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

Side Exchange
air M
air M
H-Cube
air M
H-Cube
airdash forward
air M
Flight~H-Cube
air M
H-Cube
air M
H-Cube
H-Cube
M-Cube
M-Cube
Air Hyper Psionic Blaster

The air M into flight is the hardest part for me. Not the cancel, but hitting with the air M, as it’s hard to keep them at the right height to do it. I think this also works after the up and down exchanges as well, just have to time the first two air M’s slower or faster to compensate for the height difference (and there’s probably all kinds of things you could do, I just stuck with what worked heh). Character weight plays a BIG part in it too.

I like how you can also always bounce them down with a bunch of H-to-M-to-L-cubes at the end, because it looks rad. :rock:

You can airdash in after the ending cubes for the air L-S knockdown (another exchange?), but I find it very tough to pull off with any consitency… maybe you’ll have better luck?

cool thx man. I’m already very inconsistent with the corner aex so I’m going to have to keep it absolutely basic. There’s another tourney later so maybe I could actually land something in actually gameplay. That would be awesome if it gets streamed.

Just a quick tidbit, maybe I’m just a loser and a noob BUT, figured I’d share.
In order to get the most hits out of the hyper battering ram you don’t need to mash per say.
I’d actually say it’s more accurate to use one button and look at the counter. Everytime you
see the counter pause on a number hit the button a few more times. You can achieve the maximum
amount of hits with very little effort. (sure makes i a hell of a lot easier on the little 360 controller)

Battering Ram is a weird super… Every special move you use in the air before it takes away one of your button presses during your super. Wtf!

Also…

I think Modok may have an infinite in the corner.

Whatever, into
f+H (to use up your wallbounce)
[f+H, jump cancel, IAD+df, land]xN

Seems really, really, really, really, really, REALLY hard… but I think it might actually work?

How many reps of the cr.H, jump cancel, IAD+M loop are possible? I can only get three but it feels like it could go longer.

hey guys, been away from the forum for a while, and only just had MODOK click with my playstyle (took me long enough, haha)

what do you guys reccomend for combo sarters? I’m doing fine with lockdown, but actually opening up the opponent and turning that into a combo is where I’m dropping the ball.

any reccomendations?

^ I think air S is an easy starter? Lots of time to hit confirm, and coming down on top of their heads with it can be hard to stop. Did you see Jwong use Modok? He was definitely working that triangle jump air S. :stuck_out_tongue:

**Aftermath: **I think 3 is about the limit for that particular loop. 4 *is *possible (maybe more?) but I don’t know if it’s really worth the effort at all… it’s easier to just switch to something else that works.

You got to abuse MODOK’s spike(air S). It helps beat some of the stronger range normals, and you have space control by tridashing/IAD. Nevermind the fact it’s MODOK’s biggest ranged attack on the air. You want to take advantage of that when you are on top of them as well. Very few things can beat MODOK abusing the range of his spike when he is on top of character. Also it’s best thing to have when something trades with MODOK, it should be in favor for MODOK because it ground bounces them.

It’s recommended that you abuse MODOK’s ability to jump cancel like Doom can out of his normals. It’s the best ability to ever open people in general. 2H is useful for starting a blockstring by jump out of 2h, or doing something clever like this…
[media=youtube]jT4t2dJW8wI[/media]

Long time lurker here, I’m sure we’ve all seen the Daigo challenge video on the front page of SRK for EVO 2011. However, while I was watching it, something wierd popped up. Watch the video, and skip to 1:37…

This tells me two things:

  1. Daigo of all people might be repping MODOK at EVO (which I REALLY hope is true)…

  2. There seems to be something to the team of Taskmaster/Modok/Jill. I can’t say I’ve seen that team before, but just seeing all the shenanigans that all three characters are capable of, it makes me hopeful that this may actually be Daigo’s team of choice.

I honestly believe the spike sucks crazy startup. I lead with medium jumping. I only spike when opponent does something dumb.

I think j.S is a great starter, too. As modok you can just stay in flight mode against some characters and run your gameplan from there. Between air l/m cubes, j.s, bombs and crazy legs you have quite a few options against people trying to approach. Besides j.s, throws are my best combo starter. Modoks triangle jumps off off jump canceled or flight canceled moves lets him get inside even against advancing guard pretty quickly. Even though his lows are limited, the threat of throws is scary…especially in the corner where he is going to take almost 800k.

Yeah, as an IAD move, it doesn’t seem so great… But if you superjump, and then come down on top of their head with it, you can sort of alleviate the startup issue IMO.

I’m not saying never use it, just it’s not my go to. I find that without a cover people who pursue MODOK unless your camping higher than they can jump will always beat out j:s: if it hits it’s an easy follow up agreed. I do like throws, but my wave dash skills aren’t the best and the timing can be pretty tight.

(frankly they beat out a lot of MODOKS air to air options)

Alright. Im in it with MODOK now. So Ill be around asking questions posting finds what have you.
Im always down to help with testing to, so holla if you need help.

Right now im running Modok/Storm/(Sent, Skrull, Wesk, Tron)
Trying to see who the best anchor will be.

Any suggestions right off the top on a good third teammate.
Anyone aware of some significant synergy, as of now my MODOK team synergy is pretty elementary. But last week did see significant improvement.

At this stage I feel like Magneto and MODOK are the best pair on paper to work together with Magneto on point and MODOK second.
reasons:

  • Magneto is currently one of the more successful characters for opening someone up and leading in to an air combo
  • He has the option of bringing opponents to the edge of the screen for the aerial exchange corner combo that pretty much guarantees death if executed
  • He can opt to DHC glitch into Killer Illumination for otg slime
  • Even midscreen Magneto can exchange combo into the H-cube combo (although I struggle with this one I doubt that we’ll eventually have 9 cube exchange combos in every direction against every character)

As for anchor I personally run with Dormammu because his dark hole assist works well and he seems like a solid anchor in general.

Couldn’t agree with you more, Quetzal. I thought about this the other day.

It’s just a shame I suck with Magneto. I was originally running with Wesker, MODOK and Dormammu, basically with Wesker and Dorm being the training wheels for my MODOK because they are so easy to pick up and play decently.
Magneto just seems to need that specialist attention that MODOK is enjoying right now, it’s hard to juggle both for a novice like me.

anyone found a practical use for the low hit on the slime? i know it could potentially set up unblockables, but i havent really found any practical uses other than punishing tech rolls…must be something better.

also, i put up a couple reset vids on my yt channel. if anyone wants the notations, just request here.

I’ve seen Slime XX M-Cube being used to create sort of a wall. Something along those lines would probably work.

@1:50 RoyalFlush uses slime as a cube trap