Cool stuff. If u want some interesting synergy between modok and haggar u should search for bulbamike on YouTube. He has some cool stuff.
Also, if u use an extended combo, I think it’s better to change the ender to light cube instead of beam . Like I tend to do something like this cr h, iad jm, S sj MHS, land crM S, sj MMS (beam if in corner), crM+lariat , qcb+L, backdash f+H, L bomb, f+H iAd jS ender.
And last thing, I think haggar lariat sets up the unblockable too. Just hug the corner and then backdash+ lariat on incoming then do cr+M iAd jM to set it up. If they have air mobility just add M cube before entering the corner. Timing is strict with that tho.
Thanks!
Yeah i’ve been watching bulbamike for a while now and stolen some Haggar tech.
Cool, I will try that out, thanks! And you allways get the “crM+lariat, qcb+L” part even if you do a long combo before it?
Yeah, i figured you can probabbly lock them down with the lariat. Need to go into training mode and work on it.
One thing i wanna figure out is a combo starting with Haggar and then hard tagging into Modok after a
Pipe, into a jamming bomb combo that ends with a snapback. Probabbly hard with no ground bounce and a wall bounce assist tho.
Got 2nd at my local tournament a few weeks ago, any constructive criticism would be much appreciated. Funny how much you learn from watching yourself play, I need to do less overheads with Modok and less butter guns
Also for Chris with missiles, are there any matchup tips, I always have trouble. Also is there a decent incoming setup for Modok/Doom/Strider that I could use instead of just call Strider> 3H to catch mashers and start pressure?
Good stuff Ostrich! For Chris with missiles, the main goal in neutral is to snipe Doom. Air H blasters are pretty effective for this, since Chris can’t catch you in the air. You’ll just have to be aware of the flame grenades and air throw attempts. It seems like Vajra is works well against Chris too. If you want to call missiles, you definitely will need at least a shield up before you do so.
In general, I’d say you might want to go for more air grabs. That might be useful for your incoming setup too (pushblock -> air grab).
I’m so pissed about Chris as a character that I need to add some extra stuff right here.
They say that this is a good matchup because Modok can go to top corner and chris can’t hit him. Which is true. But the problem is that modok can’t hit chris safely either. Good chris’ will adapt and start spamming flame grenade and its really difficult to control the screen and hit him. It becomes a very long turtling game where you build very little meter and do very little damage. Eventually u do come down and its probably safe enough to go back up but this is truly a detestable matchup for Modok. There are numerous things you can do to avoid pressure, but u really have to keep your approach unexpected. My friend who i play a lot uses Chris/Sent/Hawkeye and it is a nightmare to say the least. In tournament play, I probably only beat him 2 out of 5 times or so although we session together often, with him getting a greater percentage of the wins (probably 65%-35% or so)
The times I did best I played different middle characters than what i normally played and limited his vertical movement. Strider vajra helped GREATLY, but missiles have never helped as much. HE’s out on the screen too long and its very hard to keep missiles safe.
I am very familiar with the matchup against chris+vertical assist so here are a few pointers. I think the match sucks for modok.
try to stay away from add jS or anthing like that at start of round. Chris gets a TOD off of ajy grab on modok and the risk is too great. I doubt u will be doing 1.1 mil off one throw or jS confirm.
instead do what LTP suggested and go to the corners of the screen to snipe assists with h beam. Be aware of chris attempts to grab u and just respond with techs. Chris’ throw properties are weird. Its like he has really deceptive range. Also listen carefully to when he is throwing flame grenades.
imo flame grenades is really what makes chris broken. They took flame carpet properties away from dormammu but they let chris keep a mechanic that is active the moment u see it on the screen, EVEN IF ITS STILL IN CHRIS’S HANDS WHEN U HIT HIM.
If u see the grenade, just get away. Getting caught by the flame grenade allows your opponent the easiest hit confirm of all time and hitting chris doesnt cause the csrpet to go away.
never call doom assist without barrier or without having knocked chris down witb a blaster. When hitting him with a grounded blaster, try to setup another meaty ground blaster before starting any mixup. L blaster with modok can hit chris before h e has the chance to jump or magnum. use this opportunity to get your assist out safely
if chris gets in on u or applies corner pressure with grenades then pushblock very aggressively to get him full screen from u.
chris is not an easy fight and if u cant consistently do 1.1 mil off of your confirms ( I rarely can) then I would suggest learning a jamming bomb snapback combo that u are comfortable doing off of most confirms. Snipe that doom then use a hit on chris to snap doom in and have him lose that red life u worked hard to remove.
if u knock him down and are within a half screen of him, put up a m cube then l cube or vice versa. The cubes are really good at annoying him and they help setup pressure. Be wary of his f+h stun rod thing ajd these ranges. I usually never rushdown chris unless I have an assist backing me.
hey how do u do the thing moons is doing here at 6:19?
like how he makes modok do the little grin animation while he is floating at the top of the screen? is he jsut like tapping back or something? that is fucking amusing and very trollish. i love it.
Also, with that solo combo where you call L bomb and then do HBR and hit them into the bomb and then follow it up, can i get pointers on how to get teh HBR to come out? should i be waiting for my opponent to visually go over modok, and what is the correct way to input the HBR in these situations? like i sometimes get HPB instead of HBR and i feel like im inputting the command at the correct time.
Basically this, just wait until you think they have passed over Modok and then input the the super. Input the super quarter circle away from your opponent. Sometimes auto-correct will screw this up if the timing is really close, so just wait a beat to perform it. Also you have to delay each rep of the HBR to get it to connect with the bomb, if that wasn’t clear in the video.
kk I’ll fuck with it tonight. REalized that haggar assist in corner sets this up very easily so if i can get the conversion consistently might be a little more interesting than my standard bnb with haggar doom .
So, what exactly is Moonz doing here for this guard break? Is he just dashing forward against pushblocking and then air throwing, or is there something else to this?
El Gato’s take on TAC infinites. I do like his extended version of the infinite using both flight modes. I will definitely be testing that out. I’ll be trying out his midscreen infinite too, which doesn’t look bad, but I’d try using Nos’s midscreen infinite starter.
Here’s my variation on MODOK’s midscreen TAC infinite. It’s definitely harder than the corner infinite, but it’s doable. I also came up with starters for all directions and show my updated corner infinite.
I made a combo video with my main team (MODOK/Strange/Doom) and it’s finally done! I threw in some setups too. I made this mainly to condense everything relevant combo-wise on my main team into one video, minus TACs. This video took forever to upload on my crappy internet connection at home… I probably won’t be doing anymore large videos for awhile. It literally took 24 hours lol.