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

Well, all I know it’d be really tough to get anything past 6 hits on Sent and DOK since they’re so big and sink like stones. Felicia’s got a pancake ass, so I have to resort to adding too many hits to keep her floating, and I can’t find a way to get past 7. Maybe I’m jumping the gun, but that’s how I feel right now.

LOL! I like how you bring up what I said and then answer your own question tsk tsk tsk Jorge =P anyway yea Vanilla runaway teams weren’t viable at all keep away teams seem to be stronger than rush down in this game IMO so I definitely think MODOK is playable now lol. I have alot of trouble staying away from people who just go nuts like Flocker I still don’t use analyze cube and mines for keep away yet I only use them for combos it’ll come eventually.

What are his popular assist I was thinking that I was gonna play Haggar but I don’t know right now I am playing MODOK with either Hulk(AA)/Sentinal and Deadpool(quickwork)/Doom(missles)

Lariat I think is hands down his best assist. It’s a GTFO me assist that when ducked under or blocked gives MODOK all the time in the world to set up his spit unblockable. Sent drones comes as a close second for the less turtley MODOK since it can also give MODOK plenty of time to set up an unblockable as well as power up his zoning. Strange’s Bolts is a good runnerup too. It’s good for extending combos and is like Sent Drone Jr. for setting up unblockables and zoning. Personally, I don’t really like low-hitting assists for MODOK. They can work, but they’re too focused on just setting up unblockables.

[media=youtube]lRK8IiCA8ew[/media]

With all the freedom with TAC combos, I’d be surprised if there was actually a character you couldn’t get 9 cubes against.

As for the combos themselves, I’m thinking the air M into H-Cube pattern is definitely the way to go… very stable, versatile, and easily nets 9 cubes (or more!) Setting it up is the only tricky part.

Dude, you are MODOK god. Really appreciate this!

Yo, lost way to many games because my slime doesn’t OTG. Does it NEVER work in the corner vs certain characters? Like DANTE of all people? Eh maybe it’s because I’m online.

It definitely misses some people in the corner. Off the top of my head I have whiffed on rocket raccoon, joe and arthur before. I haven’t had any trouble with dante, though. We should probably compile a list of characters this happens on as well as a list of characters that slime passes over their blockstun animation, etc to keep all of the character specific slime stuff in one spot.

Also, a topic on TAC combos came up in the tier thread. What is everyones opinion on their effectiveness? Personally, I abuse the shit out of them in ultimate now. Firebrand/modok is so dirty I just feel like I am derping it out with those two

After most combos you are way too close and the slime will whiff at that close range. Take a step back or wavedash then immediately go for the otg

Virgil nullified my beam today with his sword, at least I think he did. Is that one of his swords properties?
Capcom and their silly favoritism :frowning:

Yep, he can just slash projectiles with his normals… kinda like how Sentinel can kick/punch them.

MODOK needs to spend more time on his hair and get some skin moisturizer so he can get moar derp moves like the pretty boys.

hey Nos99 when in your TAC do you fly? I can’t even tell…lol if you don’t mind can you write the tac combo down?

U can tell he is in flight because the rocket booster turns blue. the standard/ universal TACs are notated on he combo thread or video thread. i always ask about it too ^^

I am aware of the blue flame but in that video you cant see it because hes basically off screen

I’m not even sure if those ones should be the “standard / universal” ones that people should be using… They just happened to be the first ones I came up with.

The first two I do against Felicia in the vid above are even more universal IMO… they work against pretty much everybody (except the giants? but the same basic idea) even Rocky Raccoon!

As for notations… gimme a bit, I’m cooking breakfast right now… lol

flight is performed after the M that starts the analyze cube chain

For this TAC combo you need to be careful not to input flight too quickly, otherwise you’ll get a M cube right after flight mode

The hardest part of this combo is to make sure the opponent doesn’t drop during the repeated M>H. cubes. If you want to make it much easier, I suggest doing just two of them, as opposed to four. Either way the opponent will be dead…

Ok now I have a question. What is the best way to deal with jobbers? M hits but they are to far for me to continue a corner carry, and P.blast just lets me enter spam mode.

Ok so here is the notation

Downward TAC (corner)
air M (optional?)
M-Cube
air L
air M
H-Cube
air M
Flight~H-Cube
[air M x H-Cube]x3 (or x4 if you want 10 cubes)
M-Cube
M-Cube
L-Cube
Air L
Air S (spike)
OTG c.M into whatever…

Upward TAC (corner)
L-Cube
air L
air M
H-Cube
air M
Flight~H-Cube
[air M x H-Cube]x3 (or x4 if you want 10 cubes)
M-Cube
M-Cube
L-Cube
Air L
Air S (spike)
OTG c.M into whatever…

I would say that these are his most universal TAC combos? For instance, you’ll notice that they’re basically identical except for the first cube…

On the upward TAC, I like popping them with a cube right away because it halts your forward momentum, making it so you’re not putting cubes behind them later on in the TAC. Against some characters you can’t do it too quickly though, because then you’ll be too far away from the final air L… so you may have to use some judgement? (or airdash L at the end instead heh)

You may also have to stall a wee bit during the air M into H-cube pattern, to let them drop enough to fall into the repeated cubes at the end… depends on the opponent’s weight, placement, etc.

There’s actually quite a b it of room for improvement on these as well, to score extra normals here and there… with MODOK only scaling down to 20%, it can make quite a difference, maybe even netting you an extra +100K during the TAC? For example, in these particular TACs, you could end with Air L (get a bunch of hits), cancel into airdash up-towards Air L (get even more hits) and then spike them with Air S. Each hit of air L does 5K when fully scalled… so that’s an extra 10 or so hits right there for an extra 50K.

God damn, I need to learn these. Is Nos like a Mental Organism Designed Only for Combos?

Damn, Nos is restoring my faith in my favorite character in the game a bit more all the time!

I seem to recall that someone recommended using Firebrand on point to TAC into MODOK. On paper, I can see how that might work, but has anyone tried this in practice yet?

Where would we be without Nos? Great job on the exchange combos once again.
I had tested another way of doing aerial exchange combos by immediately air dashing down and starting with a L, M or H cube, the idea behind this is that by air dashing down it kinda resets the positioning so I wouldn’t have to try and remember exchange combos for up and down, unfortunately I wasn’t able to do better than 7 cubes.

So, my challenge to Nos is to come up with a combo that is identical for up and down exchanges by using air dash down :D.