M.O.D.O.K. Thread 2: Orgasm Harder

I think Balloon bomb might be really good for Dorm too. I’m sure MODOK could use the Dark hole to eat up some space.

My original gameplay is to roll Dorm-Portal/Modok-balloon/X for a while, I agree they seem to work pretty well together.

They do do the same job, but that’s not necessarily a bad thing, since it’s a team effort.

I’m actually wondering if people are overestimating the shield assist. It doesn’t last very long - about as long as your assist cooldown, it seems. So if you want to keep the shield up, you’re sacrificing any offense you might gain from another assist, and you’re making MODOK appear on the screen at a predictable interval; plus, since the assist isn’t offensive, it has no hope to protect itself from punishment.

If you’re playing someone like, say Arthur, then you still need a “get off me” assist to keep him safe from teleporters, which means you’re forcing yourself to have absolutely no offensive assists, only defensive ones. That is giving up a lot just to have that pretty shield there for a second or two before it disappears again.

Well if MODOK’s main utility is going to be on keepaway teams anyway, wouldn’t the shield help cover the front and then you could cover the teleport with your on-screen character anyway?

A good teleporter will get in, always. The question then always becomes “how do I get them off me?” If you haven’t yet, watch some videos from the Neo vs. Clockw0rk moneymatch that happened recently, and look at just how difficult it is to get rid of Strider once he’s in.

Well if i was playing trish, it would force them to have to jump over the shield if they want to attack me, and combined with trish’s peekaboo assist that would make them easier to trap, or i could switch it up with ammy’s coldstar assist to keep them guessing. If they called in a helper character, the shield acts like a wall so ammy could counter with her elements super for good damage, especially if there’s a DHC. If there’s a teleport, you could quick switch to the other side of the shield perhaps to get away from the rushdown? If it was MODOK assist you would potentially already have a trap setup with trish anyways which they could teleport into, if it was ammy on point then you could even have a counter ready, but ammy probably isn’t very vulnerable to teleporting.

Trish and ammy can play on the offensive, if you force the opponent to worry about being unsafe countering, they should instinctively defend anyways, hence no need for an offensive MODOK assist.

I agree not every character will have a problem with teleporters, but that was certainly not the end to my concerns about the shortcomings of MODOK’s shield assist.

I also can’t wait to see how Rocket Punch and Sentinel Force interact with MODOK’s shield. I’d like to see how Skrull’s throws interact with it as well.

I’d like to know how much puinishment it can take from say, popular assists such as chun legs or doom rocks

Here’s to hoping the guide outlines how all projectiles interact with each other somewhere in those 352 pages.

[media=youtube]UxW4q68SiOo[/media]

Shows abit of how well MODOK does against a player who knows how he works, and against storm rushdown and teleporters.

After observing abit, it seems as though MODOK might actually do well against triangle jumpers. Since he’s the only character in the game with a regular fly move, he can simply stay off the ground which negates the possibility of attackers hitting low, while he’s free to block high. This strategy would also theoretically make him immune to "unblockables"since he doesn’t need to worry about blocking low.

yeah, for Dorm, Ballon bomb seems like the most useful assist all the way. Aegis is nice, but Ballon bomb makes rushdown hell for the opponent.

I actually think MODOK/ Dorm is actually good, since both characters can be really good at plugging holes in each other’s game. MODOK has alot of small things that go all around the screen, but nothing that really fills alot of space. Dorm’s assists can help him with that. Conversely, Dorm’s good at sucking up space, but has difficulty putting out alot of stuff at one time (to the extent that MODOK can) and alot of his zoning tools have alot of startup or cooldown. MODOK’s zoning assists can help there too.

They seem like a good zoning couple if you ask me

What do you guys think of Chris?

I was thinking M.O.D.O.K. and Dorm at first but I’ve kind of been thinking about other characters since his assist are kind of slow.

Right now I’m looking at M.O.D.O.K., Amaterasu, and Chris. Going for mostly lockdown and zoning, but more in your face. Any of them could be on point and use the same general gameplan with slight adjustments. Balloon Bomb, Ice Shots, and probably the Land Mine, kind of depends on the timing of his other assists. A blockstring that finishes with any of those assists would at least deter them from countering right away. Even better if it lets Chris throw a grenade and but out a Balloon Bomb and keep the pressure going.

We’ll see how it goes on the defensive end once I can actually play the game. The other big issue is mixups. Does M.O.D.O.K. have any good crossups? It would be nice since he is the only one that can triangle dash.

Dorm is still an option though, so are Trish and Storm. Just have to wait and see how they mesh in real life.

I hear chris gets destroyed by air attacks, so you’d need an anti-air assist that you’d be using constantly, so apparently you wouldn’t want that anti-air character to be your main, because they might get sent easily if the opponents counters. I hear chris is good for building meter though, so depending on who you want to use it…could be good

I think MODOK might have some competition with Hsien Ko. If her Gong is an assist, That will 1. be fantastic for MODOK on point. Gong and Aegis? too good. and 2. make his Aegis shield Assist obsolete.

but this is pure speculation.

But I’m calling it now, MODOK/ Dorm/ Hsien ko: Team Don’t Touch me

balloon bomb seems to be the smart money to have almost entirely replaced aegis as the assist of choice.

I’m actually leaning toward Dormammu/Sentinel/???, with the ??? either being Amaterasu (Bloom), Morrigan (Shadow Blade), Ryu (Shoryuken), Akuma (Shoryuken), MODOK (Aegis Shield), Hsien-ko (Gong). Sentinel Force will be far more menacing than Floating Bomb, or any other assist, for making it difficult to get in on Dormammu, especially since if someone navigates through the assist, Dormammu can teleport and continue to use their travel path for cover. Sentinel makes great use of Dark Hole, assuming he can chill in the air well.

The last character depends on what Dormammu really needs: a “get off me”, a “barrier”, or a “meter booster”. I think an argument can be made for all three. We know that Dormammu has problems when someone gets in on him, but proper use of his OD/OC Liberation might make a full “get off me” assist unnecessary, as might proper use of Ground Fire and teleporting after pushblock (block->call Sentinel assist->teleport creates a flow of projectiles to make it hard to get right back on you).

We also know Dormammu has problems with beam spammers, especially Magneto. In Sentinel’s videos, Dr. Doom’s beam not only eats right through a mini-Sentinel, but it hits Sentinel and cancels the entire attack, blowing up the other two mini-Sentinels in the process. If this holds true for Sentinel’s assist, then Sentinel does not help Dormammu at all against beamers. This means Dormammu absolutely needs a “meter” assist so he can consistently punish beamers, or he needs a barrier so he does not have to worry about them at all.

Lastly, the “meter” assist could win out if Dormammu ends up being able to handle beamers and rushdown with his in-built tools, because Chaotic Flame does absurd damage and pretty much connects after anything he does. Dormammu’s only true weakness in every video I have seen of him is not having enough meter to punish effectively - too many lone Dark Holes and such.

Just my fightercrafting two cents.

I see what you’re talking about.

But regarding MODOK, I think MODOK/ Dorm/ Hsien Ko could be very good. Maybe mix in Sentinel too. like, If one of Hsien ko’s assists are the gong, That will make rushdown on ground hard, since it travels forward. It will also make projectile wars easier for MODOK (provided the opponent isn’t also using Hsien ko). Plus, combine that with the fact that MODOK will be filling the screen with shit the entire time, and touching MODOK will take some serious work on the opponent’s part.

Sentinel would be great for obvious DHC’s, and for actually giving MODOK Ariel DHC options (arial rave into HSBxDHCxHardrive sounds rather nice, no?). Drones assist will be great for lockdown (and preemptive AA if he still has a version that comes out from above like in 2). Rocket punch assist could be good for setting up Anal cube’s or HSB. Who knows what his 3rd assist will be. If it’s Spit (and I have a feeling it will be) That’ll give MODOK some good horizontal cover while he’s throwing out stuff. Or just add it to Psionic Blaster spam :smiley:

god, I need this game NOW so I can get in the lab with this shit!!!

Hmm, I just feel like Dormammu really need something to keep the pressure up besides himself, and both Aegis and Gong are very defensive. We’ll see how it pans out though. One thing I notice almost every MODOK player doing is running back when their opponent gets to the shield, when they should be rushing THROUGH the shield, since it basically nullifies everything but you can combo through it.

If Sentinel has what I will call “Sentinel Bomb Force” for now, that might actually be better than his traditional Sentinel Force as an assist - did you see how much ground it covered? It was basically like Blackheart’s lightning assist. His traditional Sentinel Force actually comes from the bottom now; if you remember the German magazine scan, Sentinel is assisting Arthur, and that’s the direction they are flying in from. I wouldn’t mind the laser beam as a third assist if it beats out bullets and cancels other beams; that might be another option since it hits five times, which means a large time to hit confirm before comboing off it with Dormammu.

Hey fellas, think I’ll stick around for a bit as MODOK will most likely be part of my team when MvC3 comes out. I’m not entirely sure what it is, but I’ve always enjoyed using the “freak” or “odd” characters in fighting games. Once I heard MODOK was in this one…it was like a for sure lock that he’d be one of my ruff ryders.

I can’t wait to possess that big-headed handicapped mofo!

MODOK’s combos are very tricky… Got mindfucked constantly. Check this one out:

cr.C, F+C (bounce), B bomb dispenser, A analyze cube, hyper psionic blaster.

its D+C, F+C, SRK B, QCB A, QCF AB. One motion for every single button!