Arthur might be gimmicky anchor, but he is a better anchor than Iron Man imo. Iron Man would still be good if he had a decent assist to him out. MODOK could get anti-teleport assist from drones or lariat, but replusor ray is a pretty decent combo extender and anti-air…so it could work.
I’m abusing XF2 Arthur plus a GTFO assist. It’s WAYYYY better than XF3 Arthur. I am going to have to see about Drones or Lariat for backup then. I main Arthur but MODOK seems like enough of a trollface character to suit my style.
Well. Alright…I’m just say that Iron Man is harder to use as anchor than Arthur. Even through Arthur is a gimmicky anchor, Iron Man’s winning match is quite difficult by himself.
Just make sure MODOK/Iron Man and Arthur/Iron Man combo is really good.
I haven’t been playing too much lately, but I am trying to get back into it and really level up my game. Largely by finally nailing down a team to learn inside and out.
As much as I like Task arrows and the excellent DHC options that Task gives Dok. I think I am going to go back to Dok/Doom/Strider once and for all, and really try to learn Doom seriously. Doom beam is a bit more fickle in combos and as a neutral game assist, but I Task’s lack of mixups is just a bit too boring for me so I’m weighing my options. Even when I put missiles in the back to boost overall team synergy, I just found myself missing Vajra for Dok. and mixing the two with Task/Vajra is pretty limited overall compared to Doom/Vajra.
My biggest problem with Doom second is that I lose about 30k damage from my corner bnb off of a j.L down to 825K… ~860k has been my target to at least one shot characters like Zero. Having a hard time figuring out where to squeeze any more damage in without making hit stun decay too noticeable. Maybe I should use more cubes and boost damage with HPB into HBR rather than DHC into Sphere Flame?
Even though I’ve constantly floated Doom around my teams, I’ve never put serious time with him into training mode beyond some basic bnb’s. I’ve always been a bit hesitant to stick with him due to a few specific bad match ups (like Dorm), but I figure Doom/Vajra is a lot more potent a combo when played by someone more versed in the characters (like Forward, who is constantly winning our ranbats lately with his Viper/Doom/Strider team). So I think I just need to suck it up and improve with it rather than look for a character switch.
I’m going Beam over missiles because Vajra basically does the same job as missiles and it leaves the beam open more for combo extension/corner carries and also as a bit of a get off me assist since it comes out so far behind Dok. I had previously liked Task arrows because they don’t knock people away and make it easy to combo from, but I have lately found Doom beam to be very useful to reset spacing when people get in.
I’ve largely been under the assumption that Barrier works best for Doom when he is out, but I was debating balloon bomb. Anyone have any input on Dok’s assists? Dok’s beam has always felt a bit lackluster for Doom, and the bomb seems a bit hard to mixup off outside of some dash cancel shenanigans. I figure Barrier just helps apply corner pressure and zoning from full screen for the most part. I never seem to get much out of using it against smart opponents when applying pressure at mid-screen.
I also like that if I have Doom out with Dok still alive, I can go for Rubeks style team hyper mixups. When I had Task second it usually meant I’d need to burn xfactor to attempt his unblockable. This team setup is much less costly.
Now that I’ve subbed Iron Man for a much better character (Striderp, but I plan to play Iron Man for real at some point), what recommendations would you guys make? I’m starting to try out ending my air combos with cr.M, Analysis Cube L, Vajra hits, cr.M, Analysis Cube L, Hyper Battering Ram.
After I have used a wall bounce and done whatever else I can squeeze in (usually a balloon bomb), I do F+H xx jump cancel, ADF, j. S ( ground bounce), F+H + Vajra xx M Blaster, cr. M xx L Blaster xx HBR.
Hey guys. I’ve found M.O.D.O.K to be a highly unique and interesting character. I wanted to pair him up With Spider-Man (Web Ball) assist and Amaterasu (Cold Star) assist. Would Spidey’s assist bring much to Dok? I personally don’t rate it too highly, but I want to pair Dok with Spider-Man. I want to add more mobility to my overall game play.
Please M.O.D.O.K masters, guide me down the right path.
I’ve only messed around a little with Dok/Spiderman, but There is some interesting synergy between them. The short list of things I ran into when trying it out:
Maximum Spider works great for DHC’s anywhere for Modok, which is something few characters give him. Maximum spider doesn’t do huge damage though =(
You can do some interesting DHC shenanigans into Ultimate web throw that I believe are inescapable.
Web Ball assist can help to set up Modok’s unblockable/air throw reset easier than doing it solo. Unfortunately, it scales hitstun so badly that it is pretty much hard to use to extend combos.
Because spiderman comes out so far back to throw web ball and because it moves so slow, it can be very safe to call and easy to use to cover your approach.
I didn’t find much use for Spiderman’s other assists at all, but there could be some decent usages that I couldn’t see.
You can also set up fun cross ups by air dashing up forward while calling web ball and air dashing down over your opponent to try and cross them up before the ball hits to get an easy confirm.
I would use Missiles over cold star because it benefits Dok/Spiderman pretty much equally for their neutral game and their combo game. I’ve personally found that Modok gets somewhat limited use from cold star. I put Missiles and Vajra on almost equal footing for Modok and from what I can tell from Mame Spider, Doom with Missiles supplements Spiderman perfectly with web throw options and hard tag corner combos for upping Pete’s damage.
Thanks for the detailed response! I will spend more time in the lab just seeing what mixups I can get off Web Ball.
As for Doctor Doom…too derp and I don’t like him, if I’m honest. I guess I’m using Cold Star as it can set up potent mix ups for both characters, and I like Amaterasu. I was considering Vajra, a lot actually, but I’d rather have an assist (Cold Star) which locks down for a greater amount of time.
I haven’t tested it myself, but I believe Spider-Man could give M.O.D.O.K a ghetto DHC glitch with Killer Illumination. Perhaps he could set up learning and Jamming Bombs.
One final question, does Frank assist (Shopping Cart) bring anything to M.O.D.O.K?
Thanks again for the information.
Shopping cart is good, but because Modok moves forward so slowly and with such a huge hurtbox, it can be a bit hard to call it and follow behind it for a confirm. Dok’s best assists are the ones that give him extended combos anywhere and give him extended periods of time to move forward/mix up while also controlling a large portions of vertical or horizontal space so they simultaneously improve his zoning. Ideally, you also want them to not knock your opponent away so that Dok can confirm easily. Which is a tall order, but a few assists actually do all those things for him. Cold star gives him excellent lockdown, but its range can be hard to actually position it against anyone that isn’t cornered. It makes you rely on calling it from super jump height and trying to air dash down in. It also is difficult to work into combos outside of the corner.
Here are the assists I recommend most for Dok (Results may vary depending on who you ask):
Vajra
Missiles
Bolts of Balthack
Drones
Taskmaster’s horizontal arrows (not hawkeye arrows, their properties are very different and don’t work for Dok)
Lots of other assists can work well for specific combos/setups or improve his neutral game when played well, but as far as assists that dramatically change his neutral game and can be used consistently in combos, those are the ones I recommend most.
Trying to make a team with Dok and Spiderman in the first and second spots, regardless of what order you put them in, neither have assists that dramatically help the other in most practical situations. I’d say Dok has assists that help Spiderman more than the other way around. So, I just recommend picking a main assist that helps bring the team together like an MVC2 style Battery/user/assist format. And for that, I would say Missiles is hands down the top choice for those two, even if you don’t like Doom, you should try it out against people to see how that assist fundamentally changes both characters options in the neutral game and in combos. I’d also assume Bolts would be great for Spiderman, but I don’t know how it affects his combos or what other effects Strange might have in conjunction with him.
The team I was messing around with for a while was Dok/Spiderman/Task, which DHC’s great and gives both good horizontal control, but I did not think Task arrows really did much for Spiderman to boost his damage otherwise.
I will certainly consider Taskmaster and perhaps Doctor Doom. As for Dok/Spidey, they will occupy the first and second spots. I don’t believe they’d make strong anchors. For Spider-Man combos I couldn’t really say whether Taskmaster assist would do much for him, but, I limited experience with him. I shall also spend time with Vajra, I imagine that it would make people more honest in their approach when facing Dok. And I believe he could convert off it into a full combo, because of his Cr.M?
At the end of the day, you got to play what you like though, so feel free to take any of my advice with a grain of salt. If you think you can make Ammy or Frank or anyone else work then feel free to take the time to really figure it out. Both those assists can at least function well if you play them smart. But Modok is a pretty assist dependent character, so using the right assist for him naturally goes a long way. I don’t actually like playing Doctor Doom all that much myself, but I like how he brings the Dok/Strider shell together when placed in the middle with his beam assist as a secondary assist (which isn’t one of the optimal primary assists for Modok imo).
And Yeah, the reason Dok gets so much out of vajra is because is helps him zone the entire screen and he can capitalize off of it for a full combo with his cr.M. Not to mention it is an assist that lets him combo jamming bomb even when mid-screen, helps force incoming characters into his high/low unlbockable setups, and helps create strong mix up situations…
The only problem with Vajra as Dok’s primary assist is that without another assist to help extend combos, it limits a lot of his damage when mid-screen. And Spiderman doesn’t really have any assist that helps Dok extend his combos or corner carry =/ So, you would need to rely on resets or TAC’s a lot more. I personally think Missiles is the overall best singular assist for Modok (gives zoning, rushdown/lockdown, vertical control and some horizontal control, and it helps extend combos from mid-screen and in the corner), but Vajra becomes the best assist when your team is formulated to help extend the damage you can get off of it. Without a secondary assist, Vajra becomes a lot more limited.
I’m definitely considering all options. But I have a bias for Dok’s who main the character, such as yourself. Your input has been very useful, overall. I guess I want to try and play in a runaway style, with bursts of aggression because of my characters mobility.
Vajra does sound like a pretty strong assist for Dok and Doom/Strider is certainly one of the strongest shells in the game, I just don’t know what Vajra could bring to Spider-Man. (But that’s another subject).
I will spend time with a wide variety of assists, I feel that would be the sensible thing to do. Hopefully, I’ll be able to find an assist which will benefit both Spider Man and M.O.D.O.K.
Right on man, I think Dok and Spider man have some interesting and very untapped potential, I only spent a little while messing around with Spiderman and quickly ran into those synergies that I mentioned before. I am fairly certain if you put the time into them that there is a lot more to uncover. I just have my reservations about finding an assist that does as much as missiles for both of those characters once it is all said and done. So, I highly encourage you use that team as a measuring bar for their potential when you are weighing your options.
[FONT=Helvetica]So im looking to get exposure for some of the lower tier characters in the game, right now I feel that i play very well with MODOK, Doom, and Captain America. I’m hoping that one of the characters I list below work well with 2 of the 3 I list above.
Arthur - he’s great with captain america, but I don’t know if I enjoy his movement, or lack there of.
Chun Li - never tried her, I know she has a crumple, I know its also pretty high execution for shit damage. interested slightly just to see what I can do with modok and her
Felicia - thoughts? Maybe a decent anchor?
Ghost rider - Saw champ do a sweet combo with doom missiles. Ghost rider/MODOK/doom seems pretty trollish. Thoughts?
Hsien Ko - I know she has some synergy with modok. anyone suggest her with my characters?
Iron fist - like chun li, she has the crumple so that attracts me to it. He’s also pretty fast but I feel like he lacks tools to open the opponent up.
Jill - she seems pretty interesting…
Phoenix wright - he has some decent synergy with modok, as the THC allows for some evidence getting. I’m assuming MODOk/PW/Doom would be the best team order. his normals just seem so shitty. Like a gimmick character or something. Like once they figure out how to deal with maya shield its over. anyone?[/FONT]
I think There is good synergy with Iron fist and Dok. He has an upward DHC that does a lot of damage and a good get off me assist. Does one of his assists cause crumple?
I believe so but jn testing i haven’t been able to make Mich of it. iron fist is interesting but i really dont want to limit my choices. i mean ghost rider seems pretty good with modok doom as well. shrug. i just want to thoroughly review those characters before i decide to spend all my time learning one.
Dok/Hsien/Doom would work nicely I think. Gold armor means you can just tech forward after any knockdown and mash pendulum assist for a free safe wake up. I’m pretty sure you can go gold safely any time HPB hits and you can just raw tag Hsien out after that (or after a quick gong). Combo extension is really nice too.
Chun/Dok/Doom is my favorite side team. It’s a lot of fun to play, but Chun does so badly against good keepaway. In those situations, you pretty much start off with a decent assist character in the back and bad DHCs from Doom to Chun (Dok/Doom/Chun) or a terrible character to DHC to if you need to get Dok out (Dok/Chun/Doom). I really like it against Strider teams that are rushdown oriented though (anyone except Hawkeye/Strider basically), because Chun’s upkicks take out Vajra so nicely and the light version has 2 frame startup. Dok’s beam helps clear the screen for Chun on the ground and everyone loves missiles. Chun’s assist makes it relatively easy to get jamming bomb combos anywhere (cr.M and assist, L cube, jamming bomb). I made a video awhile back showing off a bit of the potential with this team.
[media=youtube]ffkwb8zaFcI[/media]
I’m pretty sure there is some decent synergy with Felicia too, but I just hate that character.
im fairly certain i want to keep the MODOK doom shell, so that’s one thing. i was thinking about hsien ko because of OWO (does he still post here? can’t find the combos he listed)., Also, if i win with hsien ko, who could be mad?
One thing that really deterred me was whether or not I could safely do a combo dhc into gold armor and hard tag out. im gonna try that method. so modok (bomb)/hsien ko (pendulum)/ doom (missiles) seems about right?
Ghost rider is actually pretty good with the team, its just his damage is garbage. i find it difficult to open people up.
I haven’t tried chun li, for some reason i feel her execution is really hard and its little damage. i do see that lightning kicks helps for easy jamming bombs and combos, but not sold yet on her. oh well. i’ll mess around!
phoenix wright, has so far been the most promisiing but, i’m sure its gonna be hard once people learn the matchup.