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

I hear you bro, I still have big dreams of seeing a sick point MODOK on scene. One day sir, one day!
One thing I don’t like about Frusty vids, the teams he’s facing generally are so balls lolol

Frutsy makes me sad.

He has pretty good neutral, but I just feel like his team is so doodoo. I learned a lot in terms of space control and poking with certain normals from him, but Moons’ modok is gonna leave him in the dust unless he gets a better team. Looking back at matches from his 2012 evo placing, the level of play in them was low all around by today’s standards, and it feels like he’s plateau’d.

Not sure if the GameUnderground scene in my area streams their monthlies, but if they do, I might be up on it this saturday. There was one guy that might have the edge over me(apparently I’d never played a great Wolv prior), but who knows how things will go. They run on Asus 1-frame monitors and I play on BenQ, and it felt like a problematic discrepancy last time I was there(for me on Asus and for the regulars there on mine, etc).

what is the twitch address for fullschedules channel?

gcencounters, I believe.

I made a quick video on Dok’s general BnBs with damage values based on a j.L starter. Caveman’s new BnB really tacks on some extra damage, and I no longer think that missiles provide the most damaging combos, but rather drones. Breaking 950k off a j.L in the corner for 1 meter is ridiculous, considering that optimized combos off of cr.H with Strange/Doom in the back broke 1,000k for 1 meter. I almost want to pick up Sentinel again lol.

thats exactly why I have been thinking about picking up drones again too! Great video as always. Also, for that sent ender you can do S,(drones hit), tk L bomb, L bomb, f+H, airdash j.S, cr.M, L blaster for a bit more damage, not sure though. Drones are too good.

If Sent wasn’t Sent , Id play more drones. I still get a lot of mileage out of Dok/Doom/Sent. Dok/Nova/Sent damage is friggin redonkulous.

Yeah, that does a little more damage (6k more), and I think you can TAC? Fully scaled damage values: S/j.S = 18k, cr.M = 12k, each hit of blaster is 6k, st.M = 20k (all hits), S blaster = 40k (5 hits at 8k each)

I think I mentioned this awhile ago, but I think it’s pretty interesting that a cube (10k) and S blaster (40k) does more damage than an L bomb (16k) and H blaster (30k). It feels odd going for the former, since whenever I get a cube, it’d seem like a waste to use it on S blaster, even though that’s irrational when trying to maximize damage.

I got to play against a Modok player named Dustin a while back at one of our events. He works with the guys that make Hitboxes. Dude had a really nasty Dok, much better than mine. We recorded him on stream some when he played in our little team exhibition consisting of four of our AZ guys and the Hitbox crew. He plays Dok/Doom/Ammy. He had a really interesting incoming mixup with missile that follows up with a fuzzy guard setup with ammy if they blocked.

he starts playin around 12 minutes in.

Think he may have also posted here once or twice. I didn’t realize that’s the same guy from that dash jump/pope select hitbox tutorial. Thanks for the video!

Well, technically, it’d be 12k more, because you could do a Bomb earlier on instead of that Cube you use on S Blaster, to end with the same cube count as the S Blaster combo and get another 6k out of it for 12k more altogether, etc.

It’s minimal differences, though. sM is the more reliable link in my experience, but I’ve stopped using things like that for my BnBs anywho because I either use my groundbounce + wallbounce with Dante or my wallbounce with Sent very early on.

Makes sense that the plink-jump tech would be from a modok player, as it’s double useful for him to get Grounded ADs. I don’t know if I liked that missiles setup on incoming, though. Even without the more-apparent counter to it(Pushblock the hyper/missiles except for the last hit, to stay off the ground), it didn’t seem to be working out quite as planned, and at the cost of a bar.

Hey, jojo I forgot to ask but what combo do you do off of a j.s with modok/sent/dante? Im not at home and not sure of the damage but I’ve been trying this after a sj.m,s confirm:

Sj.m, s, add (f) j.h, s, sjmmhs, cr.m, fly, j.h, addf, s+drones, sjmm, l blaster, add(b) j.h (whiff), (2 drones hit), f+h, l bomb, f+h, addf s+jam session, sj.l, (jam session hits), l blaster, addf j.s, cr.m, l blaster.

Havent tested it on all body types just normal to large size but it doesn’t feel stable right now cause I’m still new to it.

I toyed around with “Fall into drones” setups for a while, but never found one I was comfortable with.

The reason I mentioned that damage off a jS is a problem for my team, is cause I tend to keep it simple there.

I do blah blah > jS, ADD or xx Body Attack D, sS, jMMHS, trijump, cM, call drones, sS, jHS, land, cM into drones, 6H after last drone, H Bomb if not deep in corner, sS + Jam, sjL xx Bomb etc.

Sent+Jam gets a free 40-50k chip after the plasma storm dhc against anyone without a reversal option, but it generally kills anyway w/ 2 bars due to my zoning neutral game. Alternatively, he could do double plasma storm or sL into reset.

In the corner, I switched to what caveman suggested a while ago, the sS, jMM xx L Blaster, ADD jH. cMH6H, dash back, 6H, IAD jS+ Drones, cM xx L Blaster into drones, H Bomb for consistency, 6H+Jam into Jamming or sS into jam sesh extension.Kills consistently with two bars.

Yeah same guy. I am almost certain he has posted here before, but not regularly. Nice dude, real lab monster sort of player. When I was playing him in the mirror, I would feel like I was only playing half the character at times. There are things that being able to just frame air dash on command gives Modok that really make me feel like I am missing out. I just don’t think I will ever bother with a hitbox.

But stuff like airdash UF j.L or OS j. F+H, then cancel into air dash D/DF j.L is soooooo good. It really makes being able to approach off missiles a lot easier for Dok I think.

Also that missiles setup he seems to be able to variate. I watched him play a good amount of casuals and he would usually find a way to adjust it against certain options. It is not 100% guarantee though. I don’t think he did the full two assist setup on anyone in that video though. but its pretty hard to get out the cold star followup.

It depends where you get the cube (like the cube I used came from the Chris combo extension), but in any case, it’s always good to crunch a few numbers. It’s one of my peeves seeing people do j.S, L bomb (16k), L blaster (18k), hyper instead of j.S, f.H (16k), H blaster (30k) (or M blaster on the small characters).

That missiles setup is interesting. It’s something I’ll mess around with and throw in the bag of tricks.

Definitely need to test out good pushblocking against that setup cause HBR is effected by pushblock and no one tried to push block to stay airborne, I think. It does seem like HBR is so flexible with the timing it might be possible to make them hit the ground even if they are trying to escape, though. You could technically do a similar setup with HPB and it is immune to push block but it would be WAAAY easier for them to pushblock in the air and stay off the ground.

I think LTP is right and it could be incorporated into normal meaty unblockable setups and it would be great if you could use HBR to react and ‘punish’ pushblock escapes forcing them back to the ground for another unblockable attempt.

Brainpipe, some stuff on hitbox is very hard to duplicate on a stick but the grounded airdash itself you can reliably do with the superjump method. Biggest thing is that you dont need to input the ‘down’ part of the superjump really fast because that is how people get random supers when trying it. With that in mind you can beging adding down inputs during block strings or airdash to “super jump install” your airdashes. You kinda have to get used to the timing, I admit, but it has been easy for me to apply once you learn it. Its also very easy to do something like OS plink dash, grounded airdash with this method. Its not as fast as the hitbox, but its what we have to work with:

foward dash, grounded airdash OS - F+H~L+M, d/f~u/f+H, L+M

This one you can reliably do as fast as possible just keep the stick held forward (or backward) while executing and you will not move to the down direction. Again will take practice but if any of you learned how to do a clean wave dash before plink dashing it will make since. In the end, when looking at MODOK combos and movement I try to compare MODOKs limits to what we currently know magneto is capable of. Not trying to make too literal a comparison but but I dont think this stuff is any harder that what top level magnetos are doing.

Interesting. I’ll have to really try working on that. Thanks man.

I forgot about the 369/147 L+M method of doing the grounded airdashes. Unfortunately, I had some problems with it when I tried it out awhile back, thanks in part to the 360 dpad, but I think I managed to get it with decent consistency on one side for a little while. I’ll have to give it another go.

im trying to emulate that meaty missile setup with dok doom. I’m guessing its diagonal force beam, assist call (a little after) HBR. but how do u set it up so that the slime goes over the opponent?

That’s character specific