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

Having good side teams is always a good idea. Like I know that we generally say that Dok beats Wesker by a small margin, but since he can be such a slippery character, I sometimes break out my point Mags team just to get it over with.

I would start Dok on that team for sure. Honestly, I haven’t really played Dok/Morrigan/Doom outside of the lab. I mostly learned it just to understand how to beat Morrigan. As for combos, there are combos with Dok/Morrigan/Doom on my youtube somewhere, but the gist of it is: knockdown, back dash, cr.M+morrigan, L cube, super jump uf, j.S, addb, j.H (whiffs), f.H, etc. So basically, the damage you get from the added shadow blade extension isn’t worth it IMO, especially since Morrigan’s DHCs aren’t that good for damage and it uses a groundbounce. You could HBR loop if you wanted to. The main selling point of Shadow Blade is that it is an invincible crossover counter that you can combo off of/make safe. Otherwise, you probably want the meter building assist. As for MODOK’s assist, I picked bomb to help with the soul spam and for soul drain combos in the corner.

As Caveman said, you want your reset game to be on point. Having the unblockable reset down as well as your jamming bomb combos will help immensely (missiles otg, jamming bomb, OR S+missiles, j.H, L blaster, add, L cube, L bomb, back dash, f.H, jamming bomb OR S+missiles, j.H, L blaster, add, L cube, jamming bomb, f.H, jump, addb, f.H, IAD j.S, delay, f.H, big barrier).

@Caveman I’ve just recently started trying out Jam Session. I’m not good enough with it yet to really have a good opinion on it, but I do prefer missiles lol. I tried it out at my locals a few days ago just for fun and I had decent success (I played Chun/Dok/Dante). I might try running Dok/Dante/Doom or Dok/Doom/Dante at some point, since I’ve been hearing a lot of “I think there’s hidden potential with Dok/Dante”. But there’s always been a few things that I’ve noticed that prevent it from being ideal. One is that pretty much any conversion off of Jam Session means you’ll barely be able to squeeze out a relaunch, meaning you’ll have to be about midscreen or closer to the corner to get a full combo off of Jam Session. Another is that if you use j.S to start a combo, you’ll have to use missiles before Jam Session. You lose a good chunk of damage by not being able to reverse those two. Yet another is that it’s super easy to pushblock Jam Session on incoming to avoid unblockables. Yes, I know you can adjust to that, but at that point, I rather just pick Eye. I’ll still probably end up giving it a chance. I’m curious though, what matchups do you like better with Dok/Dante than Dok/Doom? And what setups for mixups do you have with Jam Session?

thanks guys, i figured as much. I also saw your video LTP so thanks. My debate is whether or not I should even want that invincible cross counter option when I can get something like literally safe meter building assist. I think my game plan is generally to build 2 bars or so and zone with dok, with occasional damage when i get an opening but primarily relying on doom missiles as an extension. Then, just dhc into astral vision. If i get an open hit with morrigan and can’t kill with the combo, then I’ll just TAC to modok and rinse and repeat. This is how i’m laying it out in my head, clearly i’m gonna learn first hand how it would really play out but, yes thanks for the advice.

perhaps my use of assist will be matchup dependent. IE using meter vs zoning teams or KBR like teams, and then using shadow blade vs heavy rush down teams? shrug. will let you guys know!

Firebrand spitfire with dok is sexy, that is all


This is a old video, but I’m curious. Shouldn’t this be possible with Modok’s THC too? I haven’t figure a good combo for Strange’s throw into THC,but I’m pretty sure Strange be able to get some started with MODOK’s psionic blaster.

I haven’t really tested this, but you’re able to combo off of a THC after a hard knockdown in the corner with point Dok if Dok has 2 cubes or more. HPB levels 0 and 1 aren’t enough to keep the opponent in the beam.

I definitely will test this out when I get a chance, but I suspect you could combo from fullscreen with the THC, given that Dok has 2+ cubes.

Does MODOK get much out of Ammy’s THC? Seems like he could build meter by flying around and calling Ammy assist, then nuking the screen with a THC and going nuts.

HPB lasts a long time.

I’ve been thinking of switching my team order to Dok/Doom/Strange. Basically, I’ll be giving up my HPB into SoV, but that’s almost made obsolete through HPB into XF. On my team though, HPB into XF1 won’t always kill from fullscreen, which is pretty much one of two situations in which Dok/Strange/Doom is better. The other being Killer Illumination into 7 rings. Dok/Doom/Strange will give me faster DHCs in (so I can hard tag Dok in faster), and a better chance at avoiding the incoming setup if Dok dies. I also think I’m better with Doom/Dok/Strange than Strange/Dok/Doom. At the very least, it’s easier to be more consistent with.

Not that I really have the resources to test that out though. But I think I’ll start switching between Dok/Strange/Doom and Dok/Doom/Strange depending on the matchup.

There’s also a lot of random THC nonsense I found with this team awhile back. There’s cool stuff you can do with Dok/Strange, Strange/Dok, Doom/Dok, and Doom/Strange. The Dok/Strange THC hits after forward air throws and you can XF to confirm it. You can actually confirm the Dok/Strange THC into a combo from fullscreen too (same with the Doom/Strange THC). The Strange/Dok THC into XF gives you a couple free mixups. If Dok has 2+ cubes, the Strange/Dok THC lets Strange combo off of air throws or throws into the corner (teleport, THC). The Doom/Dok THC is the best out of the bunch and I don’t think I need to explain that one.

I remember when I tried out that team, I much preferred Doom second. But I was also playing with Bolts, where you tend to use Eye. I feel like Doom+Bolts is really powerful. I can imagine that Doom with Eye lockdown can be pretty strong though.

Since getting much better at plinking with DOK I’m really starting to find DOK/DORM/DOOM sexier all the time. I may have to force myself to actually play in more NL tournaments but my tournament nerves BLOW!

anyone here can tell if Barrier assist is ok for Dok/Dorm/Doom?

There is almost no reason to pick barrier over blaster for that team. You want the beam for Dorm, teleport mixups.

deleted post.

So, I have basically started being completely variable with my Modok assists on the Mag/Dok/Doom team. I feel like normally I will be calling missiles anyway, and modok’s assists are largely limited in the combo game, so picking the assist that alters things per match up and per player habits seems to work best.

I was getting a lot of mileage out of the shield yesterday in casuals against people that were overly aggressive. It also dawned on me while I was using it, that I have long thought Dok is basically a strange version of magneto, but when you give him the barrier assist it feels like playing Modok on point, but with Magneto’s hurtbox and movement.

How much mileage does MODOK get out of disruptor? Looking at some of the posts here it seems like most people prefer hyper grav because of the combo extensions but I really hate using assists for such a singular purpose especially when I could be using the fastest beam assist in the game as an alternative. Is it impossible to use disruptor for combo purposes and if so, is it really worth it to lose the control you could be getting with EMD?

Disruptor is pretty much not an option for modok. It has far too little hitstun for him to make any use of it in combos. If it was like plasma beam level hitstun, then I would choose it in a heart beat, but a lot of the synergy between Mag an Dok stems from that assist letting him go into his wallbounce after a DHC from Mag into Hyper Blaster. Unfortunately, Disruptor just doesn’t do what Modok needs other than give him some horizontal screen control. Plus hyper grav isn’t all bad in the neutral. Modok can fish with it from the top of the screen and do some other funny superjump height level mixups with it.

You can probably use EMD to confirm grounded H cubes hits, like you can with plasma beam.

I’ve been playing a bit of Dok/Frank/Dante. What do you guys think of that team?

Hi guys.
I have been playing M.O.D.O.K since last week and I really liked Drones assist for M.O.D.O.K’s neutral game. I like hidden missiles to, so I thought to play with M.O.D.OK/Sent/Doom team, what do you guys think? Is this team good for M.O.D.O.K?
I want to play M.O.D.O.K/Dorm/Doom to, but I think that a horizontal assist (like Drones or Bolts) is necessary for M.O.D.O.K.
Thanks \O

Dok/Sent/Doom is a pretty solid team. You get easy jamming bomb combos and setups, and you deal pretty good damage. Personally, I find Drones a bit difficult to use in neutral, but it can work.

Since I don’t have the time I used to have, I’m probably going to set my Dok/Strange/Doom team aside and start using Dok(blaster)/Dante(jam)/Doom(beam). I’ve played that team in the past before for fun, but now that I put a little bit of work into it, I can see that it has a lot of potential. Even though I’ve lost my incoming unblockable setups (for now) and the damage is toned down, the better neutral control and ease of use seem worth it. Jamming bomb combos with plasma beam are super easy and can be done from almost every starter. HPB into XF also leads to death from fullscreen with plasma beam. The Dok/Dante THC is a nice damage booster and can be used for mixups. There are a ton of gimmicky resets you can go for too if need be. My main problem with the team so far is that my Dante isn’t very good and he isn’t doing much outside of XF. I’d like to have Doom second, but Dante’s DHCs/THCs are too valuable. I also need to get used to confirming off of jam session/plasma beam.

For the Dok/Dante players, what are you all doing for corner incoming setups with jam session?