I’m sure owo is hidden around here somewhere… I remember that he had a pretty nice looking extension with PW’s missile assist the last time I faced him. It’s also nice for random unblockables if your opponent isn’t looking out for it.
I’m pretty sure the HPB into Gold Armor into hard tag is safe if you are not in the corner.
Chun is certainly difficult to use. One tip I have though is to never air dash with her unless you have an assist out giving you cover or you are already in their face putting the pressure on. Using it to get in on someone will almost always get you anti aired. Jumping around with upkicks and calling assists or, if you are close enough, dashing in with assist cover (so you can cancel into your invincible kick hyper if they try throwing out a chaotic flame, hoping for a free assist punish) are usually the ways I try getting my offense started. Also, Kikosho is pretty fast and will anti air foot dives or nullify projectile hypers. You can also DHC into Dok with HPB and XF for the kill if you really want to.
Hmmmm I’m thinking of picking up Haggar for the Lariat. I was messing around with it and it is just such a handy tool to have against highly aggressive rushdown. Dok/Doom/Haggar is the order I’m thinking of. The DHCs work nicely in this order and it gives me Haggar/Dok/Doom once it cycles through, which is also a solid setup for an incoming character too, I imagine. It’s going to take a bit of lab work to make my Haggar a step above assist tier for me, but it’ll be worth it. It looks like it would complete my lineup of characters to go with Dok/Doom for the most part too (Strange against heavy zoning, Haggar against heavy rushdown, Mags against everything else). I do need to put in a little more practice in with Mags and especially Strange though…
I’ve always been a bit hesitant with pairing Haggar with Modok. Granted, I’ve also never put extended amounts of time into it. I’ve just always seen using assists that improve Modok’s zoning as being more important for shutting down rushdown at the start than having a get off me assist to keep pressure off once they have gotten in.
Though having it does give Modok a lot of good options in general. Particularly calling it while air throwing to convert off your opponent teching or things like that. So, go for it and see how it works out.
ive been playing modok/haggar/shuma gorath and that’s a pretty pimp team. especially when haggar gets on point. but after that, its like idk
i like the assist. lariat is very useful in combos and stuff. jamming bomb setups, full combos etc. so gg
I’d like to see that team in action. There used to be a guy in our scene who played Haggar/Sent/Shuma and did some real work with that team. One of my training pals is Angelic, who is a decently notable Shuma player as well. So I love seeing people make good use of him.
Well we are talking like the shittiest shuma ever but haggar can make grwst use of bomb and ray assists… easily doing 1.2 million for 3 bars. also there are some sweet setups for modok using Lariat .
Here are some things u might like
this combo i made for haggar
[media=youtube]-5KzvwM95_4[/media]
and this guy bulbamike who is pretty good
[media=youtube]uvuoIU0L6Gs[/media]
[media=youtube]rlD_fdrmWb4[/media]
Windzero doesn’t have the best MODOK, Frank+MODOK THC is really good. Every time anybody gets hit by that THC, Frank automatically gets level 3 or 4.
[media=youtube]T0h67At188E[/media]
Also notice how Taskmaster can get punished by this ANYTIME he jumps and shoots.
that is very interesting! i’m gonna try that team out but replace haggar with shuma or wolverine.
Anyone have any lab time with wolverine modok? Like any ways to extend modok combos with wolverine? (none of the assists are immune to hitstun deterioration)
I finally got some good practice in after putting a lot of labwork into my team for the first time in a while. My biggest finding is that I am now completely sold on using Dok’s Barrier assist. Butter Gun + Barrier makes for such safe movement/screen control for Doom and lets me save Vajra for combo extension more often… My friend Haz plays a mean point Ammy and I think I might actually start Doom against that character now. Being able to comfortably move around with barrier really saves me a big headache in that mach up.
I was pretty convinced that Bomb was the way to go for him, but the slow pace that it comes on screen makes it so easy for people to just avoid. Meanwhile the quickness that barrier comes on screen makes it easy to protect the call. Which makes it easy to protect Doom in kind.
I’m still staying away from Dok’s beam assist for this team due to its height and knockback being less than ideal for Doom to capitalize on.
I think the Damage and Meter that Strange + missiles gives me has convinced me to finally drop Strider. I feel Strange is going to be a tough road, but ultimately, will be worth it. I contemplated Dorm, Mags, Task as well, and in the end I think Bolts and Missiles lets me play Modok’s game the best, and all I really want is to play DOK to his maximum capabilities.
I will probably still play my old team for certain match ups, but I think I am going to devote all I can to playing this team.
It’s a strong team for Dok, but it definitely has its weaknesses, especially against aggressive rushdown. I think Strange’s EoA assist helps Dok in those matchups better than Bolts.
Good luck making it work! It’s certainly a team deserving of a lot of training room time.
Yeah, the thought of changing assists for certain match ups seems like a good call. Bolts just generally seems like the best assist. I also feel like I am largely going to try and DHC out to Doom as soon as Dok dies. I really Like Doom with Bolts. Butter gun + Bolts is so easy to be aggressive with.
Ah, that’s true. Honestly, I need to do a better job at giving Doom some assists… I still don’t know which of Dok’s assists I like for Doom the best. None of them really stand out that much for him. I always choose Dok’s assist based on my second character. I definitely agree with Bolts being best for Doom though.
That is the weird thing about Dok, his assists are very particular and can be really bad for some characters and really good for others. I had only just decided that I liked Barrier with Doom second, but now I am putting Doom last, so I feel Blaster makes the most sense for Strange second. Luckily, the same way that I liked to call my barrier assist (buttergun + assist) is made much stronger with bolts if I DHC to Doom.
Boy, do I wish Bolts of Balthak didn’t whiff over a standing Zero though. That was the one benefit of Running task second over strange, his arrows eat up buster so I can move in.
Yeah, I recently switched to barrier on my Magneto team and I’m liking it a lot more than bomb. It really helps Mag’s neutral more against zoners/mashing than bomb, and I do like it better than bomb for Doom. I only really used bomb to help out with incoming setups, but it really didn’t do that much in that context either.
Yeah, for some characters, the speed that barrier becomes active is really nice to playing defensive against mashers. I found it super useful against Amaterasu in particular.
I need to learn Dok/Dorm/Doom. I came up with a flow chart for that team’s game plan… it really is one touch and the game is over. The exceptions are when characters can get out of the air grab unblockable reset or incoming setups, which basically means characters with air invincible hypers past start up (Sentinel, Morrigan). I’ll write up the whole thing later when I finish grinding it out, but I’ll give the general overview for now. Once I complete my chart with combo notations, damage, meter gain, cube gain, etc, I’ll put up the whole thing.
You hit the first character and use them to build meter and cubes (an unblockable reset or two). DHC to stalking flare once the first character is dead to set up an unblockable on the incoming character. Whether they don’t block the flare on incoming or they get hit by an unblockable, you can go for another air grab unblockable reset and then spend your cubes to kill that character. If you kill the first character too early to get a lot of cubes, it likely means you built a lot of meter in neutral and you can spend that instead of the cubes on the second character for the kill. For the third character, you’ll have the same incoming setup. If you get the unblockable here, XF for the win. If they get hit by the flare, reset and then XF for the win. That’s at most 4 air grab unblockable setups and 2 incoming setups. If executed perfectly, these setups are unblockable (except Sentinel and Morrigan), so it only takes one touch. It’s also nice that Sentinel is free to this team, and Morrigan would struggle with it and needs 3 meters to escape the setups.