that’s a great resource for anyone who wants to play that team. I REALLY liked the Strange setups. LOL. the jump teleport down, cr H or whatever it is that hits crossup… that’s brilliant.
Dok has been explored thoroughly, but I’m sure we’ll find new stuff (like easier/better midscreen TACs/TAC infinites). I doubt we’d really need much new anyway, since there’s always something to grind with the character (cr.H hopping, combos, HPB confirms, etc) and he’s a fairly complete character at this point.
I might do more matchup videos in the future, or put matchup specific stuff in the lab and type it out, but I’ve started playing more BlazBlue than Marvel recently, so we’ll see.
Some footage of Fraud L. I met this guy a while back when I was at a tournament in San Diego, and got to meet him again briefly at Evo. Nice dude with a pretty unorthadox play style. He seems to swap his team order constantly.
Just some synergy, i know i could have gone for the infinite but i just wanted to show a quick kill off of a throw for Jill.
This is a little sample from my Jill/Modok/Sent team im trying to perfect, shout outs to the one who made that
Modok 2.0 tutorial its really helping me a lot It’s like my Modok bible right now. I wont rest until i have
everything in that vid down by the way thanks again LTP.
Thanks! That’s a crazy team you’ve got going on there. I wish you the best of luck trying to make it work lol. I’ve never really liked the Dok/Sent shell, since it’s hard for Dok to get any good combo options using only drones and it’s not easy to use drones in neutral with Dok. There is a pickup using drones after a hard knockdown in the corner that you might find useful, although it’s very timing intensive. It also only works when you use an L blaster during the relaunch combo, meaning you’ll only be getting it in the corner.
relaunch, j.MM, L blaster, add, j.S, st.L (whiffs) + call drones, slight delay after st.L recovers, cr.M, M blaster (drones hit), L bomb, back dash, f.H, L bomb/cube, f.H, etc.
Perhaps there’s a better way to deal with the timing, but I hope you find this helpful!
I was actually just going to ask if there was a drones only pickup. Have been messing a little with mag/dok/drones, but in general, I think I will be sticking with Missiles. I just really like that forward pressure it creates compared to missiles though.
For those that might want it, I found a good corner carry today that ends in a j.MM xx L blaster relaunch. So, this seems handy for that Drones pickup, LTP. It doesn’t work on Modok, Ammy or raccoon, they seem to get knocked back too far for the first launcher to connect. I got it to work on Ammy once, but for the life of me, could not replicate it, so I am including her on characters it doesn’t work on. Depending on the character, you need to omit one j.M from the first launch, but it works on everyone else not listed. Anyway, here it is:
j.L, cr.L, M, cr.H xx jump forward, ADF, j.M, cr.H xx jump forward, ADDF, S, j.M(M)H, delay, j.S, dash/tridash(Character specific), cr.M xx Fly, j.H xx ADDF, S, j.MM xx L blaster, ADD(F), j.S … then go into whatever wall bounce/ground bounce as your team dictates.
So far, this is the highest damage corner carry I have found that doesn’t require cr.H hopping. (which I cannot for the life of me do consistently.)
You can actually get 3 reps in the corner and it’ll still work. It’s just that at that point, HSD is in full effect, so you need to do the cr.M, fly, j.H pretty quickly, but it’s practical. Here’s just a visual.
Man, your execution is just way more consistent than mine I think. I can usually do two reps in the corner, but I’ve definitely never been able to do three midscreen. Does that have to do with you starting that combo with a j.M? I test all my combos off j.L. Not sure if that even really effects the HSD though.
Three midscreen is possible, but it’s really tricky to do and I wouldn’t do it in a match. Starting with j.M or j.L doesn’t really effect HSD, especially on grounded opponents.
Ah, yeah, that was the reason for me trying out the combo that I posted. It gives enough room to make it really reliable in a match without much worry. I even find doing jump cancel loops in the corner can be a pretty strict on timing, which is why I switched my corner combo to confirm -> cr.H x 3, j.M, S. Makes the pickup much more lenient for the relaunch.
Yeah, I do 2 reps at most, but it still requires the high HSD relaunches. I did try out that combo you notated btw and I found that I could use the cr.M, S relaunch, and likely most other relaunches for that matter. You really did max out the HSD while keeping the relaunch as lenient as possible. Either way, I still generally just try to go into a launcher as soon as possible to keep the relaunches easy, unless I feel like getting a cube or I really want to get the most out of my combo from fullscreen.