For SJ defense I’m trying to work in TK/Air H Cube. I’m not 100% it is going to work well for AA as it appears very high, and you have to be very early, but it’s an idea.
I’ve written off MODOK’s body attack for now, anything I would do with it an air dash does better. So far, anyway. Just remember that the backwards air dash recovery is longer than the front!
As as anti-rushdown, I have no answer besides shields and zoning before they get in. The instant they’re inside and throwing block strings I cross Counter MODOK out for someone more equipped to deal with that pressure. Just my two cents.
I’m not sure how good Tron’s fire is, but as others (and myself) have been praising his virtues, I’d recommend Haggar. And he’s not a bad point character with assist coverage. If you start using Haggar and they start ducking his lariat assist, drop on them with an instant j.S to keep them honest.
His body attack has ugly recovery, so I only really like using it in air combos (you’re at a disadvantage on both block and hit, i think -4 on hit and -7 on block). I haven’t really experimented with using it for heavy air run away, but that’s what the brady games guide suggests if you need to buy a few extra seconds on the clock (body attack, body attack, activate fly, body attack, body attack, body attack).
As far as super jumping, remember, they can’t call assists so you only have to block/keep an eye on the point character. Use your AA assist and then super jump out or simply dash under them. if they’re super jumping, probably the easiest thing to do is wave dash under and reset the zoning.
If they SJ over just dash under them and continue. MODOK is pretty strong in the air though. You can’t go air to air with him, PB is too fast for most characters and HPB has to much priority. If you don’t he just rains shit down on you with downward PB and bombs.
Switch up your keepaway. Go from ground to air and repeat constantly, and fly up with AA assists.
…I still HATE fighting Sent as MODOK. One HSF pretty much ends your keepaway on the spot. You gotta stay airborne if you don’t wanna get tagged. From there, it’s all about reading how he’s gonna try to get you out of the air.
This is actually a really good point, air analyze cubes add even more to MODOK’s defense, covering areas that his ground versions don’t. I’m going to start experimenting with IA analyze cubes and see if that closes up some of the zoning gaps MODOK has.
If it’s skrull just bait it and block, then a big combo. If it’s dante i think you can duck low, should only catch you if you’re not paying attention, can also end in a combo for you. Wesker is really the only teleporter you need to worry about, and i guess the best bet is to stay mobile and not give him much of a chance to get the samurai edge out, might actually want to rush him down
Anyone messed around with trying to use barrier offensively, to sandwich the opponent between yourself and the barrier?? You can link some interesting combos from it, Forward heavy > L analyse cube for example. Crouch H> L analyse cube > Crouch H > L analyse cube > crouch H > Forward H etc…you can even link seven crouching L’s instead of 2, still messing around
This has probably been asked before…but when you do MODOK’s jumping L (where he flails his little legs), it sometimes sounds like he says “Timmaaaay!” in reference to South Park??? What’s going on here? lol
Meh. Everyone is complaining about how OP sentinel is with his assists and mouth lazers and armor and MODOK is the only character that can completely ignore all that and force sentinel into the air where he isnt nearly as strong.
Im trying to change up my playstyle with modok to focus on rushdown and corner traps…but zone/keepaway is so easy I just go into autopilot when scrubs stand at the other end of the screen trying to throw projectiles
Maybe it’s just me, then. I never get off s.L because the people I play against usually crouch block or dash in with their own cr.L. I can’t really use it as anti-air since they also use dash-cancelled super jumps, which puts them at an angle mostly above MODOK.
What are you guys using to get in? j.M has pretty good range, but whiffs alot on crouching opponents, j.S is good, but it’s a little slow and the range isn’t great and j.H isn’t fast enough to come out from a regular jump.
I’m going to try working on sj. airdash H and see how well that works.
I use floating bombs to cover my rushdown or at least a shield. IAD:l: is really easy to hit confirm. I think what you have to do is just be mindful that some of the shorter characters if hit crouching will be whiffed by MODOKS higher attacks if they would combo. Try to get in the habit of starting things off a successful hit confirm with an analyze cube for easy follow ups. Personally I IAD:l: into standing medium as it covers the ducking and almost always do c.:h: to keep them honest and because on hit some characters will still duck s.:h: since they are too short.
I play a rushdown MODOK with a lot of success so far, not tournament ready yet however mainly because I play too much MODOK and not enough of my other characters. Imo you need a lot of hit confirming with MODOK and if you push the buttons to quickly you’ll cancel combos before they get a chance to hit!