Im not at home to test but I think you can do backdash+jam session, cr.m, l cube, f+h for the wall bounce or something like that atleast. Im going to mess around with pair some more and post my findings. What about teams or dante’s position? Im going throw him on anchor for now probably.
MODOK/___/Dante is a pretty good structure. Anchor Dante with XF3 can do: knockdown, million carats, volcano~beehive, j.S, million carats, etc to kill pretty quickly, along with his devil trigger bolts. Then it’s all about finding a second character that has a good assist for Dok and that can also utilize Dok’s assists. Some teams that could potentially work:<div><br></div><div>Dok(blaster/barrier)/Doom(missiles/beam)/Dante(jam)</div><div>Dok(blaster)/Chris(combination punch)/Dante(jam) - combination punch is an invincible alpha counter that you get a full combo off of</div><div>Dok(blaster)/Firebrand(charge)/Dante(jam)</div><div>Dok(blaster)/Magneto(EMD/grav)/Dante(jam) - using EMD will give you the ridiculous Magneto/Dante THC</div><div>Dok(bomb/blaster)/Morrigan(meter/shadow blade)/Dante(jam) - shadow blade is an invincible alpha counter that you get a full combo off of<br><div>Dok(blaster)/Strange(bolts)/Dante(jam)</div><div>Dok(blaster)/Vergil(rapid slash/judgement cut)/Dante(jam)</div></div>
There are probably other assists/hypers that assist MODOK doing like SPencer’s bionic arm, or maybe more. That will need people to explore the cast.
The uses are that…
- MODOK can use to punish Soul Fist, and random pokes that have large recovery. Morrigan can’t unfly a post zero frame attack, she must unfly before the hyper starts.
- Punish Spiral Swords/Orbs on the startup. Guaranteed.
- Guaranteed chance nuke to assists.
- Locking down the incoming character so that they can’t airdash away.
- Frame Traps.
I’m wondering if anyone has any insight on MODOK and Akuma? Specifically if MODOK can do much off tatsu?
I run MODOK(blaster)/Dorm(dark hole)/Akuma(tatsu) and it’s quite handy to have tatsu to help get people off me (it’s not lariat, but does the job)… but it’s hard to capitalize on it mid-screen since it pushes them quite far away.
At the moment I’m just using the huge range of his wallbounce after tatsu, but it gimps the combo potential.
Any thoughts or ideas guys?
I don’t think MODOK can get much out of Akuma’s tatsu in terms of combos. You just have to play a team that can fix the damage problems like Have Doom’s TACs, or a strong DHC to fix damage potienal.
MODOK could just pick Sent’s drones into hard drive, or even use hidden missiles, lariat, log trap, or Hulk’s anti air assist.
This thursday is the last week for this qualifier tournament in my area. I’m trying to win it as 7people have already clinched spots and I want this final spot. I plan on running modok/strange/doom. Strange is fairly new to me but i’ve been practicing quite a bit with him so I feel fairly comfortable even though FoF loops in the corner are pretty difficult imo.
I’m wondering what tech the team has that is vital for me to learn. i have been using bolts and I find it very good against sentinel and a bunch of matchups although it whiffs on a bunch of dudes. I know that eye of agamotto is better for modok to extend combos/use jamming bomb/guard break incoming, however I’m still on the fence whether it is a better assist, especially for rushing down. can anyone give me a clearer analysis? I feel as if I need to start uysing eye today if i need to make the change but if the difference is fickle, then i rather stay with bolts.
I’ve been going with this for my bnb: Whatever opener, cr H IAD jM, S, sj MMHS, land crM, S, sj MMS, backdash + bolts, L cube, L psionic blaster, f+H, L bomb,f+H, IAD jS, f+H, L blaster, super.
its not the greatest but i rarely drop it. I want to incorporate doom into here but I have a specific doom missiles question.
Sometimes in LTPs videos, I see him do back dash wall bounce, L bomb, f+H call missiles, jump cancel ADDF land S, sj baby kicks.
Other times I see him do back dash wall bounce L bomb, f+H IAD jS call missiles, f+H L psionic blaster, S, sj baby kicks or something really close to that. Are these situation dependent? is it just a matter of optimizing damage? character specific? I find the second one at least on paper to seem easier, but before i hit the lab trying to drill this notation into my brain, want to know how it differs from the former.
Also, anty other neutral tips, or just help with the team in general would be appreciated. I’d love a jamming bomb combo with bolts
For the missiles extension, I now do wallbounce, L bomb, f.H, IAD j.S, back dash and call missiles, f.H, jump, addf, S, j.L, etc or wallbounce, L bomb, call missiles, f.H, jump, addf, slight delay, S, j.L, etc if I don’t have the groundbounce. It does pretty much the same damage as the extender as the L blaster extension before S, because j.L doesn’t hit as much in that case. The reason why I don’t use the L blaster extension is because it doesn’t work on 4 characters I believe, and you need to adjust the timing for S into j.L for different characters. The other version works on everyone and the timing is more universal.
I like Eye assist, but I’d stick with Bolts assist for familiarity. I’ll give you what I do for my Eye extension anyway: back dash, cr.M ~ Eye (negative edge), L blaster, tap assist button 3 times (for timing… helps me for PS3), st.H, f.H, L bomb, etc.
I have no clue how to connect a jamming bomb with Bolts.
Some Strange setups: With Dok blaster, do st.M + blaster assist, f.H, M teleport. It combos on hit for IP loops and it’s a cross up when st.M is blocked. You can confirm the cross up with L sword and do 2 IP loops from there. If they duck or block the blaster, you can go for a low or throw. H teleport also works instead of M teleport for an overhead. Also, besides the typical Eye into teleport incoming setup that Strange does, you can do something tricky after you kill midscreen with SoV. Do M teleport, Eye, f.H, H sword (hits the incoming character), into L or M teleport. It’s about as good as the typical setup, but it’s another option I guess. Also, for the typical Eye into teleport for incoming, you can jump up and do j.M if you want, then teleport, just to mess with their minds a little more.
Thanks LTP, I have been using eye ever since u recommended it and even though the extended combo is a little finnicky, i’m still fairly confident in its use AND it also really sets up easy jamming bombs which I haven’t used since like the first month i played MODOK. such an awesome tool. Additionally, i was worried that eye would help my neutral and while it doesn’t punish assists the way bolts does, it does set up interesting neutral starts when the round begins and is great for pressure on incoming.
I’m gonna do my best to win this tourney tonight for all the brodoks! my strange isn’t the best but its definitely better than it was 2 weeks ago and I hope I can stay clutch!
Edit: Deleted
Has anyone dabbled with dormammu a other assists (purification/liberation)? Just wondering if they helped the modok/dorm/doom shell in a new wAy.
I don’t like dormammu but free unblockable after killing a character is real good. Team is front load heavy simply because of that. And dormammu is considerably more execution forgiving than dr strange lol.
Also ltp, I’ve been using a lot of your modok advice and doom level3 tech to wow my friends and have them chuckle when I kill them with silly stuff.
Still debating between haggar, dorm, or morrigan for that second spot but until my morrigan becomes up to par I guess I’ll just be switching between haggar and dormammu depending on the matchup
Purification isn’t very useful on that team, but Liberation can work. It’s immune to HSD, so you can do more or less the same things with with Dok combo wise. Liberation with no charges is not very useful in neutral though.
I do like Chun, Strange, and Dorm for the incoming unblockables. Chun’s and Strange’s assists are particularly hard to pushblock in an attempt to get out, while it’s fairly easy to do with Dorm’s assist.
Heh, the stupid combos are what I play for. Doom level 3 XFactor combos are a ton of fun to do lol.
so i’ve been playing skrull/modok/sentinel for the last few months and this team is amazing but… i’ve noticed that balloon bomb sometimes resets the ground bounce??? after i took a look into it, Rubeks does it with skrull/bomb consistently … I can’t seem to figure out how… any tips?? :[
I have no idea, but I’d try shooting Rubeks a PM.
balloon bomb does not reset the ground bounce. skrulls meteor smash is what resets the ground bounce, lots of assists can be used to do this, sentinels being the best and easiest to apply.
Here is a video that explains it
my trolldok team is dok/chun li(Y)/shuma(a)
My team is Modok y Deadpool a Ammy b. Are these assists enough to give Modok the functionality as a point character?
I know Modok doesn’t have a reliable low so I chose Deadpool and Quick Work assist to setup unblockable and bait to get air throws. Modok will get switched in and out often with TAC and DHC Which another reason I picked up Deadpool to dance around and chip while Modok recovers whatever red health he has.
Modok with Ammy has a lot of obvious synergy with Modok so I’m sure the core issue is Deadpool and Ammy working together which doesn’t sound like a bad idea on paper. My question to you all is would this team be worth the effort?
I’m really to go with team science and Magic MODOK/DORM/STRANGE. My question is am I setting myself up for disaster? Dorm with Eye or bolts is crazy. Modok with bolts or eye is nice. The only thing is I’m scared of is superior rushdown. Right now Dok/Dorm/Missiles is my beast but I’m starting to lose faith in Missiles being fitting to my playstyle.
I did go back to Drones for a little while and saw that horizontal assists seem to suit my DOK play better.
So I’ve been running Modok/Dormammu/Doom and I really like the team. Its pretty end game imo.
HOwever, I want to refine my team so that I’m playing the game on my terms most of the time. I play competitively in the small scene wehre i’m from (about 40 players) and I want to continue that success at a higher level. I’m looking at Modok (beam)/Morrigan (blade)/Doom (missiles). i’m assuming that’s the best assists and lineup for the team?
I was debating starting morrigan but I feel like Modok has such stellar neutral in the beginning of the game that I can get a lot of mileage with him on point. I could be wrong. anyone have experience with this team? LTP tried this out for a while right?
Also, how do I incorporate shadow blade assist into modok’s bnbs and jamming bomb setups?
I think Shadow blade has set hit stun like most dp assists so I’m sure you can so some sort of combo but I would run harmonizer with modok most likely if I way playing that team. Modok to control the neutral on point, rush/zone/run as needed while gaining meter and eventually switching in morrigan with dhc/tags certainly sounds strong to me. All of modoks assists seem great for morrigan, too: blaster for durability, bomb for immovable object to enhance her soul fists and barrier to prevent rushing between soul fists.
The team would be more about control than TODs so the lack of a combo assist with morrigan is not an issue at all, imo, as long as that is your goal. However, without a direct or fast type assist to put hitboxes on the screen quickly your movement and reads will have to be on point to not get rushed constantly. For damage though, if doom is available modok can get plenty with just missles and a dhc against the relevent characters. Practice your reset game and movement to keep your momentum when you cannot kill but it seems like a good team to set up morrigan.
Mentioned this before, but how many people use dante with modok. Jam session is fantastic for drastically changing matchup in modoks favor not to mention it is one of the better assists for mixups and unblockables. I never fully appreciated those that said jam session helps you win while missles help you win by a larger margin but now I definitely agree the more I use dante.