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

Yo im new to the threads and im also a new DOK player and im having trouble finding a strong middle man that can go with my line up… line up is modok/?/Sent can anyone help me out here someone that has good synergy with dok and sent… BUT DOOM IS NOT A OPTION

But Doom works so well! :frowning:

Quick answer: Dante and Vergil (and Felicia, Morrigan, Zero, Storm, Strange, Strider, Wesker, Deadpool, etc.)

Long answer: The Sons of Sparda look like they would work well. Dante’s Jam Session gives that team great vertical control, as well as a lockdown assist that also pushes your opponent back. He also has the relatively safe DT DHC. Dante with Drones is also really good, and I’m sure he does great with Dok’s beam. You can probably also do some really damaging combos, but you’ll really have to work for it. Vergil’s sword and DT DHCs are some of the best in the game. Rapid Slash is less useful in neutral, but I find it to be easier to use in combo extension. I’m sure Vergil with Drones is dumb as well, and he certainly benefits for Dok’s beam for dumb 50/50s if you get your opponent to block something. Felicia is also a good option with her install super and low assist. RR has some decent combo extending assists as well as a relatively safe DHC. Other characters like Morrigan and Zero have nice DHCs as well, but they won’t help you much assist wise.

There are a few other characters that could work out well, and those are Storm, Strange, and Strider. Storm and Strange have great assist punish DHCs and really make your HPB hyper a threat if you have the meter. Strange also has great assists and you can ToD anyone you hit with a grounded blaster if you have 2 meters and XF (nice option to have in projectile wars / dealing with problem characters). Strider’s Vajra gives you great vertical control and combo possibilites, and Strider is dumb with Drones. A couple more characters that don’t have the same kind of threat as the aforementioned characters, but still would work decently would be Wesker and Deadpool. They have decent DHCs, combo extending and low hitting assists, and work well with Drones. PiGG runs a Dok/Wesker/Sent team (may not be that order exactly) and it works well.

I also run with a MODOK/x/Sent team, and my main criteria for 2nd character is if they have an assist that allows me to pickup into wallbounce after using up all my relaunches, and leaves the screen quickly enough so I can call sent assist and extend the combo (without a groundbounce, because I probably used it to start the combo :sweat:). Yes, I am mostly just a combo junkie, and this is probably not the best way to build a team, only if you’re looking for MODOK combo synergy lol

Here are some characters that I think can do this pretty easily (If anyone knows more, let me know!!):
Arthur - Heavenly Slash
C.Viper - Burn Kick
Deadpool - Quick Work / Katanarama
Dr. Doom - Hidden Missiles
Dr. Strange - Bolts of Balthakk
Magneto - Hypergrav
Shuma Gorath - Mystic Smash
Spencer - Wire Grapple Slant
Wesker - Jaguar Dash

There are others like Dormammu - Black Hole, or Haggar - Double Lariat, but they can be sort of tight or require a particular setup, so I didn’t include them.

Regardless, from the list above, you could be using Viper, Magneto, or Spencer, all good characters that people seem to regularly pair up with drones. Or you could just use Wesker for derp factor. :stuck_out_tongue:

Thank u both for helping me narrow that down so im more than likely going to try out the sons of sparda or spencer ive been having this problem for a minute now but thanks to you all i should be able to fill that second spot

any possible notations for using the rapid slash to extend combos? I haven’t found any real good ones., i’d specifically want one that allows jamming bomb to be comboed.

It seems like a strong team together tho, the assist really helps with zoning.

Unfortunately, using Rapid Slash to connect jamming bomb is either really tricky (due to it being affected by HSD) or you must sacrifice damage (but you need to be near the corner). I don’t bother trying to use Rapid Slash to get jamming bombs in simply because I don’t think its worth it (and I like doing full combos). Here’s what I found for jamming bomb combos.

(in the corner, using your other assist to use your wallbounce)
:f::h:, :l: cube, :f::h:, IAD j.:s: ~ Rapid Slash, jamming bomb
Getting this to hit is really specific and tricky, but its possible… I even got it once when Vergil was in DT.

The other option I found, if you are near a corner, is to make a confirm, launch ASAP, do an air series, then dash back and call Rapid Slash, cr.:m:, :l: cube, jamming bomb, :f::h:, etc.

These following extensions are the ones I use typically with Rapid Slash (no jamming bombs). The first two let me pick up the opponent OTG after the basic 2 air combos. The third is an extension just beyond that point (you need to use your other assist to use your wallbounce).

OTG wallbounce pickup - Vergil sans DT
dash back, cr.:m: and call Rapid Slash, :l: blaster, :f::h:

OTG wallbounce pickup - Vergil with DT
dash back and call Rapid Slash, cr.:m:, :l: cube, :f::h:

Combo extender/ender (wallbounce used)
:f::h: and call Rapid Slash, jump, addf, :s:, aduf, sj.:s:, cr.:m:, :l: blaster, hyper

What’s the difference between Virgil in DT and not in DT? I have no idea… haha

Well, the assist comes out a bit faster, so I find slightly changing the OTG wallbounce pickup to be easier personally. I know you can do L blaster and L cube for both of them, though I gave what I found what worked consistently (for me). Also, since Vergil in DT is quicker, you can call your other assist during your :f::h: after you use your wallbounce, L bomb… which I can’t find a way to do with non-DT Vergil, forcing me to do a less damaging combo if my groundbounce is used.

Just adding to that list: Firebrand’s Demon Missile (Charge) works for that purpose as well. How are you using the Bolts assist to get your wallbounce in, but be able to call your next assist during the next :f::h: ?

Attention Brodoks!
I’ve been picked to represent a team of 5 players for this large tournament on Guam [media=youtube]74F96d1obdY[/media]

My opponents are players who use Ryu/Vergil/Wesker Deadpool/Ryu/Wesker Dormammu/WEsker/Taskmaster Wolverine/Sentinel/Wesker heavily (you pretty much see the common factor here.)

I guess I’m one of the “better” players in the region but I’m sure I was picked because people want to see some MODOK. I by no means consider me even an AVERAGE Modok, and I really feel that he needs a team built around him to be successful. I DO feel like I’m a very good doom player, and I constantly play these two together. But who am i going to pair these guys with?

Here is what I’m looking for

  1. A horizontal assist (I use doom missiles mostly, and I think we can agree its better than the other options for Dok? I could use beam… opinions?)
  2. a powerful anchor OR point character
  3. assist that helps connect jamming bomb

The jamming bomb thing isn’t THAT important, but in my matches with these guys, when I connect a jamming bomb, its usually dominoes and I just roll with the tempo.

I’ve normally used Thor and superskrull as that extra character, but Thor has tough matchups against that group and I dont like skrull anchor. I actually prefer having doom in the back.

That said, I’ve got roughly 2 weeks to put my nose to the grindstone and I’ve listed a few characters that i THINK can fill the gap, yet i need your advice as most of these will be totally new pickups for me. I refuse to play Wesker or Sentinel because my 5 opponents are all very familiar with those two characters

  1. Magneto - Idk, lot of you guys use this character. I have pretty much vowed not to play this character ever, but for brodoks, i might. I just dont know if Hyper grav is a way better assist for dok than Em disruptor. sure hyper grav helps with combos but disrupter is huge horizontal space control. If i pick this guy up (which i’m not leaning towards) I’d probably run Dok (barrier)/Doom (missiles)/ mag (beam) for Mag anchor BS. I’d need the serious crash course for this guy.
  2. Spencer - I’ve played him a lot, but never reallty played him with Modok. spencer is a pretty easy mode character for me, but yeah, not sure, also how are u guys preserving wall bounce with spencer late? cr M + diag grapple into light cube, f+H?
  3. Rocket Raccoon - I know brainpipe has been getting a lot of mileage out of him and log trap seems like exactly what i’m looking for. However I’ve NEVER touched this character at all. If i use him, what slot should he be in? how is he as an anchor?
  4. Amaterasu - haven’t played her since vanilla, but cold star is a very strong assist and she is a decent anchor.
  5. Vergil - I like him but, it seems like you need to buyild around either him or Dok and not able to do both.
  6. Dr Strange - My opponents LOVE to do jump tatsu ad infinum. they are also very good at air throws. I’ve dabble with strange early in ultimate so I know I can use this character. Position plus assist choices?
  7. Captain America - this is my best character hands down. Problem is I really dont’ think he has a lot of synergy with Modok. and that is very important to me. cap needs a strong horizontal assist and modok beam isn’t good enough imo.

I’m open to any suggestions – even if its playing acharacter i didn’t mention. Its just that i really am on a time limit here and need to hit the lab so I want to learn as much as I can with one combination and hedge my bets against my opponent’s makeup. Rocket rafcoon seems like a very strong pick as the assist astraigh punishes that reckless air movement and he’s an unknown matchup in the region .but like i said, not sure about the learning curve.

Anyway, i’m open to ideas. No strider. he’s too all in for me.

sorry for the wall of texts, I just really want to represent you guys well!

If I were you, I’d probably run Spencer from the sound of it. It looks like it won’t be a problem, but learning Strange to counter pick projectile based teams is very, very good. Given your time limit of sorts, I would try not to just pick up a new character. Dok/Vergil/Doom is also really good. Could Cap work well with Dok’s bomb assist?

Spencer (slant shot)/Dok (blaster or bomb)/Doom (missiles) is what I would try. With Dok’s bomb assist and Doom missiles, Spencer can break 1 mil for a meter in the corner. I think you get around 880k from a full screen position with missiles if you are doing Spencer jump loop combo. Spencer’s slant shot is also nice for Dok resets, and I’m sure that there is some foot dive cross up shenanigans you can do with slant shot. After an extended combo, calling slant shot for a reset gives you a few options with dok. You can do st.M, cr.H. They recover after st.M, but the cr.H stops up back. You can do st.M, fly (they recover), adf, j.L to mix that up. Another option is j.L, ground grab. They recover a split second after you land. Combo extenders with slant shot are really easy too, though I’m not sure about jamming bomb. If you jam with Doom missiles, you can do your wallbounce, hard tag in Spencer, Armor Piercer, Bionic Arm, and TK Grapple Arm. Since that move is untechable, you can easily hit your jammed opponent with j.M, cr.L, unless they raw tag out.

If you would like any team specific combos, I’ll gladly send you the BnBs I use.

Good luck and play what you want!

my team before i picked up modok was cap/spencer/doom so perhaps i['ll mess with spenver/modok/doom or soem variation.

Id love if it you could give me some specific BNBs for that squad, looks like a good team to try especially since i’m very familiar with spencer. how are u using the bomb to extend spencer’s combo in the corner?

I’m also going to test some dr Strange out. Team DOKtors sounds pretty good.

I love playing the DOKtors :slight_smile: They are my favorite team. I’ll PM you the combos.

I will say that log trap actually works rather well for Doom and I know it is an excellent assist for Dok. As anchor RR, is a bit mixed, he is fast and rocket skates becomes a much more useful tool, but people can kind of chicken block him too easily. But I can tell you that I think with missiles, RR works rather well. They give him plenty of time to work teleport mixups and setup easy high low unblockables. I do think he would take a lot of time to get up to speed though.

I also do think Missiles over beam. After similarly trying out all doom assists for a while, Missiles is just too good overall.

I think Strider is the ideal character to anchor for Dok/Doom, but I similarly think he would take too long to get up to speed. He takes a lot of practice to get working beyond spamming orbs. I still feel like my Strider is drastically sub par, and I have been playing him for some months now. I’d say the other best option for an anchor for Doom would be Ammy. She does well in the last spot and Doom gets enormous mileage from having her there. Just look at Marlinpie or Clockwork.

I think you should roll with Cap. Even with the lacking synergies, I cannot stress enough the value of picking your shit. If he is your best character, and he works even slightly with Dok/Doom, then just put the time into working him into the team. You will probably get farther than you would learning a new character in a short amount of time. Getting kill combos down is way less important than just having a solid grasp of how your character’s neutral game works. And for me, learning a characters neutral game properly is pretty time consuming, so going with what you know will probably only help your chances.

If you just want to go for an easy to play, top tier anchor, then go with Vergil. He is by far and away the strongest anchor in the game who requires very little work to learn. I think if you use him though, judgement cut is better than rapid slash. Rapid slash help push people back, but on hit, Dok can’t really combo off it unless he is in the corner. the orb is a really good zoning tool, that also helps give dok easy pickups off throws. and decent forward pressure.

If you are confident in your DOOM, DOK/DOOM/STRIDER is sexy. All really good shells with some derp in the back.

Thanks for the advice all. I’m still up in the air about choices.

I could roll with cap, its just modok beam/bomb doesn’t really help keep charging star safe nor does it help cartwheel mixups (i use arthur normally with cap). Additionally, its pretty hard to combo off of shield slash assist unless its early in the combo, which sucks :(. I rarely call cap for assists anyway since he’s usually point for me but yeah. maybe i should just be using shield slash assist early to help get me a cube then use missiles to combo jamming bomb shrug

I am very confident in my doom, but I’ve tried to learn strider and i’m just horrible with him. I dont want to put myself in a situation where i may lose dok/doom and then i’m just rolling my face and flipping a coin – with my level of strider play that is pretty much what it is.

LTP: Messed with spencer a bit, but just having difficulty using spencer with modok. Going to practice this grapple assist resets as it seems like that is where i would be able to get my most mileage. still not sold on it.

I’ve narrowed the character choices to cap, spencer, rocket raccoon. I was thinking of playing dr strange jsut because i’m familiar with the character but I kind of feel like bionic lancer punishes things in the same way as spell of vishanti and i’m considerably a better spencer player than strange player. one reason why i’m strayin gaway from cap play is because I really look at my modok as a point character and I really like having two assists to back it. cap’s assist ahve been less than stellar.

Just wondering, but what assists would actually keep charging star safe? Every time, it always seems to be cancelled into hyper and DHC’d if needed. And barrier might be good for Cap for a really persistent, relatively safe shield slash game. Bomb would perform a similar function.

I’d just try making what you are familiar with work (Cap or Spencer), but based on your team compositions, it would probably be optimal if they were on point with Dok second for TACs. RR and Strange let you put Dok on point, but learning a new character would be hard.

Find some canned bit of pressure you can do with Cap/Dok(beam). I’m no Cap player, but would something like cr.L and beam, cr.M, cr.H, L shield slash, combo, work? If so, you could mix it up with something like cr.L and beam, cr.M, cartwheel, combo?

What are you doing with Firebrand? c.M+Assist into cube?

With bolts I’m doing c.M+Assist into cube, c.H into L-Bomb… it IS kinda tight though, and doesn’t work if you go too long beforehand unless you tweak/change it.

Yep, that’s what I use, though I call the assist during my wave dash (not sure if makes a difference really, since the assist is so fast). L blaster is fine too.

Hmm, I went ahead and tested that and it does seem quite tight in many cases.

Gonna spens the entire week cap/dok/doom and dok/rr/doom

Many assists help keep charging star safe without needing to dhc, like Arthur dagger doom beam etc. but yeah, maybe I just need to change my beam timing. Will test!