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

The more I use taskmaster arrows, the more I think it is the overall, most practical assist for Modok. Even moreso than missiles… not sure if I will take heat for saying that lol. I sort of want to say Bolts of Balthack are stronger, but harder to protect and you then need to play Dr. Strange… which is tough.

I’m also startled at how different Greyhound shot and task arrows behave. Task arrows are so easy extend combos, corner carry, and combo off of throws with. Greyhound shot causes much more knockback on an airborne opponent that you largely cannot combo off of it at all. Then when you are in a situation to combo into it, it causes so much hitstun decay that follow ups are largely not possible. Task arrows even give Dok an easy corner combo into jamming bomb because of how little they scale hitstun. I think that is largely because the first arrow starts off higher in the air than the following arrows, so you juggle off the single shot and avoid adding hitstun decay. Greyhound makes it so all the arrows hit and immediately add to scaling.

I think I wrote off taskmaster’s arrows earlier because I had assumed they behaved the same way as Hawkeye’s. I really could not have been farther off on that.

I’ve been messing with cap/spencer/dok (beam) and that is fun! Beam keeps charging star safe and helps spencer setup some awesome command grabs. U can also continue thcs which is pretty badass looking. However, modok is in the back :frowning:

Hey kensanity, it seems we have similar taste in characters. Both play Cap/Doom…both picked up MODOK :stuck_out_tongue:

You clearly picked him up way before I did. I just started messing with this character the other day and have to say, he is a blast to play! I’m sure I won’t feel that way when I’m getting his neutral game sorted out, but for the moment I’m having fun just learning his movement and such.

Anyway back on topic here. I actually have a similar issue with forming a team for MODOK. I’m not ENTIRELY put off by not knowing who to play since I’m still learning the character, but for some reason I have fun with Akuma/MODOK/Doom. The only thing that’s a bit odd is if you’re mashing directions + buttons while doing the cannonball super, you might accidentally DHC to Raging Demon. XD Ouch.

Anyway, Cap is also my best character, and I really considered doing Cap/Modok/Doom…but I’m really hung up on the assist choice for MODOK.

If I use bomb, I get a good assist that SORT of helps Cap’s mix-up game, but not really…the assist is really good for baiting blocks so you can tick throw and things of that nature, but either way…

someone mentioned using the barrier, to use it to set up an obstacle for Cap’s shield pressure. This actually sounds awesome to me, as one of those “consistent, mostly safe” shield-chuckers. In fact, the only time I get punished is when I throw a shield just a bit too close and someone gets to run up and air throw or just punish me. The thought of the barrier helping me set up my pressure sounds pretty nice, though I can’t really see it helping Cap’s charging star / cartwheel game whatsoever.

As for the beam, well I haven’t tried it, but I can surely imagine it helping to keep charging stars safe…it seems like it’d be almost too quick for a cartwheel mixup…

anyway, ken, considering you’ve spent much more time with Cap/MODOK and I respect your opinion…what are your thoughts on this? I know you just said using beam is nice. Do you think it really depends on playstyle? Obviously all Caps love doing “random” (read: calculated!) charging stars and hoping they catch. Would the beam only be better than say, the shield, if I were to rely more on the charging star game than the shield slash game?

On an unrelated note, the other character from my main team (Zero) seems like he might be fun with MODOK. Zero/MODOK/Doom (missiles)?

My thoughts are that if I use jamming bomb, there’s potential to do some silliness like…OTG dive kick + jamming bomb xx buster xx lightning, bomb hits, lightning, buster xx lightning (if there’s enough time to charge). Anyone here play Zero with MODOK? Do you think if you did the HPB DHC thing to make someone slow fall in the corner, Zero could be DHC’d to with clones to start a lightning loop?

Sorry this is a bunch of rambling, just excited to have a fun new character in my hands!

Not sure if im the only one who’s tried this team comp but Shuma/Dok/Skrull with Ray/Bomb/Tenderizer is pretty great. skrull and dok are beastly considering his tenderizer locks up incoming characters into his goo-overhead unblockables. (Guess shuma could do the same into Lv3) But then again, skrull can do pretty much everything alone too. Ray and bomb both OTG so extending combos is ezpz. DHCs work well and if your execution is good enough, theres a shuma tac unblockable and a modok TAC infinite but thats pushing it. Dok’s infinite durability bomb helps protect shuma getting in and otg’s to extend combos if needed (although it has a slow startup). The Killer Illumination could be a safe DHC from shuma’s taunt stance like skrulls armor on his skrull torch.lots of other stuff, but im pretty new so help/tips would be appreciated :stuck_out_tongue:

Shuma unblockable?

Please elaborate! I’m interested in learning Shuma… because he’s so wacky. :slight_smile:

Yes :smiley: he has a few ways to make his TAC unblockable, his dash ([media=youtube]lKeAmO2QkwM[/media]) and the eyeballs ([media=youtube]4QSk9kEh4Wg[/media]) Theres a japanese guy that uses this to ALWAYS get magneto’s swaggety squeeze into his combos. trying to find the video though :S idk how to write japanese lol ill post back when i find it

Found it! [media=youtube]9RDt7jYy9m4[/media]
Edit: 13:15 for you impatient people hahaha

Killer Illumination is pretty easily punishable on whiff. Dok’s safest DHC to get him in is usually HBR. I think that if you manage to get your opponent to block Shuma’s Mystic Smash hyper at fullscreen (there has to be a way to set that up), a DHC into HBR into an unblockable might work. And that unblockable TAC Shuma tech is really nice.

I’m think the 2nd video doesn’t work anymore (patched out in Ultimate)?

Ty :smiley:
I’ll try stuff out when i get to a game hahah
and yeah, the shuma forums are dead though :confused:

I havn’t had the chance to try it yet :frowning: i went on vacation so i havnt played for a while ><
sorry if i got your hopes up though D:

no one likes hulk with modok? task arrows is buff with modok, like missiles. morrigan and zero are both buff with modok as well.

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mvc3’s badguys. pick and choose. have fun.

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ice cold. one of my favorites.:tup:

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the circus is in town. this team survives on being really abstract in addition to the zaniness of firebrand anchor (aka anchorbrand). viper works here also instead of firebrand.

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morr/modok/task is the vanilla version of this team, and morr/modok/strider is the ultimate version of this team.

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very unique team. VERY deadly combos!

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seeing a trend?:wink2: yjdk.

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a very abstract phoenix team. great combos!:tup:

My buddy (who is not a serious player at all) was talking about running a Marvel 2 style team with Dark Phoenix as anchor. I suggested MODOK as a battery character and Rocket Racoon with Log Trap as an assist only character in order to build the meter for Phoenix. Its a poor choice to run a team in this manner, but would that work well as a team?

If you want an assist only character on a Phoenix team, might as well throw in Morrigan’s meter build assist or Doom’s missiles. I guess RR is fine, but if your friend isn’t going to be practicing the game much, may as well go for easier characters with better assists and more health (and probably an easier point character instead of Dok like Wesker or Magneto). You can fly around calling the meter assist with Dok or have the missiles assist for some very effective zoning and offensive pressure.

I pretty much agree with LTP there. You either want to run away while gaining meter for dark phoenix or have a strong all around assist behind Dok. I personally think Taskmaster horizontal arrows, missiles, or Morrigan meter gain make the most Sense.

I actually prefer Task arrows to missiles in most situations nowadays. I spent a long time with Dok/RR, and Log trap is great for Dok, but not good enough to be a primary assist for him. RR doesn’t do too well on his own, and he doesn’t do enough damage to gain meter for pheonix easily. If you aren’t going to run a meter assist, Task arrows will guarantee that Dok is extending his combos easily, whether in the corner or midscreen.

Missiles will give a lot of screen control, but midcreen combo extension becomes fickle and often character specific. This can be dealt with by learning TAC combos back and forth between Dok/Doom to gain ludicrous amounts of meter for pheonix. But since you mention your friend not being a very serious player, running ways to make Dok’s combos easier sounds best. Taskmaster arrows do that the best imo.

Running Task will boost Dok’s neutral game, damage, and make his combos consistent. He gives Dok strong DHC’s should you need them, and then if you need to tag Dok out, you have an easy to play character in Task who gets a lot out of Dok’s blaster assist. Having all that health on Task also helps build meter for Phoenix.

Another character worth noting for his assist with Modok is Strange’s Bolts. They are arguably better than Task arrows, they just come attached to a much worse character.

If your friend isn’t going to be playing very much, I would honestly suggest someone who is not MODOK to be honest… He isn’t exactly noob friendly. :sad:

Modok and morrigan meter build assist can be pretty braindead though lol

I agree with Nos, I love playing MODOK but he’s the LONG way around for a casual player.

I’m actually still working with this team as well in the lab just give me a little more time. Dorm
may be better in some ways but the DOK is way more fun lol.

I think MODOK/Morrigan is a interesting idea, but I just worried that…

  1. MODOK will by himself, He and Morrigan will have no assist to help them get in or get people off them. MODOK can only provide Morrigan a barrier/bomb as I guess to protect her, but that’s it. MODOK will have to play a runaway game with no assist to aid him out of if the oppotent catches him.

  2. The Duo has to pick a character that will put that meter into good use and win matches. Phoenix has won anything these days, and is not strong enough as she was in Vanilla. You have to be REALLY good with the anchor character in order to win matches.

I think MODOK/Morrigan will work well with Vergil/Strider for example. Strider isn’t the best anchor, but he provide Morrigan a beta Morrigan/Doom setup, plus Strider will have 3 bars to kill a team. Vergil can be an anchor character benefits from both MODOK’OTG bomb and Morrigan’s meter building assist.

My current team is Modok/Dorm/Ammy

My main goal is getting them in the corner so I can DHC into Stalking Flare after a long extended combo. This gives me enough time to Charge up for Dorm Meteors, raw tag, and confirm off that. Bonus points if they die.

-If they get hit by the meteors then I otg and confirm off that.

-If they block then I’ll just set up the unblockable with Ammy.

Kinda like Zak Bennett but with Modok. And Modok

The only issue here is that Ammy can’t really extend modok combos, I mainly use her for locking people down during my Modok block strings. I can’t really set up the unblockable mid-screen (tips?) but everyone falls C.H -airdash DF -> C.H these days.