look up frutsy. task arrows are good extension for dok combos.
I dabble with Dok/Task/Missiles, it is a pretty potent team. Drones would also work pretty well, but with arrows and missiles it allows Dok to break the 1 million damage mark and build the 2 full bars needed for the DHC to Task.
I just like to add that MODOK’s THC on point might trigger a post zero frame THC sheganigans. In this video MODOK is one of the few character that can trigger the Spencer THC glitch,and there other MODOK combinations that create the glitch(read’s description, and you will notice that MODOK is the list). After the super freeze, you can’t block unless you input some pre-flash. This works with many other characters if you experiment a little.
You just have to test in training mode if the dummy can block after the super freeze.
Been looking for a point man to go in front of Dante/IronMan. I think I’ll give this guy a shot. Either him Haggar,VJoe or TaskMaster
After trying out some more assists in some matches, I have come to realize that I have severely slept on Weasel Shot. I’d go as far as to say that it is my preferred lockdown assist for Modok. The only problem is that I am completely uninterested in playing Dante, but I did think Dok/Mag with grav/Dante with weasel shot is a great team.
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I hate playing Dormammu. As much as the team has synergy, I just don’tlike dorm’s style. I think I can get better leverage with a character I enjoy playing. That said, I"m going back to MODOK/Frank/Doom. or replacing frank with shuma or haggar/
However, I usually just use frank’s shopping cart to help with some pressure… even then, I rarely use it as a hit confirm. I’m wondering if anyone has had any experience using the cart in combos? It isn’t hitstun immune so really hard to tac onto the end of combos. I’m not sure if i want to use the other assist but i’m open to suggestions. people say doom isn’t a good anchor but i’ve used him since day 1 vanilla and he has the derp ability to just win games so i think i’m pretty comfortable with him in the back. as usual, its that middle character and right now its coming down to frank (who is fun), haggar (who is great as a get off me assist but poor dhc option) and shuma (which is very fun, but plays much better on point and doesn’t add much in terms of combo assist).
I think you can use Frank’s cart in combos, but if you can, it definitely has some precise timing involved. The tools of survival assist seems like it would give MODOK more mileage to me (cr.L + assist, L cube, into mixups and it works in combos), but I haven’t messed around with Frank enough to really see which one is better. I’m not even sure if Doom gets more out of the cart than the tools assist.
I’d definitely try out Dok/Frank/Doom though! The Killer Illumination + Funny Face Crusher option is pretty awesome.
You can add the shopping in the usual spot for assist extentions to combo into your wall bounce. I never noticed any percise timing involved with it either. Its probably the same as comboing off of unibeam or plasma beam. Modok has an easy lvl4 frank combo which would set this team up nicely. You wouldnt be any worse off if you swapped him for dorm because both are momentum characters.
My current team is Magneto/MODOK/Sentinel, and I was wondering which one of MODOK’s assist I should be using. Any advice would be great, thanks.
Personally, for my Magneto/MODOK/Doom team, I like using the barrier assist, but they all have good uses. Selecting the assist based on the matchup might be the best for now.
-Barrier is good for quick screen control, grabs, and it’s good against zoning teams. It also keeps your pressure pretty safe if you call it when you are starting a block string.
-Bomb is nice for longer term screen control and incoming setups. It also has trivial use as a combo extender.
-Blaster is decent, but it can be ducked by a lot of crouching characters, so you can use it for continued pressure if you make them block an overhead. Call blaster, H EMD, (blaster hits), H EMD combos for 255k. Sentinel’s st.H, cr.H + blaster, st.H combos for 221k. Sent’s st.H, cr.H + blaster, HSF, XF, fly over, j.S, etc combos starting from fullscreen.
Extending from that last point, Sent’s st.H, cr.H, THC with any Dok assist, XF, fly over, j.S, etc works too.
Have been doing some big tests on this setup for a while. I came to realize a few things about this setup.
- The slime hits in the first frame after the oppotent is allow to block the slime. The setup doesn’t function anything like a random meaty cr.l because the puddle hits perfectly as soon as the oppotent recover from the restand.
- The puddle is frame perfect setup if spaced correctly, it’s extremely difficult if not impossible for a character to hard tag let alone even input a invincible attack. You are forced to block, if you input back+assist you will end up being hit(it must be inputted down+back). It’s just a matter of spacing.
I’ll still testing this, but I know already there can be a midscreen variant or even better variant shown besides the one shown in this video.
I’ve started running MODOK/Taskmaster/Strider (Bombs/H.Arrows/Vajra), and I’m a bit curious if this team has anything going for it. Does anyone with more experience have some tips/wisdom to impart?
I ran that team for a while. It has some good positives and some definite drawbacks. Task goes great with Modok in pretty much all regards, Strider also goes great with Modok but only when the character in between them also works with him. Sadly, Task and strider largely lack synergy with one another. It isn’t devoid of synergy all together however, and it is definitely playable, but Task doesn’t capitalize very well off Vajra without meter. I think for overall team cohesion you are better off running Doom either second or last depending on which of those two you want to run.
If you like Strider, run Doom second. I do this with beam, because I like Vajra as my primary assist. Having both beam and Vajra gives you a lot of variable screen control and combo options and running Doom gives you good DHC’s between Dok and Doom and Doom and Strider. I Run beam over missiles because I find Vajra and missiles to be generally superfluous.
If you like Taskmaster, run Doom last with Missiles. This was a team I used to run, and it is arguably better than Dok/Doom/Strider in a number of ways. This team has excellent DHC’s all around, and with both arrows and missiles it gives Modok 1 Million + combos while building more than 2 full bars. Task/Missiles is really easy and potent if Modok dies and simultaneously give Dok everything he wants on point. to put it simply, If you like Task, I don’t think there is a better option than giving him and Dok Missiles.
If you don’t like Doom and want to keep Strider, I would alternatively suggest Iron man second with beam. He pretty much works like a worse Doom second, but he can also convert off Vajra more potently than Task. I love Dok with Strider, but there is a short list of characters that bridge them together potently.
Therein lies the problem. Call it the nature of the game, but I’d like to avoid running Doom (or any of “this character is good on every team” types) if possible, though I’d also like to win matches. There’s no one besides Doom or Iron Man that could fill the gap? How’s Doctor Strange work out?
Bolts is one of the best assist for Modok, but if you run Task second, his assist becomes kind of redundant. If you run Strange second and Strider last, you run into similar problems in team structure to that of Task/Strider. Strange doesn’t really get anything off Vajra except a Book hyper. I would say Strange/Strider is somewhat better than Task/Strider because he can always get that hyper anywhere on screen that vajra lands a hit, and then you can use Xfactor to turn it into a kill. Task can only really do this if vajra hits close enough for him to OTG hyper or OTG arrows xx xfactor into a combo. If you run Strange with Modok, it is largely best to put him last and put a character in the second spot that gets a lot out of Bolts assist. Though, once again when you decide to run Strange with Dok, you will eventually realize Doom with missiles is probably the best character to round out that team.
Motempest used to play Dok/Strange/Strider and has since started to run Morrigan in place of Strange. which is a good team as well, but is made largely better by Doom instead of Strider as well…
Ultimately, the advice of many people on this board is going to come down to which character to you want to pair with Dok/Doom most, and it will usually be Dok/x/Missiles. He is a character that fits incredibly logically with what Modok wants to enhance his game.
If you want to play with Strider, then you really want another character that can self otg into a combo, and the ones that I recommend most are:
Optimal:
Doom with beam
Wesker with jaguar dash
Dante with Jam session or Weasel shot
Iron Man with beam
Chris with Machine gun or Boulder punch
Functional:
Vergil with rapid slash
Strange with bolts or eye
Rocket Racoon with log or Spitfire - (I used to play this team, and it is interesting, but it makes your team severely low health and severely low on damage)
Viper - with burn kick - (with her you would want to put her first, and use Dok second. This however makes your team relatively weak when Viper dies as Modok’s combo game gets cut short with only vajra)
possibly Spencer
Another big problem with Running Dok/x/Strider is getting fuctional DHC’s. A lot of the characters listed only DHC well with either Dok or Strider, but not both. And some DHC well with Modok if you put Modok Second only, but then Dok does not DHC very well with Strider for the most part. Doom is the clear winner on DHC’s and fuctionality with Vajra by a huge margin compared to the next character.
Task I would say is still playable. You can win with Dok/Task/Strider, but every time you land a vajra and can’t capitalize off it, you will probably wince a little.
One last thing. If you want to keep Taskmaster, your choice in a third character becomes much more flexible. I still say Missiles is far any away the best option for this team, but if you pair it with any strong lockdown assist third, then you have a very functional team. So Weasel shot, Jam session, cold star, Drones, Chun legs, Eye, etc. You just optimally want a lockdown assist that doesn’t knock them farther away so Modok can capitalize off of it. So lockdown assists like Tatsu are less optimal for example.
I’d just like to mention that you can convert off of Vajra with Strange when the opponent is right above you, which is probably Strange’s biggest weak spot in terms of screen control. I’ve seen MoTempest do it with Vajra + Eye. It might work if you throw out a grace out or if you already have one out, but it seems like you will lose your pressure options if they do block Vajra. You can also link two SoVs with call Vajra~SoV, SoV.
Thanks for the replies! I guess it’s time to hit up the lab and see what meshes best with me. My main apprehension with running Doom is that he’s on nine teams out of ten…when you see so much of the same character, things get stale real fast.
Anyone have a dante team they have had success with? Im interested in trying to use jam session with MODOK. Any combos or synergy with dante worth mentioning? I haven’t really tried out many combos or optimal teams yet…
I actually picked up Dok in Vanilla with Dante/Doom, and I’ve messed around with it in the past month or so. I forget the timing, but it’s possible to use Jam Session to get a f.H after a knockdown in the corner. S+Jam Session, j.L, M blaster, add(f), j.S is a decent extender. Jam is nice for incoming setups, cross ups, start of round, and for keeping people out. Dante’s THCs can also be used in combos if you want to style.
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<div class=“QuoteAuthor”><a href="/profile/60504/LTP">LTP</a> said:</div>
<div class=“QuoteText”>I actually picked up Dok in Vanilla with Dante/Doom, and I’ve messed around with it in the past month or so. I forget the timing, but it’s possible to use Jam Session to get a f.H after a knockdown in the corner. S+Jam Session, j.L, M blaster, add(f), j.S is a decent extender. Jam is nice for incoming setups, cross ups, start of round, and for keeping people out. Dante’s THCs can also be used in combos if you want to style.</div>
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It seemed a bit inconsistent when I tried it a while back, but I was able to get the extender that missiles usually gives with Jam session at the end of the combo. Feet, into blaster, into bomb, addf, jS.