the real max HSD combos just make me wish I had the execution that is required =P Sadly, knowing what is possible and what one can perform are two different things.

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the real max HSD combos just make me wish I had the execution that is required =P Sadly, knowing what is possible and what one can perform are two different things.
I know what you mean lol. You just have to find what’s optimized for you in terms of damage, positioning, and consistency.
Hey guys just wondering if you guys can help me add a little bit of extra damage or just over all making this confirm off a cr.H better, thx in advance. (720p)
It’s looking pretty optimized to me. You’ll want to find a different combo ender with assists off of a j.S though.
There is one small thing you can easily change to get an insignificant amount of damage (6k lol). When you use the groundbounce, you can do this instead: j.S, back dash + Drones, f.H, M blaster, dash, L bomb, L bomb, f.H, M blaster. The combo you had in your video uses L bomb (16k) and L blaster (18k) instead of f.H (16k) and M blaster (24k). It’s only 6k more, but you might find it easier.
Besides that, you can try the optimized Dok relaunch: cr.M, fly, j.H, addf, S. If you started that combo with (j.L, cr.L, st.M, cr.H, etc.), you’d have to use that relaunch and your second air combo would have to replace j.MM with j.H.
The combo you have now is certainly solid though. Find what you’re comfortable with and go with it.
Thanks, that helped a lot and its even closer to 900k now, and i might even be able to fit a third bomb at the end with that transition. Having so much
fun with this thanks again.
By the way where the hell is “Pigg” at these days lol.
not sure on damage values but besides adding the j.H in the relaunch I use one of three enders for the ground bounce sequence in sent combos:
f+H, airdash j.S(ground bounce), f+H+Drones, L blaster, M, (drones hit), L bomb, L bomb, F+H, M blaster
f+H, airdash j.S(ground bounce), f+H+drones, L blaster, M, (drones hit), f+H, L blaster, f+H, M blaster
f+H, airdash j.S(ground bounce), f+H+drones, L blaster, S, (drones hit), L bomb, L bomb, f+H, airdash j.S, cr.M, L blaster
first one works on everyone and does the least damage I think. Second one does alittle more but doesnt work on certain characters. The last one works on characters with big hit boxes and does the most damage. You can make the last combo work on more characters by changing when you call sent drones, though.
Nice extenders Caveman! I really like the use of st.M.
Here’s some fully scaled damage values: L blaster (18k), M blaster (24k), bombs (16k), f.H (16k), S attacks (18k), st.M all hits (20k), cr.M (12k).
Based on that, you’re first ender does the least amount of damage, with the 2nd one doing 2k more and the 3rd one doing 22k more.
@Dunamis101 I have no clue what Pigg is doing. Most of the more known modoks that you see in tournaments/streams tend to not post here.
Here’s some MODOK/Dorm/Doom play from Full Schedule. I didn’t think he still played the team, but he said he likes playing it against the heavies. His play is really solid and interesting, so I’d check it out. He also has a pretty unique jamming bomb combo with missiles, does unblockables with cr.M going over the opponent a few times (didn’t think I’d see that for awhile), and shows an optimal DHC from Dok to Dorm’s Stalking Flare that lets him charge and release spells in time (I watched it live, so I don’t know where that is exactly).
Anyway, the MODOK goodness starts at 2:10:00. Twitch is the world's leading video platform and community for gamers.
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not sure on damage values but besides adding the j.H in the relaunch I use one of three enders for the ground bounce sequence in sent combos:
f+H, airdash j.S(ground bounce), f+H+Drones, L blaster, M, (drones hit), L bomb, L bomb, F+H, M blaster
f+H, airdash j.S(ground bounce), f+H+drones, L blaster, M, (drones hit), f+H, L blaster, f+H, M blaster
f+H, airdash j.S(ground bounce), f+H+drones, L blaster, S, (drones hit), L bomb, L bomb, f+H, airdash j.S, cr.M, L blaster
first one works on everyone and does the least damage I think. Second one does alittle more but doesnt work on certain characters. The last one works on characters with big hit boxes and does the most damage. You can make the last combo work on more characters by changing when you call sent drones, though.
Thanks bro, that first transition you posted boosted my combo to 908,100 that helped a lot.
Here’s some MODOK/Dorm/Doom play from Full Schedule. I didn’t think he still played the team, but he said he likes playing it against the heavies. His play is really solid and interesting, so I’d check it out. He also has a pretty unique jamming bomb combo with missiles, does unblockables with cr.M going over the opponent a few times (didn’t think I’d see that for awhile), and shows an optimal DHC from Dok to Dorm’s Stalking Flare that lets him charge and release spells in time (I watched it live, so I don’t know where that is exactly).
Anyway, the MODOK goodness starts at 2:10:00.
http://www.twitch.tv/gcencounters/b/439931220
If u search full schedule modok on YouTube u can find some if his modok play from earlier in the year. His jamming bomb setup with missiles I find easier than the other version. It’s first knockdown, crM + missiles, fly jS, L cube, f+H backdash, L cube, jamming bomb.
I have been trying emulate a dhc into stalking flare but either I’m not charging fast enough or my hbr directions are inconsistent. In schedules, he has modok kind of move straight and then rotate up a little on every button press of the super, how do I emulate that? Additionally, to get the free fall u need to dhc when the spark from stalking flare hitting the opponent is on the screen, so immediately when the last hit registers.
EDIT: Dude, I just 2 hours of the archive you linked. Man full schedule is really good in neutral. I like how he was doing j L cube, and then confirming with ADD j L, S.
Also, he made liberal use of S barrier.
I like the fact that he’s very active with his cubes, something I haven’t seen much from any other MODOK players.
Hi guys, thank you for the kind words. I haven’t been playing MODOK much as of late, but when LTP came in on my stream I recognized his name from the boards and I had to play some MODOK
My main team is C.Viper/Doom/Amaterasu, but since all of the major tournaments are over that I went to this year, I am going to hit up the lab with MODOK more and try to be more active on the boards. I feel like there is so much to this character that we haven’t explored yet and I want to help make this character better. C Viper and MODOK are both full time characters, but what the hell - I love me some modok
I have been trying emulate a dhc into stalking flare but either I’m not charging fast enough or my hbr directions are inconsistent. In schedules, he has modok kind of move straight and then rotate up a little on every button press of the super, how do I emulate that?
The goal of the DHC to Stalking Flare is to position the opponent a little above normal jump height. If performed correctly, the opponent will juggle on the Stalking Flare and give you enough time to charge spells because of the way the opponent is juggled. To answer your question on the inputs, I am just hitting fwd+2atk, pause, fwd+2atk, pause, fwd+2atk, pause, up+2atk, DHC. The timing “trick” I use for the spells is - I wait for Dormammu to finish saying his first “RUN” and immediately after start charging spell. If the juggle was right and your timing is correct, you’ll have enough time to charge 2 spells and release meteor shower.
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I will be streaming probably every Friday if any of you want to come by and talk some MODOK with me. We can bounce off ideas on the stream and of course I’d be happy to answer any questions or help in whatever way I can.
Awesome. Just for clarification, so u let the battering Ram hit twice then press attack? Because it looks like you are going diagonal up forward and not forward…
I don’t have my game on ATM, but I believe Battering Ram hits 3 times each movement. I let Battering Ram hit completely each rep for max damage (I think MODOK -> Dorm can get ~1.1mil off a throw).
And yeah, it looks like I am going up forward but I’m really just doing forward, forward, forward, up. MODOK’s battering ram naturally moves the character up so it puts him in prime position for the DHC.
I suck at charging spells but I get the the dhc to stalking from f,f,u,f basically one up thrust is all you need.
Lol at LTP making you want to play DOK. Me too! Haha
man i tried the stalking flare thing for 2 hours last night, i never got the liberation thing to go off and hit. most of the time, i’d get the second charge and i would input the motion to release the charges yet nothing would come out at all, if i did the release slower, then it would just miss completely. i really think that stalking flare is a little more finnicky. i tried the f,f,f,u version. I used to do u,f,f,d and not sure which one was more consistent since… well… i never got it to work lol.
Put dorm full screen away from opponent. Cast Stalking Flare and then watch Dorm and try the charges when you can see Dorm. Goal would be to start charging Asap after release. After you feel like you have mastered the timing, try it in the combo. The timing is tight and it is a hard link, so don’t beat yourself up too much. Use that practice method and see if where it gets you.
i was using that method actually. i’m sure its just a practice thing and perhaps i’m not connecting the HBR super at the right height. I’ll make a video of my attempts later maybe that might help gauge where my mistakes lie.
Thanks again!