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

I think Drew benefits a lot off of his teams and online when I face him, heh. Movement is pretty important, and is something I make a point to practice, since I can’t plink. Those wavedashes and aerial movement has to be on point lol. I’m trying to get my cr.H hopping down (something I’ve yet to see anyone implement, and I think it’s a pretty powerful mixup tool).

brainpipe gave a good overview of those matchups. I’ll just add that playing the air game against Wesker along with using your assists is pretty effective against Wesker. Sitting under an L bomb in the Skrull matchup is great, since that deters random meteor smashes. Bombs are great against characters with good aerial mobility or teleports in general, while they aren’t as necessary against more ground based opponents.

Yeah man compared to our matches ages ago you never stayed on the ground very long this time. My MODOK kind of lives on the ground (again for some godawful reason I’m prone to SJ errors, should be pretty easy right? Not for me!) I’ve actually been working on plinking. I’m starting to get pretty good at it but the risk of fucking it up stops me from doing it in a match. Some people actually mod that shit on a programmable stick I hear. Kinda lame but, if you want to win…your name better be ChrisG :slight_smile:

I feel like I spend more time on the ground as well, but that is largely because everyone out here plays something that keeps me out of the air, Vajra/Jam session/Mystic ray, etc. I think it has tought me how to have a decent ground game at least. Whenever I get to play against a team with poor air control though, it feels like taking a breath of fresh air.

also I’m thinking of taking the time to learn LTP’s F+H infinite. I can’t seem to find a properly universal combo with Vajra that breaks a million for two bars off a jump L. I figure I can do that with just some added reps of the F+H infinite, then end it with F+H + Vajra xx M beam, otg xx L beam xx hyper.

Heh, I think it’s rare to face a team with little to no air control nowadays.

That Caveman infinite isn’t practical IMO. cr.H hopping is easier than that infinite. Doing it once at the end of a combo isn’t too bad, but doing it over and over is really, really difficult. Honestly, just going for an unblockable reset is better.

Random tip: after an IAD j.M, you can do a grounded air dash by inputting the dash during the hitstop caused by j.M. This can be useful for dashing in quickly for grabs or other pressure even when j.M is pushblocked.

I’ve been playing with combos with the c.H, j.H loop in the corner, you can really get some nasty meterless damage with it. I’ve gotten up to 12 reps.

^ Damage off of raw cr.H is ridiculous. Breaking a mil with a net gain of 1 meter+ with Strange/Doom in the back is too good.

Has anyone messed around with crossup j.Ls? I notice that they occur on some crouching characters (Nova, Spiderman, etc) when you do a point blank cr.H, jump uf, IAD j.L, but you aren’t able to combo off of it without an assist or XF, since it only hits once. You can easily mix this up with doing a normal instant overhead from the front by jumping ub instead. I’m not sure how useful this actually is though… I haven’t tested it thoroughly.

are you guys talking about starting a combo with crouch H? or is there some loop I don’t know about?

cr.H in general I suppose lol. WorstPlayer is talking about Dok’s (cr.H, jump, j.H, add(f))xN loop in the corner. I’m also working on cr.H hopping which is (cr.H, jump, addf)xN. Setting the training dummy to all guard with pushblock and doing cr.H, jump, addf, cr.H, IAD j.M, buffer grounded aduf, addf, grab is so satisfying.

The cr.H, j.H, adf j.H corner loops are among the most damaging combos modok has and not difficult since they are surprisingly flexible. You can go into variations of them alll the way from the round starting position with any starter. Best after your corner unblockables for max damage.

In general, I still think you want to do two relaunches instead of doing a lot of H on the ground into one launch, at least for consistency’s sake. The damage difference between the two is negligible. I do have the added stipulation that I can combo S into j.L later for the missiles extension on my Strange team for the following combos, so you can add a little more damage in the first combo (throw in cr.M’s before the cr.H’s except the first for an extra 3k lol). But it’s certainly worth knowing some sort of optimized combo starter.

Optimized corner combos:
552,600 damage
(cr.H, jump, j.H, add)x2, cr.H, S, j.MMHS, cr.M, fly, j.H, add(f), S, j.H, L blaster, addf, j.S, cr.M, L blaster

557,400 damage
cr.H, jump, j.H, add, cr.H, jump, j.H, adf, j.H, cr.H, jump, j.H, add, cr.H, jump, j.H, add, cr.MH, S, j.MM, L blaster, addf, j.S, cr.M, L blaster

Standard cr.H combo
482,700 damage (509,600 with another cr.H, IAD j.M rep in the beginning)
cr.H, IAD j.M, S, j.MMHS, cr.M, S, j.MM, L blaster, addf, j.S, cr.M, L blaster

The corner H loop is the ‘best’ combo to use after corner throw unblockable setups where you used one of your assists to guarantee the hit. You won’t have access to both assists for the combo so you have to maximize elsewhere. Also, how much you can optimize the combo in other situations is dependent on team structure and combo choice. For instance, if I was playing moons’ team this would be a strong choice for his modok.

Either way the most practical way to land this combo is after unblockable resets where I used an assist and ANY followup combo will kill most of the cast regardless at that point. But…MODOK has to style where he can! I will never forget the reactions the first time I did this in a match, lol.

I’ve been messing around in training mode with post grounded grab tech options. These options seem pretty potent, especially against people mashing grab.

  • grab tech, buffer air dash ub, addb, L blaster (builds space for zoning)
  • grab tech, back dash, st.M, fly, IAD j.L, cr.L, etc. (sets up pressure, but likely punishable if they do grab->snapback)
  • grab tech, jump, j.L, st.M, etc. (sets up pressure, but likely punishable if they do grab->snapback. j.L into st.M does combo)
  • grab tech, buffer air dash ub, adf, j.S

I think MODOK’s airdash UB pretyt good option aganist grab tech wars since MODOK doesn’t have a strong H normal to fight people like Magneto, with MODOK’s UP airdash at least he can avoid getting hit by a standing h by the opponent.

Hello all my fellow mo dizzle players, i just recently feel in love with this character but i am complete ass with him haha. Im having alot of trouble setting up my rush down and i just get bodied by all rush down characters. maybe its just becuz i picked this character up like 4 days ago but still can anyone give me som pointers??

P.S shout out to LTP for tht god like guided and the “perfect game” video tht made me choose dok/dorm/doom :stuck_out_tongue:

When it comes to not getting rushed down, remember that modok has exceptional movement. Apart from just step up your blocking, mastering Modok’s ability to run away is key. Wavedashing, plink dashing, airdashing, just frame airdashing, body attacks, flight, etc. Modok is very good at positioning himself away from the opponent. Because he can’t completely lockdown the screen like Morrigan, his zoning goes hand in hand with runaway tactics. So, position yourself into a spot to zone safely, and then reposition constantly.

Another aspect of not getting rushed down comes with what assists you use to interfere with your opponent, but that comes down to a lot of specifics really.

When it comes to rushing down, that is also largely assist dependent. Modok’s rushdown is not particularly threatening when your opponent understands that he largely attacks overhead. If you want to focus on a more rushdown style, then you need to give him a good lockdown assist. Cold star, Drones, Missiles, Eye of agamatto, etc. There are plenty of options to suit your tastes, to make his rushdown game effective, he needs something to help him make his slow cr. H a legitimately threatening low. Having a lockdown assist also makes going for high/low unblockables with cr. M more possible on the fly.

Thanks alot brain pipe!

ive seen you play a couple times and i have to say ur dok is pretty dope and thanks for the great advice i will deffinetly be going in the lab and working on some set up and my movement! ive been running alot of sets with my friends and the more i play modok the more i love him! expect som vids coming soon!

So I met a really competent theory team player, lighting loops, sword glitches, real Dante combos. I’m not the greatest player in the first place, but how do you feel about MODOK teams versus Zero/Vergil/Dante?

Honestly I see it as any POINT MODOK team has to just be that much better of a player to win. As in really the matchup should be like 7-3 in the other teams favor.

I’d say it is closer to 6-4 than 7-3, but there are times where it certainly feels worse. Zero with Jam session is very difficult (one of the harder match ups I’d say), but it is still winnable for Dok. If you can land the touch on zero, he should die, and then you just have Dante/Vergil which is not the hardest match up for him. The biggest worry is x factor 2/3 nonsense at that point. But in order to take out Zero in the first place, I do agree that the Dok player generally really needs to outplay his opponent… or get a lucky j. S

The rest of your team also factors into the match up though. For me, running Strider has been a big help against x factor 3 Vergil. I get to fight silly shit with my own silly shit.

I agree with Brainpipe more or less. The Zero matchup really requires you to know how to handle a lot of situations very quickly. Since Jam Session has a reasonable amount of startup, it can be knocked out by cr.M, cubes, or a well placed j.S. In general, I think bombs are very useful in this matchup. They keep Zero out and they nullify Jam Session. Your own assists are pretty important too, and covering them with a shield before you call them is a good idea.

Well this zero isn’t shy with songenmu activation I might add given the opportunity and played very conservative. Never did much of anything without buster charged. He shot lightning everywhere if I took to the air and setup mixups with session on the way down. I did best actually mid screen slightly above normal jump height dripping bombs. People generally aren’t trained to fight there. Nightmare for my dorm team anyway