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

I know how you feel. I been there. Although I have to say anyone (even phoenix wright, yeah I said it) has a fighting chance in this game. If you using something cheap, your being cheap. Especially X-factor. Nuff said about that. Anyways, my advice to you in fighting games and even in life is to keep thinking about the game and then think about it some MORE. Then FORGET EVERYTHING and JUST DO IT. Empty your mind and you’ll find yourself doing better. There are ppl I know that just get stuck on a problem and are stuck on it. I remember being able to solve problems about the bar that my friend couldn’t even though she had studied extensively, I had a fresh mind to solve them, granted I had some knowledge in the field. Ppl have these conventions that block them from progressing. When you empty yourself of these conventions and practices, you have a new mind and perspective on things that helps you solve problems.

I’m kind of an artist I know class mates in painting who just don’t get the art world and it’s theoretical aspects. They think about it way too much and they formulate the concept and try to fit it in there paintings, sculptures or whatever (art class is a no holds bar in mediums). There art ends up being too obvious and not appealing. What I do is think about it alot and then forget it. I’m like fuck this I’m going to paint. Not only that, I paint what i like. I don’t give a shit about being conceptual. Then it just comes to me. the theory and the liveliness of painting. Even though I’m very traditional, I acknowledge greatness of contemporary art like in minimalistic paintings or conceptual based items found in the trash. Ppl just end up trying too hard to fit there concept in their period of frustration. This period of great frustration is good because after that comes a period of inspiration and innovation. Being bound by social conventions and practices is not going to help unless you free yourself from it. I’m not exactly telling you to meditate but don’t think about it.

I guess the only fighting game advice I can give is don’t play too safe. lol I suck too much to give advice. Also have fun.

Sometimes things just don’t work out man, sorry to hear it. Don’t know what to tell you besides keep learning or change characters. As a former Dudley main in AE, I made that character work despite him being awful. Modok feels like he has soooo much more going for him in this engine than Dudley ever did in ssf4, especially with the right team composition. That being said, I hit a lot of highs and lows with that character, so I know how you feel.

As far as Strider goes. I love him, but I really want to learn to play him as a character, not just orbs with xfactor. If you don’t have the desire to learn the character, then I wouldn’t expect him to net you all that many wins. So, I suggest that you use one that you do like. I just know that he has only improved my game plan and my desire to play the game because I enjoy him as a character so much.

Any chance anyone has some Frank West/Modok Tech? I’ve been considering trying him out for his lockdown assist, but I’d like to know if Dok can level him up sufficiently in a reliable way.

Edit:

After testing Frank out, I think if I want a lockdown assist that gives modok maximum benefit, then that award goes to Jam session. But the more I try to play teams that aren’t my current team, the less fun I have. So I am just sticking with Raccoon.

I do find that because that team lacks a good lockdown assist it means I have to play hit and run constantly to avoid over-committing and getting hit by people mashing through strings. Just the price I pay I suppose.

I’m thinking of possibly picking up Doctor Strange… his Eye assist is just so good for dok! Whenever you can get the opponent to block it, you basically get a free unblockable setup. It’s really easy to do on incoming, and if they try advance guarding it, you can try Caveman’s airthrow/unblockable. And unlike a lot of lockdown assists, it is relatively easy to put in combos. I even found a pretty easy way to connect jamming bomb without the wallbounce or groundbounce, but with both the eye and missiles, while building the cube needed without sacrificing much damage. (2 basic air combos with missiles otg at the end of the second, :l: bomb, call eye, :l: cube, jamming bomb… can follow up with hyper, snap, :f::h:, j.:s:, etc.)

Now, I just have to figure out how to use Doctor Strange… or maybe I’ll go back to exploring Chun as an assist, though her assist provides much less time to setup unblockables.

Its so hard to apply pressure with Strange, I had to drop him. Always felt like every attempt was a hail mary to get an impact palm loop.

the more I play my team the more I really like it. I feel like Modok/Raccoon, and Modok/Strider are great shells and all three do work well together, but I do wish I could apply pressure for longer than a second without putting myself at risk sometimes. Lockdown assists really are valuable for this character.

Just now online I managed to land my midscreen jamming bomb combo and when the jammed character came back in, I just dropped a raccoon trap hyper, called strider and teleported. This team has some really dirty incoming mixups =)

I still play that time but I’m kind of edge every time I play it. My execution isn’t high enough to not have cover my ass assists. DOOM/SENT spoiled me.

That is part of the reason I like playing it so much. It really keeps me on my toes the whole time. It is really amplified by Raccoon an Strider’s low health. Makes me feel like I have to play almost mistake free… until I pop lvl3 xfactor Strider.

Yeah, he’s really tricky to use correctly. I mainly use him as an assist right now and for SoV, Xfactor, kill a character (or two, for a happy birthday). It seems like you just need really good hitconfirms, but right now, I just go around shooting projectiles and teleporting; using Mystic Sword :l: as a confirm… not that good. But I think I might make dok/strange/doom my main, as I already feel less derpy with Strange than Mags. Though I’ll still keep Mags to deal with the derp rushdown characters. It will also, like brainpipe mentioned, keep me playing smarter, which is something I really need to focus on more.

So, I like Modok/Raccoon/Strider a lot in terms of fun, but when Dok dies, I feel like I have a really uphill battle when it comes to damage. When I am left with Raccoon and Strider, staring down Hulk/Nemesis/Haggar/Thor, it doesn’t feel impossible, but I know all it takes is one H for it all to go down the tubes. The the lack of a lockdown assist really makes going in against any of those characters feel quite terrifying. Not to mention Vergil, who can just press buttons and negate all my assists and attempts at moving forward. Having to reset against either of those characters just feels too scary, so I really I have been trying to figure out any alternative where I can still keep my midscreen jamming bomb tech, but retain a relatively safe to call lockdown assist, and add some damage. And Given I am picky about characters, on a character level, The list feels pretty short. Having synergy with Vajra is also a heavy factor, since I have no plans on dropping strider.

So far, Dormammu/Dark hole seems like a top contender. I can do all my midscreen jamming bomb tech with darkhole/vajra except off air throws. The hitstun runs just before I can connect strider at the end, but it works off grounded throws/killer illumination, and normal hit confirms. I am thinking of running Dorm second for DHC’s into Floating bomb, and then hard tagging to Strider should Dok be out of the picture. Dorm seems like he can anchor a bit better than Strider without xfactor, and XF2 strider is still very strong should I need it. Although, should either die, they both can anchor just fine really.

If you ever tried using Dante’s jam session since you want lockdown, its work well with MODOK.

Yeah, Dante is a character that I think fits incredibly well with MODOK, but I just have no interest in actually playing him.

Well, there is always Doom missiles, the assist that does everything and more. Honestly, for me at least, playing dok with and without missiles is completely different. Missiles just give dok such a greater range of freedom both in rushdown and zoning/keepaway.

Would Akuma’s or Ryu’s tatsu assists work for you? Akuma’s tatsu does nullify some of your projectiles though (like st.m, cr.m). I’d think that Akuma and Strider would have decent synergy. They are both good anchors and their assists complement each other. DHCs from HPB into Akuma’s plasma makes a good assist punish.

I’m pretty sure they fixed this glitch for both modok and chris in ultimate. I’m not near a console to test, but I definitely know from fighting against tatsu assist that cr.M beats akuma clean. once it is on the ground akuma cant beat it.

Really? I didn’t know they changed that. Definitely good to hear, though I’m going to test this too when I get a chance.

I played Dok/Doom/Strider for a while, and found that Missiles are great for him mostly for keep away., because Dok can only really mix up high or low on the offensive, people would just chicken block the missiles and then Dok has some difficulty getting in from there. Also, because Dok/Strider is my shell, I already have Vajra to keep people zoned out and pinned down from full screen, so I was hoping to have my second character’s assist to allow for Modok to be more aggressive ala lockdown. If I did not play Strider, I would pretty much always use missiles for Dok because they control the same space that Vajra and then some.I would use Rocks or Beam for my particular team if I were to go back to Doom. Beam would normally be the best except it knocks people away on hit, making it difficult for Modok to combo off of it cleanly from midscreen where the rocks just stagger grounded opponents.

Once again, because Strider is the other character that I have no intention of changing, having my last character benefit from Vajra becomes another priority, particularly being able to otg off its hard knockdown. Conversly, I’ve tried running strider second and using Akuima as anchor so that Strider could benefit from a high quality lockdown assist and not make me feel like my team has a gimped anchor, but Tatsu can be difficult for Modok to combo off of because of how it knocks it away. That was why log trap works so great for Modok. On hit it is an easy hit confirm, it controls a lot of space in the neutral game, and it can cover a few difficult angles for Modok. So it allows him to be aggressive and defensive. But RR comes out in front, it takes a while to start up, and if he is hit, the trap is inactive, so it becomes largely best used in a hit and run fashion, and against specific characters means you basically can’t call it out without a barrier up if you want to airdash in with Dok. And by some characters, I mean Vergil first and foremost.

Once again, if I wasn’t so all about Strider, I’d use Dok/Log trap/Lockdown assist. RR is a great character, and he functions decently with Vajra, but his strengths are really in his high low mixups and resets. Without a lockdown assist, getting him in to work those mixups puts him at serious frame disadvantage. Vajra only being 1 hit means I get a short moment to teleport in, lay down a block string and cancel it into boulder or shrapnel trap and then I have to hope they take the bait because if I go back in they can just push a button an hit RR, nullifying his trap.

Sorry for the wall of text, but I have come to find that for my team makeup, I can either ride it out with RR (because I do like him), or replace him with an character that gives me these things:

Stronger DHC’s
A lockdown assist that is somewhat safe to call so Dok can be aggressive (comes out behind, projectile, etc)
a lockdown assist that holds them in place on hit or doesn’t knock them far away on hit (Unibeam, Dark Hole, Shopping cart, drones, shield slash)
A lockdown assist that can get me into position to ground-bounce early in the combo to use strider assist for midscreen jamming bombs. (hitstun decay sets in quick with most lockdown assists compared to the few that ignore decay like log trap)
and has some back and forth synergy with Strider DHC’s and Assist.

I am also just very picky about characters on a character level, but I am trying to keep an open mind. So far Dormammu seems like the top contender for me though, because even though he can’t get a good combo off of Vajra, going into Pillar XX Choatic flame does decent damage for one bar, and I get the option of a really safe hard tag to change my order should Dok die by just calling Vajra, pillar xx floating bomb, hard tag. Then I get to keep the stronger DHC to Dorm from Dok, and Still have a beastly anchor in Dorm while giving strider a good lockdown assist.

I also just need someone on my team that can give Vergil problems, and some people I train with tell me Dorm has at least a potentially even match up.

For Doom missiles, up back isn’t a problem if you throw out a cr.m, or if you want to take your chances, you can try going for an air throw. My general game plan with missiles is to stay away from the opponent, get missiles out safely, and use blasters to push the opponent away to the corner. If they try to get in, spam cubes and/or apply pressure until the missiles are gone, and restart the process. Once in the corner, getting in shouldn’t be a problem.

I would probably just go with your gut feeling and give Dorm a go. The only other assist I can think of is Strange’s bolts, or maybe even his Eye of Avocado (though this seems to be more defensive, though it’s excellent for incoming characters and setting up unblockables). Running Strange second also gives you the option to kill off any characters that get hit by dok’s blasters if you have 2 bars, xfactor, and quick confirms. It seems expensive, but it’s a very powerful option to have against problem characters or if your opponent likes mashing the assist button. Of course, besides that, Strange is an awkward character to use and Dorm is much easier to get into, not even mentioning that Dorm is simply a more well rounded character overall. I’d also like to say that a really good Strange has a very scary neutral game, and that if you master what he can do, at the very least matchup inexperience will get you farther than Dorm at this point (in my opinion). Also, you can steal all of MoTempest’s swag if you choose Strange :slight_smile:

Let us know how it goes! :slight_smile:

Yeah, once I started playind Dok/Strider I started seeing the logic behind Motempest’s team. Its crazy how you can just combo directly into a cube and jamming bomb off the eye since it has so much hitstun. Anywhere on the screen for that matter. I just don’t think I can handle Strange’s movement. I love having an air dash.

So, I don’t know why it took me this long to realize this, but Modok can do Vjoe/Kusoru style mixups with log trap. I forgot that if I normal jump, then air dash up, I can linger in the air until I flight cancel and then call assist. Then body attack forward, or ADDF xx baby kicks to fall forward very quickly for an easy pick up. I was mostly calling the assist from the air by throwing out bombs and just floating up slowly. or calling strider on the way up, and calling trap on the way down. I feel pretty of ashamed to have had this tech under my nose go unnoticed. Too obsessed with figuring out jamming bomb combos.

So between cubes/beams/bombs/ flight cancel + flight time, and then being able to do cubes/bombs/beams again before airdashing down/DF,DB/Body attack directionally, Modok can potentially fake out when and where he will come down with stupid easy to try and bait out anti airs. Body attack/baby kicks/a.S partially covering your decent ala red hot kick with some decent hitboxes.

So yeah, on that giant wall of text I posted earlier… IGNORE ME!!! I’m back on this Coon train.

So, how many people play dr. Strange on thier modok teams? I took strange out of practice mode for the first time and it seems like he has some potential. I know motempest plays strange, but I was wondering if anyone had some tech between the two. I also found a raw tag setup that let’s you combo into strange’s tag and get the faltine loop or just go for a tac back into modok. Besides combos, the eye of agamotto is justa great assist to have on screen.