You mean like jump/fly j.L/j.M? I tried jump/fly j.M in training mode and it seems like it would be useful. I figured you can do j.M adf j.M, cr.M-cr.H jc adf j.M, S to hit-confirm. The adf j.M can be buffered. Is this practical? Worth trying anyway.
Oh, do you mean on incoming characters? If so, M cube does everything. Then on pushblock, if they try to air dash away, j.L/M brings them back down.
Nah, I just mean in neutral. If they’re fairly close I have trouble. Those options are probably fine but I have been screwing it up too much and it’s frustrating when you know that one tri-dash j.L/cr.L they just tagged you with means you’re dead. It’s hard to be consistently good with MODOK.
I know too well how that feels lol. Unfortunately, the answer to that really is to never be in that situation in the first place. Probably the easiest way to do that is to get out an L bomb, which shuts down the most aggressive air dash pressure. In certain matchups (like vs Nova), when their air dash pressure isn’t, say, Magneto level, cubes are good enough.
In all honesty, Im starting to think that MODOk needs a good counter beam assist. All my matchups seem easier when I have one. People are adapting to Doom missiles assist but I think mixing up assist calls are key. The only reason why I don’t like Dok/dorm/doom is that Nova/Spencer yolo play with beam assist is a pain in the ass due to their easy converts if they get in.
I should have recorded a video of it but I’ve been playing a lot of long sets with friends lately and been practicing my Modok/Dorm/Doom team. I actaully rarely TOD my opponents unless they have less than 900k life, and that’s typically because I don’t understand how to correctly use HBR to optimally DHC into chaotic flame. Also, I rather go for some kind of reset so that my modok super kills and i can set up the unblockable with Dorm ball.
At first I was catching everyone with the unblockable, but some of my opponents have escaped. the other day, a viewtiful joe player pushblocked teh ball, and even though it iddn’t push modok away, it kept him floating so that he could double jump away from my mixup. Am i missing something here? There was a clear time when he was free from pressure, between blocking the ball and falling into the slime.
Yes, you can pushblock to stay floating up. This is actually one of the reasons why I prefer Strange over Dorm, since it’s hard to pushblock Eye correctly, while it’s fairly easy with Dorm. If they do pushblock, go for an air throw.
So I have been wondering: what characters do you guys consider to be difficult match-ups for MODOK?
I’d say Vergil, Strider, and Firebrand are probably the worst matchups, but they’re certainly all still playable in some sense.
So I did a glitch today, really strange but I can’t recreate it or do I have the patience.
Guys DOOM was Xfactored and my MODOK was cornered.
I go for a hail mary killer illumination since I played this guy 10 games already thinking he’s going to swing.
When I see he doesn’t swing I freak out and go for photo array DHC too keep MODOK safe. (I figure he may jump during flash,
he doesn’t for whatever reason) My Doom appears to appear onscreen but MODOKs little extension cord thingys already grabbed his DOOM
while he was crouching.
Here’s what happened. All the characters disappeared off the screen. You can see the whole screen fluctuate
like the games about to explode. (Later I theorize this was just MODOKS cinematic happen off screen.) Then my Doom
just hops on screen by his lonesome while this is still going and his DOOM eventually flops on the screen with a hard knock down as if just illuminated. Kind of stunned…but of mind I just do a DOOM loop to kill.
If any of you think you can recreate this it would be hilarious.
I had something similar happen online against a Taskmaster, only I didn’t DHC and had full control of MODOK. His Task was going through the killer illumination cinematic from the normal camera angle. It was pretty bizarre and hilarious. In my case, I think lag had something to do with it.
I think Magneto is his absolute worst. Dante and Firebrand are hard. Vergil isn’t as bad as I thought it was.
I also think Drones is the hardest assist for him to deal with.
Drones? I couldn’t disagree more but then again I run a point DOK team with optimal assists.
LTP you have definitely leveled up in a big way. I couldn’t touch you, and then when I did I choked
like somebody desperately trying to take out someone that outclasses them. Good stuff man! Connection
was good for the most part too (except when Gonzo came on lol) so no real excuses from me.
Top notch point DOK play.
Strange just owns DORM too hard btw.
Zero with Jam Session, and Wolverine with Mystic stare, and Dormammu in general are the most difficult match ups for me. Firebrand isn’t all that bad personally. A really really good Magneto can be tough, but most average Mags aren’t so hard to deal with. The same can be said for Spencer at times. A real good one will give you very little room to breathe. All of those match ups I think are still very winnable though.
Also, I’ve had a very bizarre glitch with Killer illumination when it trades with a snap. It has only happened to me twice, but basically both characters left the screen, the KI animation was happening off screen with the lightning going crazy, and then the chosen snapped character comes in.
Heh, there’s a lot of variety for what we think are some of Dok’s worst matchups. I guess that’s a testament for how solid the character performs across the board. But I don’t really fear Dante or Spencer, and to a lesser extent, Zero + jam. Bombs nullify Jam’s hitbox, which is nice to know for that matchup.
And ggs Worstplayer. I’ll try not to choke it up like I tend to when I go to ECT5 lol. But tourney nerves + first major + PS3 with a 360 pad will make it tough. When I was at PAX, even though it was a pretty small tourney, I was still nervous as hell. I was even wearing gloves in the convention center lol and my movement was still ass. I need to find a way to get over it. And let me know if you’re going to ECT!
I really only get consistent practice with two of the best people in the AZ scene, one who is Angelic (Wolv, Dorm, Shuma) and Tsumuji who plays ZMC. But both of them are good enough to show me how hard I have to work with Dok to beat those characters when the opponent really knows their options. Vergil is probably the least of my worries outside of just general xf3 nonsense. But Both of those teams have the tools to restrict Dok’s movement more than most, and that is honestly where I think the key to beating Dok consistently lies. And I would say Dorm/Shuma, or just Dorm in general takes Modok’s movement away the easiest just by his basic design. Wolv/Mystic ray is one of the biggest reasons I came to love Plasma beam assist. Dok/Missiles is practically worthless against that team. Angelic also probably plays the best Magneto and Spencer in our state to boot, and he shows me how much more restrictive a match they can be when played on that extra level from most people. Mag and Spencer actually remind me of when I mained Dudley in SF4. Against the average Akuma, it looks like Dudley eats them up, but against a proper one, you can really see his options become limited.
But I would play against those two all day to avoid a proper Dorm.
I was going to say that our ideas seem highly based on the toughest competition each of us have lol. I guess that weakens my stance compared to either of you, since the highest level of competition I get to face are a few solid online players and occasionally Drew Grimey (makes me hate the Strider matchup and lol coast to coast netplay). I really only fear Vergil on point, but yeah, it’s certainly controllable. And I do agree that Dorm is a pretty difficult matchup if the Dorm knows what they are doing. Dorm with Jam is a pretty annoying pair to face.
I can’t say much about the Wolvie matchup besides that Eye assist does pretty well, since Eye soaks up a lot of projectiles (even plasma beam assist) and takes up a nice bit of space. I’m not sure how that’d go against a Wolvie of Angelic’s caliber, but I’ve had a lot of success with it and I think it’d be interesting to see.
True, who you think is a touch matchup is largely based on your assists. M00ns doesn’t really have an assist that helps him deal with drones.
Me, I have Dorm 2nd. Every drone call can be a dead sentinel so people have to play accordingly. Kind of the same thing with strider, I played Drew Grimey a few times and did quite well. Part of it may be because my style of play is a bit more stagnant that LTP. He moves a LOT. I kind of move a lot since I suck at movement in general. (Seriously I have troubles super jumping even)
Greetings all,
Teleports are my worst nightmare. Dante, Vergil, Dormnamu, Wesker, and even Skrull (based on who I play of course). Can’t stay in the air and be careless with normals / specials. Then when I’m forced in the ground I always have a hard time blocking. Guess I need to learn to block better lol.
Learning to block is definitely key. Depending on your assist, and their assist, certain teleports are easy to punish. Against Dante for instance, just throw out a shield, dash into it and then H bomb, if they attack head on the shield will protect you, if they teleport, the bomb will track backwards and give you a free combo. the same goes for vergil, except a quick one can neutralize the bomb with his anti projectile normals. But careful use of the shield is generally a good way around teleports. Wesker is actually a bit tricky to rely on this though, because he can teleport in and command throw you through the shield. Getting good at air throws and anti air L’s is also key.
For skrull, wait for him to go into the air and see which way your character turns, then block accordingly. I have vajra though, so I don’t even need to do that most of the time. If I call it while he goes up, you just see Skrull plummet in front of me for an easy otg.