Hey, so I’m using MODOK/Strange/Doom and I’m getting fairly decent at executing combos and stuff. My neutral game is lacking, though. More specifically, my neutral game is lacking versus strong rushdown characters like Zero and Wolverine, who are usually backed with strong assists like missiles. I find it hard to get anything going and rely on j.S a lot. Does anyone have tips for dealing with this sort of thing?
Well how mobile your MODOK is? You got to practice being to move around the screen as MODOK. Just don’t forget to use J.m/j.l since they both have great prioirty, and j.l comes out fast. J.S is useful when you falling down, but you might get grab. Sometimes it might better to use body attack, or even modok ram super to come down. Also ballon bomb h/cubes/j.l are great when trying to stop people from grab in mid air.
As for what to do in the ground game. psionic blaster or even hyper pisonic blaster is great for catch Zero who do lighting/air dash. MODOK’s beam super is a copypasta of Dormmamu’s chaotic blast, which means you blowup Zero for airdashing(who can’t block). Don’t forget that Lighting(only lightingxxBuster is safe) itself isn’t safe, can anti-air it with MODOK’s jab. In mid air, Cubes/j.l/j.m stuff Zero before raikosen/lighting becomes active.
For Wolverine fulfill free to find space to put barriers, slime, bomb, and cubes. Wolverine can’t beserker Slash through projectiles/barrier, if you put a cube l/cr.m/barrier/etc he can’t wavedash you down. Bomb L stops Wolverine doing divekicks , psionic blaster/standing l if Wolverine is going to divekick you. Of course snipe Doom’s missles with MODOK’s psionic blaster super, and you can also DHC into Strange and XF for more damage.
Keep in mind that cubes, slime, barriers, bombs don’t go away if MODOK is hit… If MODOK is in pressure, you can’t chickenblock but you CAN do so by superjumping. So you might need to practice superjump upback, and if that doesn’t work you can crossovercounter with Dr.Strange into his SOV super.
Use it. If they even they can escape it, you can use other mixups as well. Baby legs can catch people who are mashing helm breaker, or foot dive anyway.
Is there any good incoming mix-ups I should know? I read about doing L Bomb then dash under but that doesn’t look like it would cross-up the opponent. I figured getting close to the corner then super jump straight up, dash down j.S might be good in theory. Not sure what to do with Strange, though.
Strange can do a teleport crossup mixup with MODOK’s beam assist or Strange projectiles. He can also help Doom/MODOK lockdown the oppotent for high/low/throw/ unblockable(MODOk Exclusive tech) via Eye of Agamotto.
I need some more advice in my quest to become not garbage.
I played a guy who used Spencer/Wesker/Sentinel (with drones) and it’s really difficult for me. Basically I need some advice versus these characters and what my general strategy should be. Should I be snapping in Sentinel or going all out to KO Spencer (even burning xfactor)? Spencer in particular is a pain but it may be due to my lack of match-up knowledge.
Against Spencer, do not ever try to jump up and try to challenge his zips with air throws when he is relatively low to the ground. Since Dok is big and has an awful upback, you will always get hit by the zip, since it has some stupid active frames. The front end of his zips also nullify projectiles, so preemptively laying out L bombs or M cubes aren’t effective. Instead, you need to react to his horizontal zips with M cube, which will cleanly anti air, then you can follow up with a dash into st.L, cr.M, L cube, S, etc, or just mashing st.L. Mashing st.L won’t punish the zips, but if Spencer is mashing j.H or anything, it’ll catch him for a full combo too. Whenever Spencer is doing diagonal zips toward you, you’ll have to judge to see if you can anti air with cubes, st.L, go for a grab, or, super jump out and then dash in with j.L if you feel he’s a bit too close if possible (or you’ll just have to block).
The reason why I’m focusing on Spencer’s zips is because, given that you have a good neutral assist, you’ll never have to worry much about anything else. That’s because Wesker’s assist are useless in neutral and Spencer can’t sufficiently cover drones. Just snipe drones with L blaster or air H blaster. Then, Spencer’s options become very limited. A lot of Spencers will start super jumping and zipping around at this point. You’ll have to be a bit more careful here, but try to punish movement towards you with j.L or what have you. They’ll just tend to just jump and zip uselessly until they get impatient and get ko’d or you mess up and they seize the opportunity.
So, key points:
don’t use many bombs or cubes to stop Spencer’s approaches, focus on using L blasters and getting out barriers (if Spencer zips a barrier, a glitch occurs and you get a free punish… also will protect you from assists)
don’t try to punish low horizontal zips with air grabs, use M cubes or st.L
snipe his assists heavily restrict his options
watch out for desperate diagonal zips: avoid them and then punish
Thanks, I think that’s helped me wrap my head around the match-up a bit. So basically, doing blasters or using bolts assist, then expecting the zip so I can punish it? I’ll give it a try.
I think I should mention a learned a lot from your MODOK videos and from Nos’ videos as well, so it’s cool you’re helping me with the match-ups too, haha.
also, from full screen it is easy to bait out bionic arms by just spamming blasters, or cr M xx L blaster. Often the puddle will stop the arm clean or cancelling the beam into Killer illumination will beat the arm clean for a full combo.
Ltp cover Spencer pretty well, since Spencer will give MODOK the most trouble. Wesker and Sentinel aren’t as difficult to beat as long as you know what to do.
J.L,psionic blaster, standing m can beat Sentinel’s armor normal. MODOK’s IAD j.l hits twices before hitting the ground, You can pretty much bully Sentinel at close range for these reasons. J.L pressure is something that Sentinel stop so he will need to pushblock, and he can’t even anti-air you for it. When Sentinel is trying to cr.m you can easily counter with MODOK’s beam or standing m. Sentinel’s beam can beat MODOK’s psionic blaster l if it connects, but MODOK’s beam is faster than Sentinel’s projectile. Sentinel’s point drones except the carpet bomb verison loses to MODOK’s beam. However Sentinel’s HSF will beat MODOK’S projectiles, so you going to probably need to jump if he does that. Only use MODOK’s grab super when Sentinel is need MODOK’s grab range. Also Sentinel can be punished on his hard drive’s recovery with MODOK’s beam super too. As far as his anti-projectile normals, they are slow unlike Vergil’s dumb normals so it’s possibly to place a cube or blaster before Sentinel’s boots come out. MODOK is in the corner, MODOK’s barrier keeps sentinel from inside the barrier(Sentinel is too big). Also there is obviously nothing Sentinel can do stop MODOk from flying to the top of the screen to kill Sentinel’s x-factor.
As for Wesker. Just look up Frutsy’s MODOK vs Weskers. To sum it up, Wesker can’t do much about MODOK flying in the air. As long as you protect yourself homing ballon bombs, cubes, j.s, j.l there is not much Wesker can do. When you are the air, you are looking Wesker’s air throw, the option mentions prevents those air throws. Wesker’s blindspot is when you are above him, and he can’t shoot stuff in front of him. Even Wesker’s gun is slightly slower than MODOK’s psionic blaster. Besides that coming down is the most difficult part of the matchup since Wesker can attack MODOK when Wesker gets the chance. However MODOK can keep Wesker away in the ground too since psionic blaster can snipe Drones. MODOK’s standing l can beat some of Wesker’s jumping normals.
What MODOK vs Wesker comes down too is if Wesker begins to make MODOK block a mixup. Which is the worst case scenario for the matchup since MODOK’s defensive isn’t all that good.
Thanks for the help, guys. MODOK players are really helpful. I like this board.
I think in general I lack confidence in my decision making. I don’t have the necessary experience so I don’t know what to look for or how to react and as a result of that I’m tempted to press buttons which gets me killed.
Here’s a recap of lots of the grounded air dash tech on Hit Box. Basically if you use your right hand for up + dash you get grounded air dash free.
I wasn’t able to figure out who discovered what first, but I’m happy to add credit to the scientists. Let me know if you would like to be credited for your tech in the video description.
Motempest and Caveman are the creators of the grounded air dash tech. Motempest founded the double air dash tech, Caveman made people realize that MODOK can dash twice from the ground.
It you can double dash by doing superjump buffer, you do down, up+2 buttons. The window is much easier than doing a naked ground dash on stick. I also think that buffer the grounddash is useful when you are zoning with cubes, psionic blaster, barrier. I agree that it’s much better to get a raw double dash.
I just got back from PAX East. It was a ton of fun and is completely worth going to. I entered the Marvel tourney there with Dok/Strange/Doom and got 3rd/4th. It was a 64 man tourney, single elim, and only 2/3, and I played bad (the nerves made my movement ass in particular… which you really need). There wasn’t really anyone known there except Fooblat (who knocked me out) and Noel Brown. I did alright in casuals though. I got some unblockable incoming setups, unblockable resets, and managed to get a perfect at one point. I was going to run a set with Fooblat, but we both got caught up with everything else going on at PAX and it didn’t happen unfortunately.