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

I’m sure it’s pretty hard to pushblock anything you do when Cold Star is out. From j.M, you get a free high-low with cr.H or IAD j.L. You can even do cr.H or cr.H, fly cancel it’s startup, j.L (really, really dirty mixup when you have them grounded and in a lockdown assist).

Perhaps you can setup unblockables midscreen with something like: j.M, land, dash and call Ammy, st or cr.L (in case j.M hits air to air for a combo), go from there.

That sounds and looks sick. I just tried it out now. Definitely going to add that to my game.

How do Magneto and MODOK fit together? The DHCs seem to work well enough but what about the assists? What assists should I use with them? The team I’m working on is Mags/Dok/Doom (team LTP apparently).

Personally, with Mags/Dok/Doom, I like using hyper grav, bomb, and missiles as assists. With Mags, his counter assist is pretty terrible and his beam assist really isn’t too useful for either Dok or Doom, since they don’t have teleports, they all have beams anyway, and the assist is subject to hitstun deterioration. Hyper grav is a nice assist for incoming mixups and combo extensions for both characters. You can even catch people with MODOK at the top of the screen with the hyper grav assist for a full combo (just fun to do). With MODOK, all of his assists work out decently, but I prefer using the bomb, if only for the easy incoming mixups it gives Magneto (basically call the bomb, super jump and dash around to make it cross up or fake cross up for the confirm or further pressure). Blaster and barrier are decent too, but once again, beam assists usually aren’t the best with characters that already have beams and the barrier as an assist has, for me, always felt kinda gimmicky and in the situations you would call it as Magneto, you’d probably rather call missiles anyway. Since the bomb as pretty much infinite durability, it acts a lot like the barrier anyway. I think I don’t have to explain choosing missiles as an assist lol.

Thanks, this helps me a lot. What’s the best way to extend Mags’ combos with the bomb assist? The best I could get after a basic fly loop is a launcher (call bomb), j.S, ADD, j.S, shockwawe but that doesn’t add any damage compared to just ending the combo with M.Tempest…

Hey man sorry for the late reply but I never saw this post,…,

Anyway here are my thoughts on cap/modok/doom

U beam is the best assist for cap but barrier is the best assist for doom. This is why team order is very important with this makeup.

Beam does

  1. makes charging star relatively safe.
  2. helps cartwheel mixups
  3. allows extended otg combos in corner with cap
  4. allows charging star mixups ( character incoming or just in air, call assist plus charging star, if beam hits it’s free juggle)

Barrier does

  1. incoming mixups that are very safe for doom
  2. quasi combo breaker, lot of people press buttons even with lariat around. Big mistake for them

Problem with cap modok is that they have poor dhc synergy. So usually, you’d have to use the missiles from doom to do a double hyper charging star combo for optimal damage. I prefer modok on point, but with this particular team , I play cap till he dies, so that he is backed by beam and missilesm then I play modok backed with missiles then doom anchor. With another horizontal assist like taskmaster arrows, I can play modok on point and back cap with arrows when modok dies. This is significant to me. Modok point gives u neutral advantage when the round starts and it’s much easier to dhc from hyper battering ram as opposed to dhc into it.

I would also say choose charging star as caps assist. I usually go with shield and it’s useful for small modok combos but when u start optimizing modok damage, that assist is not very good. Charging star is hit stun immune so it’s very helpful. Also helps pressure. The team is worth playing. It’s very versatile but I just feel lik cap is very reliant on assists… Even more so than modok. That makes beam a necessity if u are for sure using missiles with doom. And if u are using modok, then trust me u are using missiles with doom. That combination is so strong.

Cap (charging star)/modok(beam)/doom (missiles) is the order I’d play. Hell I would main that team if this league thing didn’t force me have to not use doom lol.

It’s worth it tho. For the record I rate zone with shields than use random charging stars, but the way modok beam works makes random charging stars very profitable, u can do it so that the charging star hits late and the beam crosses up etc. very amusing. Also charging star into hyper on block into modok grab super works a hell of a lot

No problem. Honestly, MODOK’s assists are really poor at extending combos and I haven’t found a way to incorporate Dok’s bomb or beam into Mag’s combos that is worthwhile. They’re useful for opening people up in neutral, but not much more than that, plus it’s nice to have the hyper grav assist if you choose to TAC or DHC into MODOK in the corner. Doom missiles also do all the combo extension you want if you still have access to them during your combo. Just ending with Tempest is nicer for DHCs to MODOK or Doom too.

Cool man, thanks for the input. I was using bomb for a while but it wasn’t really getting the job done, I think I’ll give the other assists a shot now. Beam sounds pretty fun, although shield + missiles can make for some VERY annoying Cap chip pressure. Also, I’ve actually only been using Charging Star assist for a long time now. I used shield slash before, but Charging Star can be like a mini lariat sometimes, I swear. It’s helpful getting people off of you. Speaking of that assist, I was having some issues extending combos with MODOK in the corner with it. I was trying to call assist + 2M, then 6H but I found they would always air recover between the charging star and the 6H. I think my problem though was that I was trying to link them instead of just chaining. If that works, then my MODOK b&b’s that I’ve been working on using Akuma can easily be transferred to Cap.

I always use Doom missiles, also. Honestly every single Cap team I play HAS to have Doom missiles on it. It turns a character that hits like a grown ass man into a character who hits like a truck. Just can’t resist being able to one-touch people with Cap. And I’ve seen what MODOK can do with missiles as far as jamming bomb combos and unblockable setups, so I feel the team would be really good. I’m with you on the start of the match thing as well. I’d prefer to start MODOK because he is the best character in the game at opening, in my opinion, since he can dictate the speed of the match immediately, and even if he dies I’m left with a shell of Cap/Doom, which I’m very comfortable with considering my main team forces me to play that pairing all the time when Zero dies. Although Cap being beefed up with 2 assists behind him is also very tempting…

I guess I’ll just have to try out these variations and see what works best for me. Thanks for the input!

It took me a while to figure this out but the soft knockdown properties are inherent on the distance from the corner. That said, when you’ve maximized relaunches and want to extent with the assist, you need to do:
knockdown, backdash, cr+M + assist, L cube, f+H. I’ve tried with L beam, but its finnicky. I’m pretty sure it has longer startup. L cube will always work. The backdash is necessary though because if modok is deep in the corner, the opponent will have a shorter distance to fall to the floor and will recover before f+H hits. if you back dash, it adds just a little more time and the f+H will work. (LTP showed me this)

I really enjoy that team, although i’ve been derping tourneys out with modok/cap/task just because dhc from cap to task is so pwoerful. when i eventually do lose modok, cap can tod any character even off of a throw just using x factor so i think its a huge factor. i suck with task but i can’t deny how nice it is to have a second horizontal assist for cap. but yeah dude, doom missiles lol! too fun!

I’ve been having a hard time deciding which team to ultimately make my main team. After all these months of me spouting stuff here with you guys on the forum, I have really come down to the realization that for the way that I play Dok, he needs two assists to really maximize his potential on point.

  1. A beam to move forward and help corner carry with. ( of which there are plenty of beams that work)
  2. Some kind of vertical screen control that isn’t effected by hitstun scaling to help increase damage potential and neutral game control. (missiles/vajra)
  3. Optionally, he also wants one of those to help combo jamming bomb. but I find this option to be lower in priority as the metagame progresses.

He also really wants, but doesn’t need a strong upward DHC option to make full use of Hyper battering ram hits. The best two that I have tried so far is Task’s up arrows, and Sphere Flame. Both of those characters work great in the second spot and fulfill Dok’s desire for a good corner-carrying beam assist.

So, the two teams I have been working on are based around what assist helps the Dok and his second character the most.

With Dok/Task, I feel adding missiles makes that team very strong and cohesive. Doom anchor is mediocre, but not terrible, and he free’s up xfactor and meter usage for Taskmaster in lvl 2, which is quite strong. It also frees x factor up for lvl 1 should the situation call for it. Task arrows are easy to confirm off of for forward momentum and barely scale hitstun, which is nice. And Horizontal arrows gives Modok a good way to punish bad assist calls. Overall, it is a lot more like an MVC2 style battery/user/assist team.

With Doom second, Vajra brings the team together and gives the team one of the best x factor level 3 anchors. I just largely need to save xfactor and conserve meter a bit more. It also does less damage by a bit, but opens up extended tac combo options between Dok/Doom which balance that damage out. It also has easy access to jamming bomb from midscreen with Vajra. Doom beam is unfortunately a bit difficult to combo off of though, which ultimately leaves that assist more for extending combos and zoning.

So… yeah… Think both of these teams are almost ideal for running dok on point, but I am certainly having a hard time figuring out which of them I really want to put my time into. I am going to try Task/Missiles for a while and see how much I miss Strider. I highly recommend any of you guys to try these teams out though, They give Dok a crazy amount of neutral game options and strong damage output. Anyone else feel like it is really hard to play Dok without arriving at using Doom in some capacity?

I think Dok/Task/Doom is really strong. Just Dok/Doom (missiles) is a very strong shell, and honestly, all my teams I would consider to main include Dok/Doom (missiles). Dok with missiles just has great neutral game abilities, damage output, jamming bomb combos, etc. Missiles helps cover the weaker points of his neutral (like dealing with teleports), thus similarly augmenting what he is already great at. It really does give you much more freedom and lets you take more risks.

Personally, I’ve given up on playing one main team, since I can’t really find a character that I just think is absolutely perfect with the Dok/Doom shell that I can connect with. I really like playing Strange and he turns the Dok/Doom shell into a devastating counter pick team… but it’s very matchup specific. I like playing Magneto too and he covers a lot of matchups that the Strange team just wouldn’t work well against should Dok die. But even then, I really don’t have much of an answer to Super Skrull, Hawkeye, and Strider, and whenever I face a team with more than one of those characters, it’s a pain. Point Doom can deal with Skrull nicely, but getting Doom out before Skrull gets in is a challenge. I think Dok/missiles can deal with Hawkeye, but I really need to get that first barrier out. I think that matchup is fairly even, but if Dok loses, the rest of my team goes and that’s a big problem, especially against something like Hawkeye/Strider. A good Strider just steamrolls through Dok/missiles, and I can’t really find an answer to it. Oddly enough, my Chun team seems to deal with Strider the best, thanks to Strider’s low health and need to get in, Chun’s good buttons up close, and her upkicks utterly destroying Vajra assist. I would make Chun my main team if I could but… she’s so bad :frowning: I’ll keep practicing her anyway because it’s too fun when you can actually get in. My Mags, Strange, and Chun teams are the only ones I actively practice.

I’ve stopped trying Dorm (I just can’t get the hang of him), but I’m still considering Vergil and Viper for Dok/Doom. If I could play Viper really well, I would play Viper/Dok/Doom. There is just too much good stuff on that team and it’s a blast to play when I can actually get hits in with Viper. Vergil is nice too, but I really don’t enjoy playing him as much as the rest of my characters, but I still keep in mind what he can do for the more difficult matchups (like those previously mentioned), though I usually just take the gamble with my Strange team for the HPB into SoV into XF ToD to take out the problem characters. I’ve also messed around with Morrigan, Firebrand, and Chris, but I can’t really get the hang of them either or just like other characters better. I really need to find something for Hawkeye/Strider and to a lesser extent, a good Chris with missiles, though I do need more experience fighting that.

I always seem to get blown up by Chun players. It is weird, because I know she isn’t very good, and I know why she isn’t very good, but my general lack of experience against her always causes me to wind up making a bad choice somewhere which gives me a lot of kicks to the face.

And yeah, Dok feels like one of those characters where there isn’t a very clear cut best team for him yet. It largely seems like there are team archetypes based on what primary assist you want to give him and second slot characters that compliment best between them. I was running Dok/Task/Strider for the last few weeks, but it just doesn’t feel like a really cohesive team. It just feels like a good example of false choice compared to trading Strider for Missiles or Task for Doom with Plasma Beam.

I do think Task is in the running for one of the best characters to pair into the dok/missiles shell though. And I really can’t think of a better character to place second when using Vajra than Doom with beam because missiles is a bit of a superfluous assist on that team.

On hawkeye, yeah that really comes down to getting a barrier up most of the time. I’d have to see you play the match up to really give you much more help than that. But I suppose it comes down to baiting out Vajra and avoiding blockstun from arrows as best you can to get yourself defense established. I find that I don’t have much of a problem with Hawkeye ever since I started using a beam assist to supplement vajra or missiles. it will usually keep the board clear long enough to set up and then provide a lot of improved zoning by preventing people from ducking Dok’s beam.

And yeah, I think Viper works well on point with Dok second. Doom on the end of that team is a natural fit. I’ve just made an effort from day one to try and find what I think is the optimal team for running Dok on point, which is why I have shied away from Viper and Spencer. both work great with dok behind them, but feel a bit lacking when Dok is out front. Viper is just a blast to play though, I put some time into her in vanilla and really enjoyed her. Vergil I think is one of the best characters to put second to Dok because it is so easy to get good damage off a beam DHC into Swords. One of the few characters that really converts well there. But I also ound him too boring to play after a few weeks into ultimate.

Yeah, I really don’t think there is a single best team for MODOK any of us can point out yet, but I really do think it would include Doom missiles. It just does everything. I would say that Dok/Missiles/Drones is the best team to get started learning Dok, though perhaps Drones could be switched with Lariat.

Task is definitely one of the best with Dok/missiles IMO. There are relatively safe DHCs all around, nice assists for combo extension and neutral, great damage output… there really isn’t much more to ask for. I’d try Task if I didn’t completely hate him. With Dok second and Doom missiles third, I’d have to say Magneto and Viper are probably the best to have in front. They build all the meter they use in their combos, their combos corner carry, they don’t use up the wallbounce and groundbounce and their assists are immune to HSD (great for DHCs to HPB and their followups for a ToD), their neutral with missiles is great, they have great damage output, and they have nice ways to DHC into MODOK (Viper has invincibility and Dok can combo off of Mag Shockwave anywhere if it hits). With Dok first and missiles third, it’s hard to say what the best second character would be. Vergil like you said comes to mind, as well as Dorm and Strange (for that SoV). Task definitely seems solid there too. Maybe even Ryu with his safe DHCs and HSD immune assists. I’m thinking Trish would be good for setting up unblockables on wake up after a hard tag to Dok. Maybe after a wallbounce in the corner Trish’s hard tag hits and you can throw out Round Harvest then instead of after HPB? It’s definitely harder to find that second character since so many characters bring these different, powerful options to the table.

Hmmm, I’ll have to try Strange’s bolts assist against Hawkeye, if I ever stop spamming the missiles assist lol. Hawkeye/Strider is so annoying though. They complement each other so well, and they are both great anchors, so I can’t abuse SoV XF until I kill/jam one of them.

Yeah, I love playing point Dok, and I’ve been spoiled because of it. I can’t deal with the start of round shenanigans with most every other character now… it’s pretty much why I usually put Magneto second on my Mags team, even if it makes more sense to start him.

I think Spencer/Dok/Missiles or Spencer/Dok/Task arrows are also among the better teams for running Dok second. That team hyper setup that Rubex uses is really strong and both assists do wonders for Spencer/Dok.

Cool man, didn’t even think about using the L cube there. Just speaks to my inexperience with the character. Thanks for the tip!

So, I’ve lurked around this forum for the last day or so in my attempt to learn Modok. I’m leaning to going with Modok + Drones + Missiles. From what I gather, easiest combo method into jamming bomb is hitting a F+H while the opponent is high off the ground. To me, Missiles seems to be the easiest method of doing this late in a combo. That said, do you guys feel that Modok becomes more limited in his options if he’s relying heavily on Drones as the primary assist rather than Missiles (since, I’ll be attempting to save them for combo endings)?

U can use drones to extend into jamming bomb. imo its the easiest jamming bomb setup. just kncokdown otg + drones, fly jS, l cube jamming bomb

Lol, nope.

MODOK can cover Sent, and it’s easier for MODOK to be offensive with his movement.

And it’s nicer to zone with Missiles IMO.

Either way, jamming bomb combos aren’t particularly difficult to do with either assist, but they aren’t the easiest either. Use the more appropriate assist in neutral for the situation and learn the jamming bomb combos with your assists. Learn them when you have both your assists as well (really consistent if you know how to relaunch and OTG with missiles after that relaunch).

Thanks for the feedback. I hope to troll with the best in the future.