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

[media=youtube]5WnIsrLQtyU[/media]

More labwork with my teams.

  • drones can really extend combos!
  • Cap combo idea credit goes to my roomate (http://www.youtube.com/user/CrouchStrong he’s got tons of vids too)
  • Sent low M into double electric barf combo is actually really fun to do
  • When killing Thor with just exchanges, I ended it with a LOU Blaster. I didn’t have to, but it is the most damaging non-super option in that particular situation. Perhaps an actual, if limited, use for a move that is widely regarded as useless?
  • the jamming bomb reset with drones is evil. You can actually tag another character in while they’re jammed behind the barrier and go for whatever you want. Definitely my favorite combo. It’s so super-villian! lol

I was also wrong about the one-flight per exchange thing. I think it’s actually that your flight *for that character *doesn’t get reset until that character touches the ground. So when testing, my results were getting screwed up because even though I stopped the combo, if any of the offscreen characters had used flight before they got switched out (which can happen when you’re exchanging all over the place), they won’t be able to fly when you exchange them back in, because their feet haven’t touched the ground yet.

Another gameplay related example is if you were flying around with MODOK on point and did an air super, and then DHC’d to your next guy. If your next guy wanted to exchange back into MODOK (for the corner kill), it won’t work because MODOK won’t be able to fly when he comes in!

Anyone want to help me test this theory? My roommate found out it can even apply to air command normals (wtf!?)

I can agree with that, I found out doing this:

[media=youtube]Ot0z76k3sJM[/media]

^ Nice! :slight_smile:

I just think that at the moment that when you polish Magneto, you will end up helping MODOK a lot. Same thing with Iron Man.

I also wonder if MODOK is capable of killing Phoenix with his grab super in a 100% unescapable/hypothetical setup. There a lot of anti-phoenix unescapable setups, but there was never one for MODOK. Here is the frame data of Dark Phoenix resurrection from a popular video.


We do know that MODOK should able to ignore Phoenix’s explosion hitbox…still I wonder.

She could just jump it, non of the grounded set ups are guaranteed.

Yeah I wonder if the grab will work right when she lands from transforming into d.phoenix. That has to be perfect timing though.

She can act the moment she’s vulnerable and can therefor just jump.

You know we should have a frame data topic with MODOK eventually…for this shit.

I type out MODOK’s moveset from the MVC3 holy books…so why not?

[media=youtube]PhDvFzvN1ns[/media]

^ is that you playing in the video? very solid pressure with MODOK. Way to deviate from Weskers Beta assist since you have Sentinal and MODOK who already have OTG moves.

I WISH it were me.

Apparently the guy is called deadly_magneto here on SRK, but he hasn’t posted since the forum change…

[media=youtube]2WCKrOt9Xuo[/media]

[media=youtube]tx1SvmE9F9s[/media]

Booya!

OMG what have I done? You sir are BGLK (beyond god like) You make it looks easy man, gotta try this.

Nos99, bravo!!! that was too EPIC :smokin: Wow

never knew Modok could connect multiple hyper-battering-ram supers in the corner… tried awhile ago to connect 2x ram supers midscreen, somehow ending the super into trish’s peekaboo assist & others, into another 2nd ram super but gave up on it. Vids like this are motivation & inspiration to get in the lab again, haha. There’s gotta be a way to do this midscreen, especially with the new 12 chars and the endless creative & innovative possibilities / angle of things / timing / assists proj that stay on the screen for awhile / etc. Can’t wait till UMvC3 comes out. Awesome find dude, you come up with the greatest Modok stuff, keep up the great work

I have actually gotten it to work midscreen as well with super>down>downforward>downback>forward>super, but it seems crazy hard… there may be better sequences, i don’t know…

The corner one seems to work on everyone except the heavy/tiny characters, but it’s easier on some than others (Tron seems to be real easy for example)

I’ve been stuck at home sick with the flu ever since I got back from Evo… Been tooling around in the lab and eating chicken soup. I also learned that Modok can get 3 launchers+air combos by himself, as long as he’s close to the corner. Dunno how practical it will be, but it looks ridiculous.

[media=youtube]lxdDgnUFE3c[/media]

Speaking of impractical and ridiculous, the combo after the forward tech reset sort of expands on those ideas. :sweat:

You can actually do a full M-M-H L-blaster for the first air combo too.

I honestly HBR is looking so good right now when you end the super so quickly like that. I think there could be nasty air grab resets with that super because of it’s unique properties.

Nos99 aka The Pioneer

Bah, I lift most of my ideas from you guys, like the one for this combo:

[media=youtube]8uoYtmGPnKw[/media]

Maybe I could get more inescapable cubes if I used the DHC glitch? Joe/Ama slow super? Different Assists? It’s still a big jump from my last personal best at least.

Also shows side exchange sequence for the corner that nets 10 cubes. This is pretty good news to me, as I was using only up/down exchanges in the corners before.

Getting it to kill Thor on the last cube was probably the hardest part… For instance, having to control the amount of hits I get with crazylegs isn’t something I normally have to worry about. :looney: