moons is NOT afraid of Dante.
Moons isn’t the flashiest DOK but he gets shit done. In one match if he had his instant air dashes down. Dante does his gun super, HPB will eat through that as long as you get your input right after the super flash. If Vergil DHCs to DT I’m pretty sure HPB will still hit him. XF instant AD for the kill then setup on Dante. Would have been hype!
I made a quick video showing off some super jump conversions that conserve your groundbounce. They seem consistent to me, especially the first one.
- j.L, L cube, j.LS, addf, j.M, land S, etc
- j.MS, addf, slight pause, j.LM, dash, st.L, cr.M, etc
Nice, thought my guys were the only ones doing this. Jibjab does that damn j.H Rom bowser used to do with modification. Like always good work!
Thanks. You talking about the Dok staircase air to air confirms in the other threads lead me to try to find something myself. I couldn’t use the Dok staircase at super jump height, only between super and normal jump height, so I wanted to find something else that works at super jump height.
By request, I came up with some Hulk to Dok combos off of Hulk’s command throws using Drones and Jam Session assists.
I made a video going over various oki setups off of stray L blasters, both assistless and with bolts (but is probably applicable with other beam assists). I also included a Vajra punish that can keep you above super jump height and kills Strider. There’s also a simple jamming bomb + big barrier loop featuring my team.
DAMN! think im gonna rock hulk/modok/doom now!
It’s a fun team honestly.
So Yohosie uploaded this nice-looking MODOK video. Thoughts?
I messed around with it and it’s very cool stuff. The main thing that it seems useful for is hard tags. You can tag in pretty much whoever you want and you will also likely have a groundbounce too. You can easily get lvl3 Frank with it meterless or probably go into Zero LLs or whatever. It also seems to open up some more damaging possibilities when you don’t have another assist/can’t go for the j.L + missiles extension. That big barrier setup at the end is neat, but there are better options. The jamming bomb is neat too, but there are easier ways to go about it for essentially the same result.
Damit Ltp I was going post some of those oki set ups on my crummy youtube channel! T_T I just found out on srk page. When I saw that video i was like wtf that was so similar to what I was thinking about in june (Specifically the meaty H cube after forward tech beam and unblockable aduf after forward tech beam) because I guess playing street fighter makes me want to find wake up set ups in marvel. I’m not full of bs. I actually have proof on my iphone vid record history and some of dallas players know since Im the only dok player in dallas. I think I just forgot about posting since I was looking to find better capture devices.
Anyways good shit man. Keep up the good work and for all dok players. Always coming up with the crazy dok tech. You are always more in depth with the set up. I didn’t think the h cube was good against hard tag and haggar. Now time to go back into the shadows.
@Justin3201 lol I believe you. It’s not a particularly intricate setup, so it’s not surprising that someone else knows about it. And thanks.
Another video. This time it’s on unblockable corner oki and a few incoming setups. Man, half the time I post these, I feel like I’m digging up old stuff and polishing it up ever so slightly lol. The corner unblockable stuff is inspired by Hitbox Dustin and the incoming setup with missiles is almost identical to one Nos used years ago.
Hey how practical is that solo jamming bomb combo? I feel like I’m seeing them more often now and I find the plasma beam extension to be pretty tight. This may be a good alternative for me.
It’s definitely practical, but it’s corner only. The plasma beam jamming bomb combo can be done off of almost any confirm in contrast.
Thanks for the dialogue fellas I’m getting a lot out of this. Also, the cross-up use of battering ram is absolutely disgusting, how can anyone see that coming.
Assistless MODOK pressure. It’s mostly review/a visual for the stuff I posted in the other thread recently.
I started playing again after quitting for about a year. Here are vids from out latest Round Robin FT7 to see who’s on team FL for Curley
Me vs Green Ace
Me vs NeoKarsh
Me vs Tayson
Me vs AsianDemon
Any tips/tech would be cool I’m not very knowledgable in this game yet lol
I only watched about 13 minutes of the first video. Here’s what I noticed so far.
- You can add more to most of your combos. But as long as you can combo into a jamming bomb off of any confirm, you’ll be fine. I can notate some combo routes and pieces later if you want.
- Use cubes more. Cubes are neutral on block. I don’t think I saw you use cubes in neutral until the 5th game. MODOK is arguably at his best when the opponent is in H cube range. Basic stuff like (cr.M, M cube) or (cr.M, H cube) shuts down a ton of options against most characters. For example, when Dante does jump, air play, one response is to dash up and M cube him and throw in bolts to help with pressure. If he’s farther away, you can throw out an L bomb or a barrier. Then you don’t really have to worry about his teleport. With Bolts, you can also do something like (dash+call bolts, cr.M, H cube). If H cube hits, bolts will help you confirm it into a combo. If they block H cube, you can buffer a grounded air dash and get in to apply some pressure, or setup a bomb or barrier.
- Use blasters less. It’s a great move, but it only gets you so far, especially if the opponent can crouch under it. Trish and Dante can both crouch it.
- Solidify your incoming setups. When in doubt, you can always just throw out a meaty M cube. Here’s a setup with bolts: (cr.M+call bolts, M cube, grounded aduf, adf, j.H/throw). If they don’t block, M cube hits, the bolts combo, you land and combo into whatever. If they block M cube, they land on cr.M and then j.H hits overhead. It’s not an unblockable, just a quick low->high. If they pushblock M cube, j.H can turn into a throw for a guard break. You can throw out a barrier before the setup to add a little insurance just in case you mess up.
- You can punish Dante’s gun hyper from fullscreen only with HPB.
- You can hit about half the cast in grounded standing blockstun with a point blank unblockable. Just dash up, cr.M, fly, j.H or IAD j.L.