MODOK can airdash.
But I do really see him having large airthrow range.
MODOK can airdash.
But I do really see him having large airthrow range.
It’s pretty obvious why MODOK has a strong air throw game when you consider how big of a hit box he is for somebody that can air dash. Plus his extremely unconventional float system where you must super jump to get anything that resembles a traditional jump. Ammy too because she must telegraph her air dash with a flower/rope animation before air dashing and now she can’t block during it.
Some people complain about the really good things MODOK has, but if you look at it, he really obviously needs the compensation. I expect the Dr. Strange will be the same way.
Yeah right now people are just saying “oh he has no air dash, oh he has normals that are seemingly unsafe, oh he’s completely based on setups”.
Then all of a sudden “WTF Strange’s air throw range is ABSURD I do anything in the air and grab into vishanti into free daggers/grace 50/50 full screen, his normals are long as shit and his j.M crosses up, daggers/agomotto + assist 50/50 is so durp it’s like 850k health phoenix”.
Well to be fair for MODOK, his air throw leaves the opponent way far away for an easy follow up, and it is easy to mess up the timing as well (well, I may not dash instantly to combo more than often). Thank fully it never matters near the corner, and the ground throw just screams COMBO anywhere anytime.
Strange may benefit from MODOK ballon bomb as well, more stuff on the screen = more mindfuck, especially with unremoveable graces of haggoth lingering on the screen waiting.
Can I have the game yet.
I want to break him. Please?
don’t we all. I’m gonna be posting any new tech/combos I find with Strange and Vergil on my MvC stuff youtube channel. sorry in advance for the shitty recording equipment (an iPhone camera) but it’s all I have. doesn’t really help that my TV’s wallmounted and I don’t have a tripod that high to record in HD. smh. I think I have enough to buy an HDPVR but I don’t know if they sell that shit locally where I live.
edit:
beam still comes out if I’m not mistaken.
I think the only time the beam will not come out is if you are hit before the fireball touches the first glyph, after that its will still come out
man I need this I got so many ideas about combos
I will also be teleporting upwards not super jumping
why the hell not eh?
are all of his normals unsafe or just that janky ass launcher?
we dont really know plus dont see why you can cancel into something
If he’s anything like Dr.Doom you’ll most likely be throwing c.L or s.L a lot to not be super punishable on anything. If his c.M is only like neg 5 or 6 on block that won’t be too terrible but if that is like neg 10 or more like Doom then we’ll most likely have to be hit confirming the c.L’s before doing anything.
If his c.H does enough block stun we could probably use that as a hit confirm and then cancel into his teleport seeing it has quick recovery if its blocked. Deadpool has the quickest recovering teleport in the game (supposedly Strange’s will recover even faster) which allows Deadpool to hit you with a normal that has long block stun like c.H then immediately cancel into teleport to keep it safe and block again. Should be able to do the same with Strange. The close ranged mystic sword special looks safe enough on block or generally just cancel into any special move that’s safe on block.
You just have to have like played fighting games before and you’ll think of a way to keep him safe on his strings. Wesker players have never played fighting games before of course.
It won’t matter much to me if his normals are unsafe. Just cancel into Mystic Sword if they’re blocking for advantage. Or call an assist.
I use doctor doom all day every day in vanilla and I plan to run a double PhD team in ultimate. I also use Thor so I know the techniques for getting around unsafe normals.
MODOK can combo anywhere off an air throw, just like Felicia. You just have to wavedash quickly up to your opponent so you can connect cr.M and go into a BnB of your choice.
I agree, though I see Strange using the balloon bomb assist more as a combo extender rather than filling up the screen with more junk. MODOK stays out for a very long time before he coughs up the balloon bomb, and that can be a big problem given how huge he is to begin with
The awesome thing about balloon bomb is that it causes soft knockdown, so it’s a great combo extender. Basically as you finish up your ground magic series you call MODOK before launching then after air magic series -> j.S knockdown for the flying screen, the opponent will get knocked right into the balloon bomb and you can then relaunch or go into something like Astral Magic if you don’t have a red grace to OTG with. This is mainly stuff for the corner though because the balloon bomb bomb doesn’t travel far, but if you can get at least one self-relaunch with air Impact Palm you should have a good chance of getting your opponent into the corner since you’ll be traversing a large part of the horizontal screen during the combo. Obviously this is all theoryfighter shit but I can’t wait to immediately test out these kinds of shenanigans as soon as the game comes out.
Having soft knockdown on assists now in UMvC3 like Balloon Bomb does is going to be soooooo valuable now that assists count towards the hitstun decay in a combo. Especially since hitstun decay in general is getting much more strict.
Actually that brings up a good point, i wonder if dooms beam still cause a soft knockdown, and if it does it will definitively be the assist of choice for teleport characters and those who want to use him in the middle of combos.
I rely on Doom beam for my entire team and I haven’t heard any changes to the soft knockdown so hopefully that stays true. You can’t sleep like Akuma or Haggar assist to hit confirm off it even with the soft knockdown so I’ll need that.
I know how dangerous MODOK Airthrow can be, from its large horizental and vertical range (the best Anti air for MODOK in fact), but I just mentioned out the room for error is larger than of Ground throw, and having a room for error for a player like me is kinda hefty already :P. I should also practice proper wave dashing for the upcoming UMVC3, since I abused the heck out of air dashes.
As pleasent as MODOK Ballon Bomb idea, I think its greatest drawback is its off use in corners, but in corners everyone (except Captain America, because he is very American and does not like to corner people for some unknown reason) is blessed with much more options and damage potential, as well as perhaps easier inputs that it may not matter that much.
P.S. I also used MODOK Ballon Bomb to set up a combo opprotunity with Dante on point. At full screen range, I call assist, teleport, use the ground throw into the ballon bomb and grab a popcorn for a good 10 second combo (hitstun decayed faster than usual). Tested it various times and distances, full screen proves 100% success rate, any closer to corners and it gets more character specific.
Since Strange also Sends the opponent flying away with the throw, if he angles the toss properly into MODOK Ballon Bomb, he may have a good way to STYLE the opponent, and perhaps an easier Meterless throw combo ( still dont know if Strange have any meterless throw combo yet =( ). It appears that Strange may have easier time setting this since he has much better and faster screen controlling specials, and phoenix like teleport.
How come people don’t use MODOK’s balloon bomb projectile invincible properties, it has similar properties of Phoenix Wright’s low assist.
so i will be picking up the Guide book tomorrow, I will post stuff from it about Strange if you guys would like/request.
I will not be scanning pages, I do not want to screw over the good makers of this guide etc etc get yo own.