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

Hey guys I wanted to build a trollish team around MODOK, and since I already decided to pair him with Deadpool I was looking for a third.

Of these 3, which one will make the team better

  1. Raccoon
  2. Arthur
  3. Ghost Rider

I must throw in there that if you can work DOK, DOK/DORM/DOOM is AMAZING. I’m getting more practice with this team and if you get momentum is just so unfair.

the x/ dorm/doom shell is just plain amazing. i am using thor with that shell with great results

for synergy i’d suggest raccoon. with deadpool teleport u could probably setup some brilliant left right mixups. also, its a decent combo extender, although it would just take the place of f+H in most combos i assume. still a nice little addition. you can also do some flying brilliance. like fly high, body attack call assist for the ghetto crossup hit confirms, not to mention dhc from raccoon to modok allows for the HPB combo follow up etc.

arthur is cool, but the assists don’t help extgend combos, and i know nothing about ghost rider.

Thanks kensanity. I think ill go with Raccoon. His assist is pretty trollish. GR kinda sucks, so I just scratched him off the list.

Racoon>Arthur>>>Ghost RIder IMO.

The problem with Ghost Rider is that you got to put on point with assists that help, you can’t put him in the back like Arthur or Coon. Racoon has a better assist, but Arthur is defiantly a better anchor. They both got assists that help MODOK/Deadpool in a few good ways.

What do you guys think of a MODOK with Trish’s Peekaboo and Akuma’s Tatsu? I’m just trying him out using my current team format right now and seeing how that works.

Also, what types of assists in general does MODOK need? (Pardon me for not reading the previous pages.)

MODOK generally likes get off me assists (haggar, gold hsien ko) and assists that help with zoning (missiles, drones, log trap, etc). Having the assist immune to hitstun is usually a huge damage bonus, as assist extensions will get you up to 400k more with both assists. I’d say hidden missiles is probably the best assist for MODOK and you get the 2 characters with the best TACs imo.

MODOK backed up by Trish and Akuma is certainly… unique. You might not have any high damage combos with MODOK on point, but Dok can do self unblockables if you throw out a Round Harvest with Trish after a knockdown, and if they get hit on purpose, MODOK’s j.S makes confirms easy. Just letting you know, MODOK and Deadpool have some nice synergy. Dok doesn’t have the best lows, so the quick work assist is great for unblockables and combo extension.

Son of a bitch, LTP is using my MODOK team; there goes my originality. -__-

Well actually, I plan on playing it like MODOK(barrier)/Doom(missiles)/Strange(bolts).

My current team is Strange/Doom/Hawkeye but I am just tired of Strange’s start-of the round weaknesses and Hawkeye derp mode on anchor, he bores me to death.

I figured MODOK would be a good choice to replace Strange on point and I’d move Strange to anchor.

Anyone have any beginner MODOK tips that correspond with the team I plan on using?

With MODOK on point, all you need to do is zone and spam missiles. That’s all you have to do in a nutshell.

Personally, I run that team as MODOK(blaster)/Strange(Eye)/Doom(missiles). I like Strange in the second position because you can do HPB with MODOK anywhere, DHC to SoV, XF, and kill a character or two if they were mashing assists. Doom has a nicer TAC in second, but I really like the ability to kill any character anywhere off a blaster with 2 bars and XF. DHCs are easier with Doom second though, since you can do HBR, Sphere Flame, SoV, instead of potentially leaving a character alive or needing to do HBR loops. Strange Eye on incoming is nice for unblockables and it lets you do more damaging combo extensions, but using the Bolts assist for extensions is easier, though far less damaging if you don’t have both your groundbounce and wallbounce. Strange also likes blaster as an assist for teleport crossups, and it lets you easily confirm into IP loops. Barrier is nice too, since you just call it out in the beginning of your blockstring and you can do pretty much anything from there (perhaps something like cr.L and barrier, st.MH, M daggers). MODOK can use bolts for a nice bit of fullscreen damage (3 L blasters in a row) and pressure (high, low, grab). I have a couple of videos with Dok/Strange/Doom floating around in the video thread and on youtube, if you’re interested, though some of the stuff is a bit outdated.

Also, at the start of the round, doing something like flying up, then doing j.L and call missiles, you can shut down a lot of stuff or at least be safe, since you can flight cancel to block right away. It’s surprisingly nice against teams like Zero/Dante, since even Zero has to respect your air normals at the start and they are probably mashing Jam Session. It’s kinda terrible how many times I’ve gotten 2 for 1s at the start of the round against Zero/Dante. After that, you can bait them to punish that (like they do lariat, shockwave, up grapple) and you can get the upper hand.

I do some zoning with Strange+missiles, so I’m sure MODOK will feel very similar in terms of zoning methods.

I prefer Strange in second as well (as do most Strange mains) but I just cannot stand Doom on anchor. I’m never going back to that nonsense again.

3 L blasters in a row with bolts eh? Thanks man, I’ll keep that in mind. I saw a tournament player using bolts to extend his MODOK combos and figured it was the most optimal option since it doesn’t scale as heavily. Correct me if I’m wrong, but MODOK seems like a character who needs some type of horizontal beam assist in order to get in effectively? That’s another reason I’m with bolts right now.

I hadn’t thought of EoA unblockable’s though…

Just watched one of your videos, the first combo that used the EoA+missiles and did around 1.1 was really nice. The rest of the video was a lot of Strange/Doom tech that I’m already quite familiar with, and a few FoF loops that had mystic sword missing at the end; haha. Thanks though, that first combo looks like something I’ll be looking into.

What are MODOK’s best air and ground normals, assist-less blockstrings, and are you familiar with any combos involving both bolts and missiles for extension?

You’ve gotten me really interested in EoA for Strange, I’m torn right now and can’t seem to decide.

I think horizontal assists are nice for MODOK going in, but honestly, I never see a reason for Dok to ever actively go in rush down style. With all the projectiles and assists making it hard to get in means that once they do get close, they are likely to be at a big disadvantage or they will get caught by random stuff. That is when I rush down and start zoning again when they pushblock, since Dok’s blockstrings are completely safe.

With EoA, you can do on incoming: cr.M and eye, M cube. M cube hits as soon as they enter the screen, so either they get hit for a free combo, or they block or pushblock, land in the eye, and you can do cr.M, fly, adf, j.L for an unblockable. This works for pretty much any lockdown assist.

I don’t know how to hit the Mystic Sword at the end of combos so that it ignores hitstun, so I just don’t do it. Dok’s air normals are all great sans j.H. j.L is a nice instant overhead and it’s really difficult to throw. j.M is great for retreating with super jump tri jumps, spacing, or beating push blocks with instant air dashes. j.S has a nice hitbox that can cross up. st.L, cr.M anti airs nicely. (cr.L, st.M, cr.H, IAD j.L/M)xn is your basic blockstring. If you want more info on pretty much everything for Dok, you can scan through the tutorial under the pinned threads. Mixups, combos, neutral, movement, hitconfirms, unblockable setups, XF… it’s all there.

I’m still not sure if I want eye or bolts still actually, but I really love the incoming unblockables, which convert nicely into jamming bombs with missiles. Here are 2 practical combos optimized for damage with Bolts/Missiles. You can do either of these combos off of pretty much any starter.
cr.L, st.M, cr.H, IAD j.M, dash, S, j.MMHS, (wave dash twice or jump up, addf), cr.M, S, delay, j.MMS, back dash and call bolts, cr.M, L cube, L blaster, f+H, L bomb/cube, f+H, jump, IAD j.S, pause, call missiles, f+H, jump, addf, S, j.L, M bomb (when missiles hit), L blaster, add(f), j.S, cr.M, L blaster, HBR

cr.L, st.M, cr.H, IAD j.M, dash, S, j.MMHS, call missiles and (wave dash twice or jump up, addf), cr.M, S, delay, j.MMS, L bomb, (optional L bomb), f+H, L bomb/cube, f+H and call bolts, L blaster, L blaster, HBR (I don’t quite remember the timing of the bolts assist though).

My god, you are one helpful guy.

Thank you very much. Going to start practicing that blockstring, get used to box dashing with him, try out those combos, and establish some type of neutral game.

Damn just the info i was looking fir! Fuck strange is hard to play. please pm me some strangebnb shit i should know!

Some good info, thanks!

I suppose that if I run into damage problems I can take the easy way out and do Trish’s TACfinite.

If you need any Strange advice, feel free to send me a PM with a list of questions and I’ll gladly answer them.

Tatsu is sort of a GFTO assist with high priority, so it’s useful for zoning purposes since MODOK needs something to get people off him. You can probably use peekaboo to prevent wolverines, or Doomss trying to dive kick MODOK’s dome. You can also use Peekaboo/Tatsu incoming setups like…

  1. (Corner) snap,do meaty cube where they come in, peekaboo, cr.m,flight, dash into airdash l so it setups like a unblockable.
    2.(Corner) snap, do Airdash+ a meaty air M(assume that that they pushblock),call akuma so that they are lockdown, and you can probably grab them.
    3.(Midscreen), snap, call peekaboo, do a body attack to cross them up.

There is more than that, that’s good enough.

To do list:

Box dashing, tri-dashing, IAD’s: Complete.
Memorizing all his moves: Complete.
Timing this retarded bolts assist: Incomplete.
Neutral game: Not even close to complete.
Loving this characters style so far: Complete.
Combos: Incomplete.

lol i just picked up strange as per your suggestion in the main team thread, and i’m having trouble with the same things as well. i thought it would be fairly simple to just otg with slime and call bolts and do stuff but the timing is clearly different. Granted, ive spent roughly 5 minutes in training mode with the team and I just wing it in casuals with the team, but I’m probably gonna go the route of using missiles to OTG, follow with wall bounce, follow with ground bounce + bolts and then go from there.

How would MODOK/Arthur/Iron Man (Repulsar) work? I’m sold on X/Arthur/Repulsar, but I’m trying to find a good point. Repulsar gives MODOK an anti-teleport assist and Daggers gives him a way to approach. I would play someone else, but who can say no to a face like this?