Thanks for the heads up on that. Something to keep in mind.
What good anchors are there for a Viper/MODOK pairing?
I’m currently using Amaterasu, debating using Strider, and I’m unsure about how Doom would do… Cold Star, Vajra, and Hidden Missiles are all extremely useful for Viper and MODOK.
Hidden Missiles is the best assist for both, but Doom is the worst anchor. Vajra and Cold Star are both very good (but worse than Missiles, I think), and Amaterasu and Strider are both very good anchors.
So which of the three (or even someone else) should I use?
For this team You should pick Strider. Cold Star is useful, but it benefits Viper more than MODOK. As much as lockdown is useful for MODOK offensive is useful, Vaijra benefits MODOK more so. MODOK can effectively zone, and can even have decent incoming mixups with Vajira. Just like Viper, MODOK can OTG from hits from vajira.
I honestly think it depends on two factors
- how good u are with modok(play style)
- how good u are with strider or doom
Sure varja is a great assist but I feel missiles provide you with the ability to assess a situation and easily switch modes from zoning to aggressiveness.
If you are putting shit on screen from full screen, chances are a random varja hit is going to be hard to convert off of. However, the delay of hidden missiles allows u to assess the neutral game and decide whether to be aggressive or not, even before the missiles hit., plus, missiles are a very versatile combo extension for Dok. Sure doom sucks at anchor, but I really feel the meta game of marvel has moved from the “save for xfactor level 3” and moved to “use xfactor early to kill problem, or to get huge character advantage ala 3v1”
Granted not having xfactor for doom makes a bad anchor worse, butidk. Srider seems shittynwithoutnxfactor or orobourus anyway.
You should keep in mind that with only Vajra assist, you will nearly forced to play a runaway heavy game with modok. Without an assist that can secure a pin (like cold star, missiles, drones) Modok’s continuous rushdown game becomes heavily limited to hit and run tactics. I’ve found that cold star is a bit of an odd angle for modok, and it is easiest to call it safely by aiming it from superjump height when you air dash up. Then you can follow up by dashing down and doing some high/low pressure or attempt an unblockable.
I think Strider helps Dok a lot, but as his only assist, it does have some limits. It is much better for viper if she is running on the back of one assist. Ammy will also give you stronger general DHC’s. Not hugely important, but something to keep in mind.
Having viper’s burn kick assist and vajra does give you access to getting 2 cubes in any combo/throw into a jamming bomb from anywhere on screen. Which isn’t required, but nice to have.
I also agree with Ken. Except for the fact that, I think lvl 3 anchors are viable strategies, they are just limited to a smaller group of characters that are truly viable anchors… Strider is definitely one of those characters that you can bank on with lvl 3 x factor and net good results. And I would like to say Strider does not need orbs to kill an entire team. All he needs is x factor. And even without x factor, if you play him safe, he can have decent match ups against a huge portion of the cast in the neutral game…
That makes a lot of sense. My MODOK is definitely not the keepaway type, so Vajra wouldn’t make much sense (plus I can’t play Strider at all…), and if I could have only one assist, it would definitely be Hidden Missiles. And I don’t know how much I would trust myself to bank on Strider making OCV combacks…
So I guess my team is Viper/MODOK/Doom then. Should MODOK’s assist be Psionic Blaster?
I would probably use blaster for modok assist to help viper get in and to extend vipers combos and u could also use doom missles to extend combos and set-up her fa unblockable. U already know missles is good for modok. Also burn kick assist for viper would be good incase u switch her out, u could go for high/low unblockable.
I thinking about using that team too.
Honestly, when I played Viper/Dok/Doom, I found myself going for the missiles assist over the Dok assist in neutral almost every time. I didn’t find Dok’s blaster to be too helpful, though I think it might keep burn kicks safe and it’s good for clearing the screen. I think balloon bomb might be the way to go for Viper, if only for the resets you can get out of it.
I’d say because you lack doom beam by choosing missiles, then I would probably go with the blaster. But many players, including myself, have found Dok’s blaster to be a bit limiting due to its height and knock back. But I think Viper is one of the characters that can get really good mileage out of it and having a beam helps her corner carry, which is nice. I’d definitely consider trying the bomb to see how you like it, but ultimately, I think the beam will probably be better suited for Viper’s play style.
I think barrier is best for her. Just adds one more "invincible tool " to open up opponents. Incoming mixups without the fear fp of any punish but throw really increases your offensive threats.
I guess it depends what your trying to do. Like if u choose missle assist and go with barrier or balloon bomb, your going to limit yourself on vipers combo extenders. For example, if u called doom to help viper get in, u really dont have another assist to help extend combos for her unless u burn meter for ex moves which is not good all the time. This is just my opinion.
I think blaster does allow you to relaunch with Viper, but I remember it being very tight. You can relaunch with missiles anyway and it’s much easier. If you just use missiles in the combo, you can use Viper’s burn kick to extend the combo after Burst Time, DHC to HPB in the corner.
Wow… so every assist has different uses for Viper… they seem all useful, so I’ll try each one out and see how it works…
I’ve been using blaster, but I think I’ll switch over to Barrier because I’m not well versed in the bomb resets…
Thanks for all of the input!
Hey what are your jill combos and your modok combos? I’d like to try this out.
I don’t really play that team as much anymore, I still might make a video ft Jill/Modok/Sent. You can find some things I posted about them in the Jill forums on page 8 of the “Team Building Thread”.
I mainly play Hulk/Jill/Doom, Jill/Dante/Doom, and Jill/Dorm/Doom. I feel Dormammu is a better choice than Modok at the moment, especially since he doesnt have a big problem against Modok. Dorm also has a better synergy with Jill than Modok/Jill, I still like Modok though.
Well, now I am going to have to change my avatar. I found that Taskmaster rounds my team out with the best of both worlds between log trap and missiles. It gives me something to approach with that is easy to convert off of. It also gives me easy corner carry, and lets me do all my 2 cube, midscreen jamming bomb combos that log trap did in conjunction with vajra. So any hit confirm or throw. The high damage DHC is also very welcome.
Only real downside is I don’t think task can convert off of vajra very easily, but it does at least help his zoning game a lot. I think I am pretty much limited to otg hypers unless I can find anything else.
But one of the biggest things for me is that Task can just plow through shit with shield skills. Doom always felt like he got wrecked by zoning when Dok died. Now I can just derp my way through projectiles with near safety. And Since he has so much health, it gives a lot of meter to Strider for anchoring if he dies… among other things… So, yeah… Taskmaster it is I guess.
Does anyone play M.O.D.O.K with Dr Strange and go for the jamming bomb loop with the
eye of agamotto assist?
Its so easy to cr.m, eye of agamotto, analyze cube, jamming bomb in the corner. Get a hit then do it again until dead without wasting a single meter
well this can be done witrh a lot of character assists, but jamming bombs setups aren’t always the best. There are some people who are pretty good at blocking and escaping pressure even when jammed. that said, jamming bomb is a very powerful tool! just be cqareful of that team hyper combo call when they read your corner pressure
I think snapping people out with Jamming bomb is the best option for a two good reasons.
- You got Magneto, Vergil, Dante, Viper,Ammy,etc. on your team. Let them mix people up after MODOK jams them.
Just imagine how difficult it would be to block a teleport+assist mixup, when they don’t remember or know that they are jammed…:badboy:
- It ruins their synergy(it messes up DHC motions of the character who is jammed).