Seeing it in action again, kind of makes me miss the old team.
Also, an easy 50/50 with Dok/plasma beam on incoming. Airdash up, call beam, UF body attack, will cross up. Airdash up + call beam, UF body attack, won’t cross up. It is pretty hard to tell the difference on which you are doing because the airdash up and the UF body attack keep doom off the screen. Off a snap it is auto timed perfectly as well. Just do a j. S to confirm on the way down.
I made another video for my team. On the MODOK side of things, it has incoming setups with missiles, anti-Phoenix setups, and a raw tag setup into Strange. Old stuff, but I’ve never gotten around to making a video for them yet.
Following up on the video, I came up with another side TAC starter. I haven’t messed with it much yet, but I don’t like it nearly as much for the infinite. It’s different enough, so maybe someone can find a way to make it better for the infinite. It’s actually not too bad for a normal side TAC, but since you’re lower to the ground, you’ll need to go for (j.LM, land, f.H, IAD j.S, cr.M, L blaster) as an ender.
Side TAC starter: (addf, slight delay, L blaster, j.L, L cube, j.LM, fly, etc)
Edit: This actually works pretty well for the side TAC: (addf, slight delay, L blaster, j.LM, fly, etc). It’s easier than the one in the video, since you don’t have to move forward for the infinite, but getting the L blaster hasn’t been too consistent for me yet. I’m going to stick with the one in the video and explore this further.
Someone made a video of Caveman’s f.H infinite! It’s done on the Vita, but that shouldn’t really matter. Apparently, there might be some differences between the console and Vita versions though. I know there was some talk on the Strange boards about how impact palm or flames of the faltine hitstun felt off or something on the Vita, but I have no clue.
I made a quick video showing ways to get a jamming bomb starting with Doom point and Dok second. I need to look into it more, but relaunching with (cr.M, L cube, S) might not be character specific. The timing is somewhat strict at the very least.
I got 2nd last week at our weekly tournament in my scene and third this past week.
You can find my play at the start of this video (sound is broken for 1st minute) till about 9:40 and 1:07:00 to 1:17:30
My MODOK didn’t really do much this week I guess but yeah.
You wont’ learn much from my losses as much as I would, but for those that care at all they are here at 29:00 to 50:00 or so.
@kensanity I haven’t watched everything, but after using a j.S in neutral, I don’t think st.M is the best option. On hit, j.S will cause the bounce and st.M is both a terrible anti-air (it caused a drop in one of your matches) and will scale your damage significantly. On block, st.M can work, but if you’re too close, the opponent may be able to crouch under it. It’s good if you have the right spacing. If you’re using j.S for a crossup, it can be hard to determine what side you’re on, so going for st.M or L cube afterwards is dangerous. I generally go for something like (j.S, dash, cr.H), (j.S, jump, j.H), or (j.S, IAD j.M). That last one is pretty good for characters that can’t crouch under j.M, as it can keep the pressure going if j.S is pushblocked and you get the combo on hit.
Random note: (IAD j.M)x2 combos on airborne characters. It’s good brain-dead pressure, especially when the opponent can’t crouch under IAD j.M.
Thanks I don’t practice or lab anymore and I only play at these weekly tournaments but i’ll definitely stop using st. M after j S. its a bad habit and i know it.
On a lighter note, I got 1st last night! (although I ran firebrand/frank west/doom in most of my matches on stream) this secured my 3rd seed in our like grand finale tournament in a couple of weeks.
I made a quick video showing a jamming bomb with Vajra assist and an easy incoming setup to deal with mashers, specifically Vergil. Sometimes, I was getting hit by Vergil on incoming because he was able to block the meaty cr.M I was doing in the air, even though cr.M was already on the ground. That’s no good, so this variation takes that into account by simply using a barrier instead. It’s possible after a snapback, which is really nice (snapback, barrier of choice, assist call for pressure, M cube).
I thought you did pretty well overall. The times you got hit were mostly due to being in an unfavorable position after a botched confirm of some sort. You probably went in a little too much, especially against a team like Kane’s. I’d recommend using more st.M and cubes (though blasters > cubes against Hulk). st.M really nice against Kane’s team, since it’ll deal with armor and help setup either zoning or a safe high/low mixup that combos on hit (st.M, cr.H OR st.M, fly, IAD j.L). st.M would’ve won out in a couple of those scrambles where you got hit.
One other thing to consider: air H bomb can be punished on reaction by Gamma Crush into XF into ToD.
On a semi-related topic, Hitbox Dustin put up a video of Dok/Dante/Strider about a month ago, and I don’t believe it was posted here. He has a pretty good Strider combo extender in the corner that I haven’t seen before. You can see it at about the 3 minute mark in the video below. Here’s what I found to be consistent.
(air L blaster, add, j.S, cr.L (whiffs) + call Strider, cr.M, L blaster, (Strider hits), L cube, cr.M, fly, j.S, etc)
Thanks for posting the video ostrich i was pulling for you live. Definitely dont think you were free kane’s team (well hulk/haggar in general) just forces you to play a certain way. Alot of people get bopped by it really and Kane is very good at taking advantage of it and punishing mistakes.
As LTP pointed out you did go in too much though and got clipped for it. I seriously hate how that team plays and im glad MODOK has options to prevent hulk from getting started. I dont chance it and maintain strict zoning and ground control till the hulk messes up his jump in attempts and I can punish or runaway as needed. Lame that stuff out if needs be because stuff like that throw mash into haggar makes me so salty and I wasn’t even playing.
There was a point where you and Kane got in a throw tech war. I wouldn’t worry too much about Hulk’s ground throw, especially since KBR uses drones now. Yeah you have to eat a mixup, but I don’t think it’s too bad, IMO.