Man, I am really thinking about switching to a hitbox, just to take advantage of modok’s double dash trijump and whatnot. Was trying to practice it some on a stick and can’t really do it reliably, but it looks so easy on hitbox.
What aspect of it are you having trouble with? Doing it raw is pretty tough (although I’ve seen Moons do it with decent consistency), but buffering it isn’t too bad. I find buffering the grounded air dash to be particularly easy after whiffing a cr.L, since it flows like a combo. Doing the grounded air dash after a cr.L whiff works nicely for midscreen left/right mixups with assists. I find myself mainly using grounded air dashes after cubes and blasters though for followup pressure.
I forgot about the doing the grounded air dashes through the startup of a super jump. I’ve been messing around with it and it seems like a fairly difficult technique to get down. It’s pretty easy to screw up and get TK hypers (perhaps it’s my pad), but I’m getting a bit better at it. But when you manage to chain them, it makes Magneto look slow lol. Crossing the whole screen in two of those tri jumps is too good and would be a great tool if mastered, but that’ll take some time.
And here’s a random throw setup: H cube, aduf, addf, throw
A friend of mine has from Tuscon plays on a hitbox. I’m going to try it out a little the next time he comes up to Phoenix. If I don’t like the feel of it, I’ll buckle down and try to learn it on stick, but it just seems so consistent on hitbox.
Super jumps have startup, 3 frames I think. During that start up you can cancel into a grounded airdash. I play on stick so this is really easy for me to do but im not sure how it translates to pad and as LTP said you can get random supers if you mess up. Other random ways to get the grounded airdash is plink a grounded normal with airdash. That, however, is not practical.
Modok can get some great movement with the double airdash combined with his normal movement options and flight. You can move full screen really fast when mastered and have access to assists the whole time opening a lot of options.
The backwards trijump using the grounded air dash is ridiculous. The forward one is really good too, but to a lesser extent. You can see both of them at the beginning of the video. The rest of the video is just random stuff mostly pertaining to Dok.
Edit: I forgot to mention a few things. cr.M, fly, addf, S is a relaunch that works when HSD is in full effect if done quickly, just like cr.M, fly, j.H, addf, S. Also, guard breaking with M cube is super easy for incoming characters that pushblock it (M cube, dash, jump, adf, grab). It’s something we don’t see enough, so I thought I’d mention it.
what’s the general consensus on modoks assists? they suck, they need improvements, or something else? i have my own suggestions, but i’d also like to hear everyone elses.
other than that, i wonder if marvel would be ok with an orange and blue with yellow ARNIM ZOLA inspired alternate for modok.
His assists are good but not amazing. They are also unique in a lot of ways so they make for some unusual team designs. I personally just wish his beam had Plasma beam’s hitstun.
They were awesome when they were immune to hsd… but not so much anymore. The base hitstun is actually kinda shitty imo, not crazy huge like strange bolts.
That said, I’m think8ng bomb might be the best… persists and all that. But blaster might be very useful for cutting through stuff and against characters that can’t crouch it.
Barrier though? I dunno… if it came out a little faster I might be more inclined to pick it.
So Nos, have you ever canceled MODOKS f+H into another f+H? Making a kind of Haha! Sound? I’m trying to figure out how I got a HAHAHA the other day while plinking around.
Also there’s a glitch in KI where the screen goes bonkers and their 2nd character falls in a hard knocked down state I’ve been trying to replicate.
Course I gotta try the hardest shit to replicate lol
So, I recently decided to actually learn the unblockable airthrow reset, because I decided to stop being so lazy and up my tech. And it dawned on me just now, this might be really good for a Modok/x/Phoenix team. I’m almost a little surprised that I haven’t seen it yet. I think I am going to try it out a bit just to see if it works. Trying to think of who best for a second character. The obvious answer is Doom with Missiles, but I am trying to think if there is anything else that might be worthwhile. Strange or Ironman seem like decent options for their beams.
Yeah, the plus side of Doom is that his assists are completely variable, so depending on the match, I can just change. I am actually tempted to try rocks, because the focus is the reset anyway, I can just go ham with that assist in the neutral and just use TK overdrive to get into wallbounce position for the reset. Though Missiles and Beam generally still seem like a better idea. But I’ve been trying to think of some other strange pairings, like Mystic stare.
After testing out that Caveman reset in a real match for the first time, I am really glad I finally learned how to do it. I just feel super lazy for only getting around to it now. I think I really like Dok/Missiles/Phoenix as a counterpick team and will try to pocket it for the future… although I think Dok/Doom/Vergil might actually be better, I just really don’t want to ever play Vergil. What were the actual problems with this reset though? I know it loses to Hard Drive and Morrigan’s level 3, but were there other scenarios where it isn’t worth doing?