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

Thanks! I actually found out that barrier soaked up Orbs by chance. I think those are the only two hypers that barrier will beat.

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>I got second at my local scene but a few of the usual killers werent ‘there so meh. Pretty sad that I got second even though I have zero skills with dr strange. like literally i dont’ know how to do anything except SoV xfactor cancel lol. so don’t judge me too hard on dr strange as he cant do shit. also, i ended a lot of modok combos that STARTed with jS WITH js. which is super stupid. idk maybe nerves.</span></font><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://www.twitch.tv/shaydogaming/b/372205390</span></font><br></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>1:05:00, 1:47:00, 3:33:00 and on. </span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>I need help with the incoming mixup on this team. is there a better way to set up an unblockable? two slow lows really limits how i am able to open dudes up backed by strange assist? </span></font></div>

<br><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/4995/kensanity">kensanity</a> said:</div>
<div class=“QuoteText”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>I got second at my local scene but a few of the usual killers werent ‘there so meh. Pretty sad that I got second even though I have zero skills with dr strange. like literally i dont’ know how to do anything except SoV xfactor cancel lol. so don’t judge me too hard on dr strange as he cant do shit. also, i ended a lot of modok combos that STARTed with jS WITH js. which is super stupid. idk maybe nerves.</span></font><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://www.twitch.tv/shaydogaming/b/372205390</span></font><br></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>1:05:00, 1:47:00, 3:33:00 and on. </span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>I need help with the incoming mixup on this team. is there a better way to set up an unblockable? two slow lows really limits how i am able to open dudes up backed by strange assist? </span></font></div></div>
</blockquote>

Did try test like…<br><br>Do the first two tick grab setups in this video(ignore the spider-man/she hulk setups)<br>http://www.youtube.com/watch?v=WfxzZ2Gbmd8<br>I’m sure pushblock tick grabs setups as well.  You could also fake the grab by doing the same setup, but instead of going for grabs you do a j.l to fish for a counter-hit. <br><br>MODOK’S DF.H, and make it cross up in the corner?  It’s ambiguous.   <br><br>Try Ballon bomb L  super jump addf+J.S in the corner?   <br><br>Put a S barrier , and call missles, and setup the unblockable.   If they pushblock , try grabbing them?<br><br>I’m sure there are other ideas for incoming mix-ups.<br>

Okay combo guys, help me create a TOD with MODOK/Dante (Jam)/Strider(Vajra) or MODOK/Dante/Strange(Bolts)<br>As I live in Brooklyn right now I’m trying to create a team that can help MODOK descend safely and can provide horizontal <br>coverage without that character being Sentinel.<br><br>I’ve finally committed to playing DANTE granted I may switch him out for Vergil just for pure derp.<br>Maybe MODOK/Vergil/Dante would be easy TOD plus good screen control. I still love MODOK/DORM/DOOM  but<br>I hate having to cover DOOM against some teams with strong beam assists and good rushdown characters.<br>

I’m not sure you can get a full on TOD with Dante/Strider unless you start with a crouching H or have extra meter to HBR loop. My max damage combo with doom instead of dante tops out around 950-930. I’m almost certain you’d have a better time getting that damage with Dante/Strange.

Yeah that’s what I was thinking, Jam Session is hella sexy for MODOK, but Dante makes TOD tough, maybe jamming bomb combos tag the other character in and finish the job.  Just looking for more control in general with better character attachments.<br>

It’s actually Strider that limits Modok’s damage more than Jam session. The best extension with Vajra doesn’t add a lot compared to extensions with a lot of other assists. Jam Session is actually pretty good for maximizing your combo before using your ground bounce or at the end of the combo similar to missiles extensions.<div><br></div><div>Although Dante second might limit your damage a bit because I have no clue how well you can DHC from Modok to Dante.</div>

You can DHC from Dok to Dante with an HBR loop, but you do down forward on the last burst instead of forward.<div><br></div><div>For Dok/Dante/Strange, you can do: starter into air series into relaunch into hard knockdown, back dash, cr.M + bolts, L cube, L blaster, f.H, L bomb, f.H, IAD j.S, f.H, L blaster, S + jam session, j.L, M blaster, add, j.S, cr.M, L blaster, HBR</div><div><br></div><div>Using Jam Session to get in a f.H after a hard knockdown is pretty tough timing.</div>

I actually think Dok/Missiles/Jam Session would probably be an easy team to try for 300%. just combo into jamming bomb with missiles, build a meter and snap, then Jam session unblockable, combo into jamming bomb with missiles and snap, rinse repeat.<div><br></div><div>edit: man, the more I mess with this the scarier it seems. As long as you are near the corner, hitting with either assist nets you a bomb a meter and a snap back and gives you time to call jam session on incoming… man</div><div><br></div><div>edit 2: Anyone know how use jam session to combo into wallbounce reliably? I’m trying to do the normal jL, crL, M, crH xx jc, jM, S, jMMHS, cr.M, S, jMMxx L Blaster, into otg +Jam session into Wallbounce. I can’t seem to find a consistent timing to hit the wallbounce, Jam session always pops them up a bit out of the way. I think I’ve only hit it twice and I’m not sure what I did.</div>

It can work. I’ve tried out many different teams, trying to achieve 300% with Dok, and I think Dok/Strange(eye)/Doom does that the best, since it’s not easy to pushblock correctly to get out (SoV ender, TK eye, tag in Dok, call eye assist, unblockable). It’s better than the Stalking Flare + Dark Hole setup IMO. But for that setup and with Jam Session, if you pushblock the last hit, you have more than enough time to air dash away or whatnot. Of course, if you’re expecting it, you can catch them with j.L or try to guard break them with an air throw.

Brainpipe, what strider extension are you using that limits damage so much?

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/43970/Caveman">Caveman</a> said:</div>
<div class=“QuoteText”>Brainpipe, what strider extension are you using that limits damage so much?</div>
</blockquote>

my corner bnb is pretty much the typical jL starter, relaunch to jMM xx L Blaster, ADDF, jS, Backdash, crM + plasma beam, F+H xx L bomb, F+H xx jump xx ADF, jS, F+H xx L Blaster, S + Vajra, Jump L kicks until Vajra hits (possible addf, jS on some characters), cr M xx L blaster xx HBR DHC Shere Flame.<div><br></div><div>It builds a bit under 2 bars, and does 910-950 depending on the character. The DHC to Sphere Flame seems to get very different results depending on who its hitting, but that is pretty much the maximum combo that I can hit reliably on everyone but like RR and Arther. for them I don’t do the baby kick extention and instead do F+H + Vajra xx M blaster, then otg cr M xx L blaster which reduces the damage and meter gain a decent bit. With Vajra you just don’t get all the extra damage that some of the other assists can give for the second extension after wallbounce/groundbounce and subsequently you also can’t build 2 bars for a hyper into a DHC either. You also can’t use Vajra to help combo into your wall bounce as far as I know, so that limits its use to being second for extension.</div><div><br></div><div>Granted, if I start the combo with a cr H, I get a lot more damage and meter, but I try to base my bnb’s off the easiest to land starters.</div><div><br></div><div>Which is why with this team, I try to order my game flow chart like so:</div><div><br></div><div>Get touch 1, gamble on a  TAC to Doom infinite for 5 bars and 100% first character</div><div>Get touch 2, Loop HBR for extra damage with the bar Doom built to 100% second character</div><div>Get touch 3, X factor to 100% third character</div><div><br></div><div>only problem is I’ve been too lazy to learn the doom infinite so I usually just try to reset at the moment.</div>

Not at home to test but I think you can get a bit more damage by doing something like s, l bomb, (vajra hits), cr.m, (they hit the bomb), l bomb, f+h, adf j.s, cr.m, l blaster, super…<br>
<br>
Not sure when you call strider, the damage or if im just thinking of the wrong combo. Im pretty sure you can something like that, though. It should put it closer to the normal enders atleast if it works.<div><br></div><div><div>Edit:</div><div>OK, I was mistaken that you get the hard knockdown after Vajra again. However, you do get good damage with the combo:</div><div><br></div><div>j.L, cr. L, s.M, (cr.H, adf j.M)x2, S, sj MMHS, cr.M, fly, j.H, addf S, sj.MM, L blaster, addf j.S, backdash, cr.M+plasma beam, L blaster, (beam hits), f+H, L bomb, f+H, adf j.S, dash forward+Vajra, f+H, S, sj cancelled L bomb, (Vajra), cr.M, (bomb hits) L bomb, f+H, M beam, HBR(df, df, db, f), DHC sphere flame </div><div><br></div><div>That does like 990K+ and can be increased if you are near the corner</div></div>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/43970/Caveman">Caveman</a> said:</div>
<div class=“QuoteText”>Not at home to test but I think you can get a bit more damage by doing something like s, l bomb, (vajra hits), cr.m, (they hit the bomb), l bomb, f+h, adf j.s, cr.m, l blaster, super…<br>
<br>
Not sure when you call strider, the damage or if im just thinking of the wrong combo. Im pretty sure you can something like that, though. It should put it closer to the normal enders atleast if it works.<div><br></div><div><div>Edit:</div><div>OK, I was mistaken that you get the hard knockdown after Vajra again. However, you do get good damage with the combo:</div><div><br></div><div>j.L, cr. L, s.M, (cr.H, adf j.M)x2, S, sj MMHS, cr.M, fly, j.H, addf S, sj.MM, L blaster, addf j.S, backdash, cr.M+plasma beam, L blaster, (beam hits), f+H, L bomb, f+H, adf j.S, dash forward+Vajra, f+H, S, sj cancelled L bomb, (Vajra), cr.M, (bomb hits) L bomb, f+H, M beam, HBR(df, df, db, f), DHC sphere flame </div><div><br></div><div>That does like 990K+ and can be increased if you are near the corner</div></div></div>
</blockquote>

That seems a good bit easier to drop in a match, but I will see if I can manage learning it. That definitely helps. Does it build 2 bars?<div><br></div><div>Edit:</div><div>I got the vajra extension down well enough, seems a bit hard to do in a match, but not impossible. I’m having a harder time fitting in the extra rep of the cr. H jump cancel, jM and still being able to otg into relaunch. Without the extra rep, even with the different Vajra extension, the combo still doesn’t build 2 full bars. looks like it builds about as much as my other combo. So when I get some time I’ll try to figure out the earlier part of the combo, which I assume will give it that extra bit of meter gain that I need.</div><div><br></div><div>Edit 2:</div><div><br></div><div>So, I find that I can’t do 2 full reps of cr.H xx jc, jM and get the relaunch with the jH addf S. I can just get cr. H xx jc, jM, cr H, S. Unless that is what you meant from the get go. the other thing. I cannot seem to connect the vajra if I do the extra hits at the beginning of the combo. They always seem to flip out.</div><div><br></div><div>Alternatively. I can break 950 and gain two meters by doing the extra hits at the beginning and getting that extra hit on the relaunch while using the vajra ender that I already had. Is there some trick to how you connect your  vajra ender when you have stretch hitstun decay to its limit?</div><div><br></div><div>Edit 3: got the 2x loop at the beginning into the relaunch down. Does about 980k… still confused as to how to time your ender with the extra hitstun though. I feel like I am learning a lot today though =P</div>

WRONG THREAD
:bz

To make the relaunch easier, try it this way:
cr.M, qcb,f+S, j.H, addf S

end the flight command with forward. This reduces the cancel window slightly making it easier to get the j.H out instead of cubes if you do it too fast.

As far as the ender, i’m not sure which part of the timing you are having trouble with. Is the Vajra missing or is the last cr.M missing? Either way, its not too hard get the timing down I would imagine just different at first. Also, which characters characters were you trying this against? I just checked against a team of zero/vergil/morrigan but it may work different on the bigs or littles. Anyways, you can do really extended combos and still get this to land if you are near the corner:

j.L, cr.L, s.M, cr.H, float uf, j.H, adf j.H, cr.H, float uf, j.H, adf j.H, (cr.H,) S, sj M, H, adf S, cr. m, flight, j.H, addf S, sj H, l Blaster, addf j.S, etc…

that does well over 1m damage (1,034,400) from j.L if you use both assist extensions near the corner. I would say damage isnt far off from the other shells.

p.s. for the above combo the cr.H in the parentheses is optional, however, some characters like zero will flip out of the j.H, l blaster, addf j.S part if you put it in.

a first to 10 featuring Frutsy.

Good heavens Frutsy goes for a lot of j.S’s

Some more of Full Schedule


Rubeks with MODOK tac infintes. They are possible to do in a match.