Assistance! M.O.D.O.K Assist and Assist Support Thread

You can go into the extended combos with coldstar as long as there are not too many hits before you call ammy. For example you should be able to do something like a few reps of the airdash loop, launch, spike, cr.m+ammy, l cube,(1st hit of coldstar), m or cr.H, bomb, etc. i couldnt get used to playing ammy so i never tried the team. Ammy is a good anchor plus coldstar for lockdown should yield good results.

Also, i think i asked before but what assists do people use to combo into jamming bomb? i want to kick ironman off of my team but repulsor blaster is just amazing for what it does.

I can get a jamming bomb off of any hitconfirm with just drones or missiles, but pretty much any assist with a soft knockdown works well in conjunction with j.:s: or :f::h: (in the corner, if wallbounce is already used). The ones I use for that purpose are Mag’s hyper grav, Viper’s burn kick, Firebrand’s demon missile charge, and Wesker’s jaguar knee. Chun Li’s legs work consistently if you shorten the combo.

After trying different teams, I’ve went back to dok/sent/doom, and I found that I’m doing consistently better with them, since dok is my best character and those assists make him such a threat in neutral and combo-wise (though Mags is actually working really well too).

What is your jamming combo off of missiles? I know most of the setups that you listed there but I guess i’m just looking unfamiliar characters to combo into jamming bomb that might be a better overall neutral assist/character combination than ironman. I have such a love/hate relationship with that character and i am just about done with the effort that you have to put in to make him work. Does anyone know if you can combo into jamming bomb with dante/virgil?

Just to make it clear, I meant off of a regular dok hitconfirm and having missiles as a combo extender for getting the jamming bomb in. For that, it’s the basic call missiles, into air series, missiles otg, jamming bomb, :f::h:, etc.

If you meant getting a combo for the jamming bomb when the missiles hit, this is something I have with missiles and drones j.:s:, cr.:h:, IAD j.:m:, dash, cr.:l:, cr.:m:, :l: cube, cr.:m: and call drones, cr.:h:, :f::h:, dash, jamming bomb. If I already have a cube, I usually will omit the part that gets that cube.

I know that you can combo into jamming bomb with jam session after :f::h:, but setting up that situation isn’t always the easiest, or at least optimal, unless you have another assist that can help extend combos. The other problem is that they will usually air tech, so you can’t really plan to set up anything. As for Vergil, all of his assists provide interesting combo extenders (judgement cut is the best for late combo extenders IMO, and better than any of Dante’s for that purpose), but I don’t know how to get a jamming bomb in, at least late in a combo. You probably could find one with :f::h: and rapid slash early in a combo near the corner.

I know that this isn’t what you are looking for, but I love how this little combo piece looks using Vergil’s dp assist :slight_smile: stuff, otg cr.:m: and call Vergil, super jump up, sj.:s: (get them as high as possible), dash down, sj.:s: (hit before they groundbounce, making this hit groundbounce), into whatever. This works best on larger characters it seems. There is definitely some potential for swag combos with that assist.

Think u can post the notation for a simple jamming bomb setup using firebrands assist? Stream monsters requested firebrand with my modok so I should learn a couple of assisted stuff.

Sure! This is a quick and easy combo part in the corner: :f::h:, :l: cube, :f::h:, IAD j.:s:, :f::h: and call firebrand, jamming bomb. If you are running doom missiles, its fairly easy to setup this situation.

Something like this might work… I can’t check right now though. normals, cr.:h:, IAD j.:m:, dash, cr.:l:, cr.:m:, :l: cube, :s:, j.:m:, j.:m:, j.:h:, j.:s:, dash over, cr.:m:, fly, j.:s: and call firebrand, jamming bomb. If you are near the corner, doing :f::h: after j.:s: into jamming bomb is probably easier.

An ender like spike, cr m fly js, l cube, f+h+firrbrand, jamming bomb should work right? Away from the game but just trying to analyze what is happening in my head.

Also, what is ur team order? U keep firebrand on point or u like him as anchor? Also any interesting firebrand unblockabke setups with modok? :slight_smile:

That may work; I can’t check either lol. The hitstun may be too much at that point to go from :l: cube to :f::h:… if you omit the :l: cube, it could work depending on when you call the assist and where you are on screen. Only the top combo part works for sure, the second is just my ideas.

I personally like firebrand/dok/doom for the easy ToD TACs. I haven’t explored unblockable setups using modok, but maybe a THC with firebrand and dok might work? I’m not sure if that’s really worth it though unless they have one character left. Calling blaster and doing demon missile :m: into normals works for firebrand.

I’m having trouble calling the assist at the right time. I mean in your top combo, the assist hits,but the jamming bomb comes out too late.I don’t know if its because the timing is extremely tight or if its the f+H right after the ground bounce, not exactly sure.

A question tho, is the height of my opponent in these two situations the same after the ground bounce or different?
1)f+H, l cube, f+H, IAD jS?
2) knockdown, cr M, fly jS?

your top combo is a little unnatural for me, as I rarely use cubes after the wall bounce, I usuallyjust wave dash into relaunch, and also if i’m really close in the corner, the timing to backdash and get a cube is really tight… trying to find various modular ways to get this to connect. Right now its all moot tho because I’ve yet to get the jamming bomb to combo once off of the firebrand M missile. Its like they always hit the ground right when it comes out.

The height of the opponent should be the same in the two situations. Do :f::h: as soon as possible to try to get them as high as possible for the jamming bomb… I think the timing is a bit tight.

It definitely isn’t the easiest assist to put in combos, but its possible. And dashing back after a :f::h: in the corner is a pain… I personally wouldn’t go for a cube in that situation. I try to be in exactly the right spot to be able to cancel :f::h: into :l: cube right away.

ok sorry one last question :s Do I hit the firebrand and the beam (f+H) at the same time ?

I think so? But the later, the better. Try :f::h: and HOLD the assist button, do the srk motion and release the assist button (assist calls are done on the negative edge), and press special for the jamming bomb (maybe you can release and press special at the same time? Or “plink” the button release and the button press). That might be a little harder to do on stick (I have no clue), but I’m sure you can come up with something similar. And it’s probably not worth it if it’s not consistent.

You know Joe’s shocking pink is ridiculous and absurd.

Not only do you get to the bomb does knockdown immune to HSD, you get to reset your both joe’s and your second assist call in the same combo. I know most people wouldn’t tag Joe/MODOK together…but Shocking Pink is a fun ass combo extension.

After seeing Elvergon’s videos of Modok with Log trap and giving it a try myself tonight, I got to say that it might be one of the best possible assists for Dok. I was getting frustrated with certain aspects of Doom regardless of what assist of his I used, and Log trap does the things that I was hoping for with Doom and more. It allows Modok to be so much more aggressive while also giving him excellent defensive options. And Raccoon with Vajra backing him up is excellent… So yeah, Dok/Coon/Strider is my new team for the foreseeable future.

Yo Brodoks, I know I always come here and complain about my team makeup, but with sf x tekken out and all I can’t really put the lab time that I usually do. That said, I want to just run one Modok team. Here are my two options with some thoughts on em.I was wondering if I could get some opinions or maybe combos if you have experience with them.

Captain America (shield slash)/MODOK (beam/barrier)/ Doctor Doom (missiles/beam)

+These are arguably the 3 characters that I know the best. Captain America can push opponents to the corner quickly and he does great damage. I like this because typically I kill at least a character with cap before having to bring Modok in. Thus modok doesn’t usually have to face insane pressure or mixups.

-What I’m torn on here is the choice of assists for doom and MODOK as well as the viability of doom as anchor (or any of them for that matter). Ideally I would want barrier and hidden missiles as I really like what barrier does for the mixup options of both cap and doom and I only know how to combo jamming bomb off of missiles. The problem with going this route is that I don’t have a way to throw out charging stars and keep them safe (modok and doom’s beams offer that option).
That said, maybe cap (ss) modok (beam) and doom (missiles) would be the best choice. Unfortunately, even though I feel as if I have a good doom, there are many anchor amtchups that he just straight loses to. thoughts on assists? or maybe even order? (start modok isntead?)

MODOK (barrier)/Doctor Doom (beam/missiles) / Strider (Varja)

+I’m willing to put the work into this team because I tried it at a tourney and did very well with it. Also, I’ve never even really practiced strider at all. Hell, I dont even know how to do some of his moves. However, I cannot deny how effective varja is for modok and doom.this is better than the other team in terms of anchor as strider is pretty crazy in the back, AND I don’t really need to burn a lot of bar with doom and dok anyway.

  • like the other lineup, I don’t really know how to combo jamming bomb without hidden missiles. If i knew a way to do it off of Varja consistently and fairly easily, i’d easily switch to doom beam as varja and missiles seem pretty redundant. the other con is that I just don’t have any practice with Strider, but that is something i can just work on.I do feel like saving x factor for level 3 strider is a pretty all in strategy, but having varja assist really increases my doom and dok pressure tenfold.

In general, I’m a player that relies on tempo and jamming bomb assists. my modok sucks, but I really like to play him and if I had a way to combo it with either strider or cap, it would really free up doom beam as an assist and that would in term help better support my team’s other characters. any advice on what you guys think?

My biggest problem with your Cap team is running Doom anchor. I think he is a generally sub par character without assists backing him up. My biggest problem with Dok/Doom/Strider, at least the way I used it with missiles, was that it was good for zoning and spamming, but Missiles didn’t give Dok a good way to move in for a combo. They would just chicken block the missiles and Dok lacked a left right mixup option to capitalize on this. Once the missiles were blocked, it would be Dok’s sub par normals against whatever character I was trying to get in on. I actually think Dok/Doom/Strider might be best with rocks because you can combo jamming bomb off of it really easy and it gives Modok a good way to control horizontal space. Strider assist covers the vertical well enough. I have yet to find a way to combo jamming bomb with doom beam, but it also clearly gives a great way to control horizontal space.

Easy way to combo jamming bomb? is this what you are suggesting? [media=youtube]GrT2K2WwI-U[/media]

for some reason that combo seems awkward for me as I usually use wave dashes after wallbounce but seems easy enough. Any other tricks with Strider and dok/doom that i should keep in mind?

the strider forum is very message and I dont really see any clear BNB combos for the character. any advice you can give to me on just learning how to play him?

I was just using anything that set up a close otg in the corner without decaying hitstun too much, but it looks like that combo works too. A lot of times it was simple as typical hit confirm into launcher, land, call rocks assist, wait a quick moment then puddle xx jamming bomb and snap. The thing I loved about my jamming bomb combo with missiles was it gained the full bar for the snap within the combo. Not sure if the one you linked does the same.

And yeah the strider forum is a bit of a clusterfuck. As for his bnb’s, he doesn’t have them in the way other characters do. They change depending on where you are on screen and whether you start them with formation B up or not. So I’d just look around for as many bnb’s as you can so you can familiarize yourself with the differences. Since I play him anchor, most of the bnb’s I use are xf3 specific and usually involve getting to the corner, and looping air gram L for a hard knockdown into formation B otg’s. I learned a good bit of how to play Strider on anchor without relying on orbs after watching this guy, Drew Grimey, play Blue Dragon: Video Thread He isn’t the greatest player I’ve seen or anything, but he showed me how much potential strider has without meter as long as you have x factor.

A nice trick with Doom/Strider. When you kill a character, fly above their corpse so that it isn’t visible and float around left and right. if you call vajra on the incoming character, it can mixup what side of the screen they enter on and mess up their blocking, giving you a hard knockdown for Doom to pick up.

did the weekly tournament lst night. got wrecked against my first opponent who was using deadpool/nova/doom. i was so upset that i didn’t even stick around for my match inlosers bracket. been a rough week for me with real life and stuff so yeah. pretty bummed out about this idk. Strider assist just wasn’t working for me and i could do jack shit even with level 3 xfactor and orbs. i know it would just take more practice but i dont know. just dont’ like his movement or his combos or anythign really. just varja. might put time into arthur as i love the costume and he’s just so unique. probably wo’nt win as many games as when i was rocking modok/doom/sent or what not but, idk.

its tough to stay inspired in this game when there are a shitload of tier whores in a scene with strong execution and freaking just better mixups. tough to learn something new.

idk. i need some inspiration lol…

For science!

http://www.blogcdn.com/www.comicsalliance.com/media/2009/06/modokbarbarian2.jpg

lol sorry that was lame :stuck_out_tongue: