You should be able to protect Doom with the shield, so hidden missiles could work. If you play rushdown MODOK, molecular shield will help better.
Quick little MODOK tidbit. I always thought there was times when I could have swore I was blocking but I ended up getting hit while playing MODOK. I tested this in training just having the opposing character jump at MODOK repeatedly attacking. It might be old news but:
MODOK cannot block in the air immediately after holding U/B if the opponent is doing a block string. You will just start getting hit while airborn. The situation is simple, I think everyone simply jumped up and down in the corner before. Basically holding U/B will cause your character to get a little airborn but still blocking during certain block strings. MODOK doesn’t get a little airborne while blocking in those jumpable gaps. He gets hit. Specifically it seems if MODOK starts blocking something on the ground then holds U/B, that’s when he gets hit specifically. Just about every other character can hold U/B and just keep jumping while blocking.
I’ve noticed this too. I guess it was for balancing purposes.
Yeah because otherwise MODOK would be SO overpowered. I’m starting to think that U/B after a dash to immediately block a super may not work with MODOK either.
…
doesn’t flight always have startup? doesn’t seem like its something specific to MODOK other than the way he activates flight.
what if you attempt a superjump?
Doesn’t matte if it’s not a MODOK issue only or not. MODOK has no other jump. Who would start flight under corner pressure? That being said he has very little start up to blocking honestly, you only get hit if you’re already blocking a block string and hold U/B anticipating the ability to jump backwards. Other characters can, not MODOK.
The point is without the option to hold u/b, you have to be more exact with MODOK when it comes to corner pressure. I’ve seen match videos where MODOKs suddenly look like they’re getting him because they can’t u/b jump out of trouble. In a game as spammy as this its something that has to be noted because I constantly see it.
Lets say in Spencers pressure combo, he can give you a choice between low and being hit by a mid then do that wall bounch/bionic arm. If you can hold U/B during the delay you’ll avoid that choice altogether. Modok may be hit by either. If he stays on the ground he’s forced to see either option. Other characters will somewhat come off the ground and don’t have to worry about it.
And fux me if Bionic arm beats killer illumination. Bionic Commando is Juggernaut but faster.
Hey guys first time MODOK user. Is there a good place to find information for his basic strategies like how to best play him etc?
I never said he would be overpowered. My guess was that they didn’t want him immune to all high/low pressure just by holding u/b. That was just my guess… not that I necessarily agreed with it v_v;;;
I understand just sarcasm.
I doubt it would be overpowered after all if he’s just flying you can jump up and throw him. Sooo many people can punish after a throw in this game. Just like anyone else if he’s holding U/B that means he’ll get swept if theres a
sweep in the blocked string, but with MODOK if he enters block animation then the person pressures with u/f blocked string during his animation MODOK he will get hit. Unlike anyone else who will just jump a bit. There may be another no wai can’t block glitch with MODOK. I’m trying to replicate it now.
I was just responding to those speculating this is something done to balance MODOK specifically when it’s probably just an unforseen byproduct of him activating flight by holding up and aftwrwards figured it’s just something MODOK players need to deal with.
And he has superjump. I doubt that has a delay for blocking. It just requires you to be quick with the input but it probably works just as a normal jump to avoid certain situations.
Also, can people please stop calling anything unfamiliar to them a glitch. Glitches are faults in the game system (even if they sometimes become accepted strategy). This is simply an intentional feature of the game. Air blocking + ability to jump out of throws makes it possible and the dev team knew that from day 1.
They dont always fix glitches, they just dont give a fuck about them. Can you please stop complaining when someone calls something a glitch? You must get cookie everytime you say something is intentional. Im sure its written somewhere that Modok can block anytime except if hes holding u/b during a block string with delayed pauses in it. Gotta be right? Certainly its grand design.
Im convinced. Now wheres my cookie.
Additional testing is needed but I replicated MODOK being unable to block low. Seems very specific more later with video if it proves true.
PS you cant superjump during a block string. You can hold U\B.
Calm down champ.
Whether or not glitches get fixed is not the topic. Being able to cancel pre-jump frames into other actions, such as special moves or block is nothing new to capcom and not a glitch, it’s intentional game design. The reason MODOK can’t take advantage of holding up-back to instantly block* is because he doesn’t have a normal jump, again not a glitch but just game design. Whether it’s grand is another discussion all together.
*Someone mentioned immunity from high/low mixups, but every character will get hit by lows if they hold up-back during a blockstring. It only evades throws and blocks mid/high attacks.
Actually in the adult world, it’s called a bug. Glitching isn’t an English word, it’s what dumb 12 year olds shout when they don’t understand why they’re losing.
Not all block strings will keep you in place, especially if they are delayed, lets say Bionic Commando who can go into his Overhead, if you hold up/back your character will jump back a little since his overhead has enough startup for you to do so. Where this hurts MODOK a lot is, triangle jump pressure or even attempts at instant overheads despite him not blocking low STILL HITTING HIM. It’s not a string but the attacks are close enough together that if MODOK holds U/B to try and avoid the Instant Overhead vs Low attack he’ll get hit by non lows that other characters can block.
**
what tips would you give a new player learning modok as far as blocking go? fly away?throw more?
Hold back. While on the ground, but if you’re transitioning from ground to air (jumping) do not attempt it if the person is mashing on buttons and you’re close by.
If you know holding U/B will cause you to get hit by a move, then don’t hold U/B. It’s not a disadvantage that when you do something that causes you to get hit, you get hit. If trying to jump back when Spencer tries his overhead gets you hit, then stop jumping back.
The best tip you can learn for learning how to block is… learning how to block. There are some things that you can U/B out of, but if you don’t know how to block correctly, you’ll suddenly be getting hit by trying to do it because you are using it as a cure all. But it’s not a cure-all, if there string is tight enough then everyone will get hit out of the starting jump frames. Not just Modok.
Don’t complain about Modok being broken or having some flawed design when you are trying to jump back to avoid a 21 frame mid attack. Just stand and block it. It’s -2 frames on block anyways, so you can probably just throw him during the recovery frames, which is something you couldn’t do if you jumped and blocked it.
People also seem to forget about Killer Illumination. Get off that back button and get some offense going.
Placed 2nd in a mid-TN tournament using MODOK (or Wolverine or Skrull)/Hulk/Sent. My MODOK play was a little lacking. I’m still not in the mindset of using L.cube after a j.S. It’s easier to hit confirm a 1-hit M for the relaunch. Still using a really basic MODOK since I haven’t had time to practice because of college, but solid play covers that up.
Vids will be up within the next week or two.
I ignored your flame attempts and instead will point out. No character will magically start getting hit if a block string is tight enough while holding u/b. Not even MODOK. In fact the trick is he’ll get hit if its spaced out slightly. But whatever your advice on how to avoid this maybe useful to someone who didnt point it out.
Bionic Commando was simply an easier way to replicate the inability to block with u/b in an intermittent block string. Do I need to give you requirements for every character? Keep in mind u/b alone is instablock for everyone. No other character has this bug when it comes to consecutive hits. Sure you can get around it but even high players say they may jump u/b to avoid mixups at times.
Proceed to look elite.