad, so I should be good for NEC lol. So you’re going then?

And brainpipe and MoTempest have that Dok/Strider swag. I’m copying this from brainpipe.
Dok/Doom/Strider
j.L, cr.L, M, cr.H xx L cube, cr.H, S, j.MMHS, cr.M, S, j.MM xx L Blaster, ADDF j.S, Backdash, cr.M [+ Plasma Beam] xx L Blaster, F+H xx L Bomb,
F+H xx Jump, ADF, j.S, F+H xx L Blaster, S [+ Vajra], sj. L, Vajra hits, ADD, cr.M xx L Blaster xx Hyper Battering Ram xx (HBR Loop) xx (Sphere Flame)

Some things to keep in mind with that combo: the last cr H before the first launch seems to not work against certain small characters. It will hit, but the extra time it takes for the S to hit them is enough to make hitstun decay make them pop out when you pick them up with plasma beam. And if you omit that cr. H you won’t gain enough meter to loop. You also need to hit them with the unblockable high/low cr. M to gain 2 meters… which is a bit demanding. So it is largely best to go for a caveman reset with Strider on your team, he doesn’t provide the guaranteed meter or damage to be truly reliable without resets. Or dealing damage with zoning first.

So, Dok/Dorm/Doom is good.
[media=youtube]G7dVpGw7Bls[/media]
I have the whole flowchart floating around in Word, Excel, Notepad documents, etc right now, and I’m too tired to organize it and put it all up. 32 paths of 12 unique combo combinations to 300%, and I’m sure it’s not optimized fully. Ugh, my hands hurt.

While Firebrand and Taskmaster have their braindead easy 300% combos in comparison…

i hate dorm a lot, but this makes such a convincing argument to use him over anyone else… gah… was debating picking up dr strange

I’m not a big fan of Dorm either lol, but I’m going to start pouring the training room hours into this team. It does a lot of the things I want to do on my Strange team but better (besides SoV).

I’ve felt in my gut for some time that this was probably the best Dok team. The only thing it lacks is a beam to move forward with, but dark hole is still plenty useful… for reasons your video makes abundantly clear. Good stuff sir.

can u pm me your word doc on it? im guyessing it has all the notations for your mixup. seems too powerful

I’ll just leave what I have for now here. It’s a lot, but I’ll try optimizing it to make it easier to remember later. I just wanted to note that the way you can call your assists after you reset after the incoming setup is really… interesting. I haven’t quite figured it out yet, but it’s definitely worth looking into.

This will take forever to learn

[details=Spoiler]
Δcubes Δmeter worst damage
First character (to first hit)
First hit (to grab 1 or tech grab 1): starter, S, j.MMHS, call missiles and dash in, cr.M, S, j.MMS, L bomb, L cube (if possible), j.S, back dash, f+H, L cube, dash, f+H, jump, add, cr.M and call dorm, fly, adf, grab
1 or 2 1+ 380k

Grab 1 (to next character): dash in, cr.M, fly, adf, j.M, S, j.MMHS, dash, cr.M and missiles, fly, adf, j.M, S, j.MMS, L bomb, L cube, back dash, f+H, L cube, f+H, jump, adf, j.S, L cube, HBR, HBR (if needed), stalking flare
3 -.5 770k
3 -1.5 ToD

Tech grab 1 (to grab 2 or tech grab 2): j.M, st.M, cr.H, L cube, S, j.MM, L blaster, addf, j.S, fly, cr.M, j.S, back dash, f+H and call missiles, L cube, dash, f+H, jump, add, cr.M, fly, adf, grab
2 1 393k

Grab 2 (to next character): dash in, cr.M, fly, adf, j.M, S, j.MMHS, dash in, cr.M, S, j.MMS, cr.M, L cube, HBR, stalking flare
1 -1 ToD

Tech grab 2 (to next character): j.M, st.M, cr.H, jump, adf, j.M, cr.H, L cube, S, j.MMHS, cr.M, fly, j.S, back dash, f+H, L cube, f+H, HBR, stalking flare
2 -1 ToD

Second character (to hit by flare 1 OR unblockable by flare 1)
Hit by flare 1 (to grab 3 or tech grab 3): L blaster OR j.L into j.S, S and call missiles, j.MM, L blaster, addf, j.S, back dash, H bomb, f+H, L cube, f+H, jump, add, cr.M and call dorm, fly, adf, grab
1 .8 400k+

Tech grab 3 (to next character): j.M, st.M, cr.H, L cube, S, j.MMHS, cr.M, S, j.MM, L blaster, addf, j.S, back dash, cr.M and dorm, L blaster, cr.M, f+H, L cube, f+H, jump, adf, j.S, back dash and call missiles, f+H, jump, addf, S, j.L, M bomb, L blaster, addf, j.S, cr.M, L blaster, HPB, stalking flare
Use all cubes 0 ToD

Unblockable by flare 1 (to grab 4 or tech grab 4): cr.M, jump, adf, j.L, cr.L, st.M, S, j.MM, L blaster, addf, j.S, cr.M, fly, j.S, back dash, f+H and call missiles, L cube, dash, f+H, jump, add, cr.M, fly, adf, grab
1 1 400k+

Grab 3 / 4 (to next character): dash in, cr.M, fly, adf, j.M, S, j.MMHS, dash in, cr.M, S, j.MMS, back dash, cr.M and call dorm, L blaster, cr.M, f+H, L cube, f+H, jump, adf, j.S, back dash and call missiles, f+H, jump, addf, S, j.L, M bomb, L blaster, addf, j.S, cr.M, L blaster, HPB, stalking flare
Use all cubes 0 ToD

Tech grab 4 (to next character): j.M, cr.H, jump, adf, j.M, cr.H, L cube, cr.H, L cube, cr.H, f+H, L cube, f+H, jump, adf, j.S, L cube, f+H, M blaster, HPB, stalking flare
Use all cubes -1 ToD

Third Character (to hit by flare 2 or unblockable by flare 2)
Hit by flare 2 (to win): L blaster into j.S, S, j.MM, L blaster, addf, j.S, back dash, cr.M, L blaster, XF, f+H, L bomb, f+H and call missiles, jump, addf, S, j.L, M bomb, L blaster, addf, j.S, cr.M and call dorm, L blaster, H blaster, HBR, stalking flare
NA NA ToD

Unblockable by flare 2 (to win): cr.M, fly, adf, j.L, cr.L, st.M, S, j.MMHS, cr.M, S, j.MM, L blaster, addf, j.S, XF, f+H, L cube, f+H, jump, adf, j.S, back dash and call missiles, f+H, jump, addf, S, j.L, M bomb, L blaster, addf, j.S, cr.M, L blaster, HBR, stalking flare
NA NA ToD

Pathways
32 total
Least optimal (works)
First hit à grab 1 (2 HBR) à CHAR 2 à unblockable by flare 1 à tech grab 4 à CHAR 3 à hit by flare 2 à win[/details]

[media=youtube]cWUkfgTbWK8[/media]
Just a interesting set that should be posted here.

I made a couple more videos. The first is an extended combo with Magneto/MODOK/Doom… not much new, but fun to do nonetheless. The second is just a bunch of mixups and mixup ideas dealing with HBR and Strange’s Bolts.

[details=Spoiler][media=youtube]96Dar07e3DA[/media]
[media=youtube]aLwAOZIPtdA[/media]

[media=youtube]KE5IfbPDWlA[/media]
The barrier into unblockable reset is really good. That means that the oppotent won’t be able to smack MODOK out of the setup.

Good video thanks for posting it. Hidden missles are so good for modok its crazy. While some of the setups posted dont work on characters with air options on entry this vid shows some great ways to snipe characters like vergil. Good stuff

At the end of that video, I was waiting for it… I began to think to myself “maybe he won’t do it!?”… then there it was. Sentinel taunt. :stuck_out_tongue:

I think you can hit people meaty with MODOK’s HBP+missiles. Either using Jamming Bomb, Cubes, Barriers, you can trap people in the corner so that you can do a unblockable setup or a high/low on the ground.

[URL=‘http://www.youtube.com/watch?v=H8WGp-XkxOs&list=UUXUalnDXt5sTnuatnJvz8fw&index=6’]Like LTP shown on a video before, MODOK’s HPB is immune to pushblock so it’s great to lockdown characters into the corner.

thats… thats a pretty damned good setup!

The HPB + missiles setup for incoming shown there can be escaped by pushblocking the meaty M cube. It doesn’t matter for characters with no aerial mobility, but I need to test out what I can do with meaty air HPB + missiles, which would hopefully at least give you time for a high/low mixup. It’s also still good for setting up mixups from fullscreen (dash in for high/low, or perhaps even an unblockable).