Nos99, your Modok combos made me wet myself. I need to learn how to replicate them with my team, and utilize the scaling trick with Modok in general. However I have a few questions.
In you team combo video, I noticed you only did corner combos with Modok (sans the throw one). Do you need a throw or a corner to do these analyze cube combos? Or can it be started off of something more practical from another character?
Secondly, where are you initiating flight mode? I cannot see the flames since Modok’s lower body is off screen and I couldnt identify the transition between red and blue flames. Is it after a jM or an analyze cube?
On topic, here’s a couple vids of my noob Modok. I’m not too good at this game honestly, but these are casual live matches with a buddy of mine. Watch me drop my bnb combos, fail the DHC glitch a few times, and get a jamming bomb assault completely blocked >_>
Depends on how many cubes you want to get, how much damage you’re willing to sacrifice for cubes, and how you start the combo. Here’s an example midscreen combo with only Cap assist.
IAD S
L-Cube
L-Cube
c.L + Shield Slash
L-Cube
M-Cube
L-Cube
f+H
H-Cube
IAD-up-towards
air H
L-Cube
Hyper Battering Ram
Not much damage (566,200), but it’s an easy 7 cubes midscreen.
Flight is ALWAYS done immediately before the 3rd cube in the exchange combo (both special are done with the one motion). You can’t do it any later, because you only get 3 specials during a jump (before enabling flight), and flight itself counts as a special move.
Nice one Nos, this seems more like a ‘realisation’ to me seeing as flight cancelling crouching M’s has been popular in some of MODOK’s bnb combos.
This is great not just for correcting missed attacks to avoid punishment, but its also great for rushdown too when throwing out the crouching M or H.
Flight cancelling crouching M’s into a dash forward bicycle kicks or aerial M is great for pressure.
Moral of the story is that I’m gonna be flight cancelling pretty much everything from now on, defensively or offensively.
So I look at the guide for a bit, and there was some interesting facts about the startup MODOK’s flight mode.
According to the guide, MODOK’s jump is the fastest possible air to ground jump/fly in the game. You are airbone and ready for action the next frame after input. I’s stated to be faster than any air to ground movement in the game. It takes 4 frames after input for normal,super jumps characters to act. All except MODOK Flight character take about 14-30 frames and more before they can act.
That has to be case since MODOK has 10 frames of startup in his command flight. It also has stated that MODOK has the fastest startup in the game in command flight.
This sounds good, but I think Capcom might have really assed this up for MODOK because even though it’s airborne quickly, I don’t think you can act for 6 frames(?) so it’s essentially slower than all the other jumps in the game.
The only real benefit we could gain from being instantly airborne (and having no pre-jump) is if we could instantly airblock instantly as well, and avoid the whole high/low mixup.
BUT WE CAN’T! lol!
So in regards to startup, it’s basically the worst jump in the game? Everyone else in the game is quicker to act, and more importantly, they can **block **the entire time!
Command flight is interesting though… because command flight is basically MODOK’s version of everyone else’s jump (it has has pre-jump)! The quirk here is that it’s a special move, so he can cancel into it. (I imagine Dante could do the same Fly-blocking with his command jump? Maybe his is even better, and he can also airblock stuff because it desn’t have MODOK’s flying startup?)
Either way, I would trade getting-off-the-ground-quickly for being able to block any day. :looney:
I think the reason for MODOK being unable to block and fly is because his jump is a command flight(you can’t block and flight). Through it’s not like he can’t input commands after he presses up, but he has to unfly to block. I agree this is going to be a glaring problem that will hold MODOK back as a character.
I was looking up Dante’s command jump, but that thing has 16 frame startup. As the holy book states that Dante is airborne on his fifth frame, and four frames of him are pre-jump frame. Since all pre-jump can still possibly input commands, Dante should be able to block. My qusetion is could all flight characters block in their ground frames of flight? Cause it could be a universal thing if MODOK’s flight is no different to the other’s ground frames.
I’ve been getting frustrated with the zoning game vs. Ryu and Dormammu since they can random super all my stuff. But with this fly-blocking find… oh man, I think I’m gonna have to hit the lab with M.O.D.O.K. again!
This actually isn’t true. MODOK can block during all of his flights (normal jump, and command flight). He just can’t block during the airborne startup.
I dunno about other characters pre-flight, and their being able to block during it… Hrmm…
lol yeah I saw that. Dante just gets better and better!
I recently got a hold of a recording device that lets me count frames. Any requests? I’m wondering how I can used to to figure stuff out. Also don’t know if I’ll have it for long.
well offensively i could see it as a benefit but which is faster holding up/back or inputting a qcf motion? specially if you’re trying to guard against unblockables or hi/low mixes from like magneto or a fast rush down.
“I recently got a hold of a recording device that lets me count frames. Any requests? I’m wondering how I can used to to figure stuff out. Also don’t know if I’ll have it for long.”
Hey Nos99, can I request a test of holding up/back or up and bicycle kicks and it’s frame data? like how long to do both inputs? I’m thinking of doing that for defense. And maybe like examples of what it can beat out
Posting from my phone here… Ihaven’t tested specifically for what you asked, but I think I can answer based on what I’ve already tested so far.
Normal flight startup - 6 frames
J.L startup - 6 frames
Total - 12 frames
I also think that maybe flight startup will “remember” inputs… Like, if you input L during normal flight startup, if will come out on the first frame you can act (pre-jump behaves this way in SSF4 as well I think, so it would make sense?)
I will try to test further when I get some time.
EDIT: Ok, got a chance to test it, and yeah, I think it’s definitely 6+6.
It also looks like superjumps are 3(grounded)+1(airborne) startup before you can act.
I also think there is a period of time during the startup of MODOK’s H normals where they cannot be kara-canceled! So you can’t always save yourself with flying.
I managed to get some casual games on stream again here in Norcal ramnation tourney with my alt team of Mag/Modok/IM. Some highlights include anti Phoenix tech with Modok and a couple of Aerial exchange into modok’s crazy cube combo. I only have about 5 reps of cubes into HPB. It did ok I had a little streak going and I managed to beat Chunksta one game out of 5 games I believe.
I’m still getting used to Magneto and my executions weren’t that good because I was playing on stick and I’m primarily a pad player. Anyway enjoy, Modok starts at 1:11:35