Pretty sure there are certain assists that will fuck it up (tatsu?). Also, if they airthrow YOU, you won’t be able to tech because you’re airdashing… so you have to make sure you’re the one who initiates the throw.
Oh yeah, perfectly timed 4 frame air normals should beat it too… but that’s theory.
Babykicks have 4 frame startup.
with good assists backing the reset there are only two ways out: 1. invincible air super 2. air x-factor so you can block the slime in mid-air. If you are doing it raw there are some characters that can mash you out and some assists that jump on the screen around the slime and avoid getting hit. The other thing to look out for if you are doing it raw is if the character tries to mash out it makes hit-confirming it alot harder. Against people trying to block it honestly…GGs no need to even call an assist but ALOT of people love to mash some type of buttons when they tech either attacks or assists.
Any Specific characters that you know can mash out off the top of your head. And is there a way to do it with missiles covering you? In the interest of doing this with Phoenix, I think TK overdrive could be called in a way to protected it pretty decently, but I’ll have to figure that out.
You can do it with missiles by doing missiles+f+H(wall bounce), L bomb, f+H, add, cr.M, flight, airdash throw. There are two points to mash out of the setup: before the throw and after the throw break. Characters with fast air normals can both hit MODOK before he throws them and as he is doing his falling j.M after the break. Many can hit him before the throw, but only certain characters can hit after the break mostly those with long range fast normals. Note that you can throw them out of their normals if they arent perfect. TBH I only use this setup with assists because 1. if i’m doing a reset instead of killing a character its going to be as close to 100% guaranteed as possible and 2. even if they cant hit you, if they opt to mash out after the throw they can end up super close to the ground making hit confirming waay too hard potentially spoiling your reset. (its possible but makes it alot harder than it needs to be)
When choosing assists to support this reset look at a few factors: active frames, hit confirm, trade potential. First, you want to make sure when they tech the throw/f+H they are engulfed in a hitbox with alot of active frames so they cannot attack without getting hit. Second, your assist should allow hitconfirms for a followup combo on pre-throw hits, post-throw hits and grounded hits. Lastly, you should be able to combo off of your assist if you get clipped out of your airdash or j.M. I like things like jam session, dark hole, etc cause these assists are active so long they cover all options.The reset is good for MODOK because you can choose characters with good neutral/setup assists but low combo compatibility with MODOK and still have them contribute damage to your combos and MODOK’s overall gameplan as long as they can help set this up.
Seems like it works with TK overdrive if you call it during the throw or during the dash before the throw. there might be a little room for someone to hit her when you call her with the throw though. But I think between Missiles and Overdrive, This reset can be used very effectively for a Phoenix team. Naturally, it seems like it would work great with Vergil with judgement cut as well. But for the Phoenix concept, being able to reset for free without taking a chance on a TAC seems really strong. I think that I will continue to put a little work into this team as a counterpick. Going to try and figure it out with Dok/Mag/Missiles to see if it times out alright with hypergrav covering Dok.
The more I play Mag/Dok/Doom, the more I like it. It feels great to get huge benefits from having Modok second and the versatility of Mag on point. I feel like I have finally found the team that really fits me.
Hey guys check out my new Magneto Modok Doom team analysis video
I always dislike it when team concept videos start every combo with j.S/j.H. I feel like it doesn’t really represent how you would normally get a hit, and the type of damage scaling that would be associated with a normal hit confirm, or simply starting with an L. Although with Magneto it is a bit more likely. But for Dok, he will almost always be starting a combo off j.L/j.M or his j.S, the last of which alters his BNB’s significantly.
A few things to note that are incorrect in this video. One, you can do two or three different extensions with missiles after the DHC into Modok from magneto. One of them is really difficult, and the others don’t work on about 4 or 5 characters, but are pretty easy to do. I was actually just talking with LTP on this one the other day. If you look up his Mag/Dok/Doom team video, he shows off the harder one to do which gets like 3 balloon bombs at the end.
The easy way is this:
DHC from Mag to Dok’s HPB, cr.M+Grav xx L beam, backdash, F+H xx L bomb, Missiles, F+H xx jump, ADF, j.S, F+H xx L blaster (as high as you can off the bounce), S, j.L xx L bomb, j.S, cr.M xx L beam xx Hyper. The missiles will hit almost immediately when you launch, so you need to cancel the j. L into L bomb very quickly.
A slightly easier variation is to just launch, let the missiles hit, then ADU and j.S them back down immediately.
Another thing, you’re reset that you recommend with the puddle can be easily escaped. You should look up Caveman’s reset which covers a lot more of your opponent’s options from that position.
Also, there is a more consistent way to setup the normal missiles extension. after you jump S for the ground bounce, backdash while calling missiles, then F+H xx jump, ADDF, S, j.L into M bomb, L blaster etc. I think the way you are doing it there it will not work on the entire cast.
Lastly, I disagree with your assessment of how to use X factor with this team. I feel like this team should always use it freely, and not restrict when and where you plan on it. Anchor Doom has huge problems in a lot of match ups and x factor really doesn’t solve them. I also think you sort of dismiss Doom a bit quickly. He really does have a lot of higher level options that a lot of people ignore. Just doing random foot dives only really gets you so far. But using x factor first with Mags, as you said is a good option, but Modok can also get great use of x factor level 1 or 2. Especially off a HPB, when you x factor the last hit and otg. It can be a great way to happy birthday people. I would honestly recommend using it in level 1 or 2 with mag/modok a lot more often than banking on level 3 Doom. But sure, if you get the touch, Doom always has a shot at pulling the game back, but he doesn’t really need x factor to do it as long as he has meter, which he usually will if your other characters are dead.
Anyhow, always glad to see anyone else playing this team. I’ve come to really like it, so it is always nice to see what others come up with.
You know, I’m hitting people with J.H a lot lately, i has a surprisingly good hit box. In fact I’ve started using multiple j.H’s in my air bnbs.
One more installment of "I wasn’t seeing things"
Plink dashing about with MODOK this time adding airplinks.
MODOK does a dashing H after in a plinked airdash and hits nothing…then air dashes.
Too bad I’m bad at testing shit…saw it once…
That’s really good mate, kinda looks like LTP too pre shave lol
So, I just picked up Modok a few days ago.
I’ve been using Dante/Sent or Sent/Dante since like, Vanilla, and from what I can tell and what I’ve heard, Drones and Jam are great assists for him. They usually are, tho’.
After having the solo BnBs down, and the movement and neutral game as a work in progress(Tridash movement w/ plinked ADs is the most ridiculous amount of free airgrab option selects), I have one main question.
How am I supposed to transition from the standard relaunch opener, into grounded optimal wallbounce loops and whatnot? I could do Call Jam + dash back, cM + L Cube, 6H, etc but then I lose out on the huge damage from the babylegs -> M bomb -> PB -> jS extension with jam session. Should I be trying to go for the seemingly-very-difficult pb -> ADD jH juggle instead of jS, to keep them in the air? Or cube combos? /unsure
Video of the current BnB I’m labbing:
Also, Modok on Hitbox really does feel silly. Less so because of the up button + dash button for Grounded AD, and moreso because of the somewhat-shady SOCD Cleaning making Up+Down=Up, so all you have to do to trijump is hold DF/DB and tap up and then dash, etc.
That’s a nice trijump trick. Good stuff.
Unfortunately, between Jam and Drones, you aren’t going to be getting any easy OTG pickups into f.H in the corner. And I think the damage you’d get from using Drones first instead of Jam so that you can do Jam + baby kicks later would be negligible, though I don’t know for certain. I do find Drones to be one of the most damaging and versatile combo extenders to use second in a Dok combo, right after Missiles. At the very least, you can opt to do a jamming bomb combo into the unblockable reset, snap, or big barrier, while you won’t get that with Jam second. Anyway, I’ll notate a couple extenders that you can try out if you’re interested. They do work, but they don’t have the consistency that I’d like. I’d personally stick to the Dante extender that you’re using, if you’re comfortable with it. I never could really get the timing down for that particular one consistently when HSD was in full effect.
Drones extender in the corner: relaunch, j.H, L blaster, add, j.S, call Drones, delay as long as possible, cr.M, M blaster, L bomb, etc. (you can try whiffing st.L during the delay, if it helps)
Dante extender in the corner: knockdown, back dash + Jam, cr.M, fly, adf, j.L, back dash, f.H, etc.
Does Relaunch -> jH -> L Blaster work in later levels of HSD? And the cM -> M Blaster?
The Dante extender in that video* is *a pain in the ass. I can’t really get it down myself. Granted, that’s like a day 2 modok recording, but it causes me a lot more trouble than it should, and I don’t know if it’ll become consistent. I’ll definitely try the other one, even if it means a hit on damage. Jam Session is an assist that doesn’t scale all too well with hitstun decay, and it just leaves them too high most of the time for the 6H to hit right.
Sadly, still a long way to come, as my neutral game currently consists of 4H and Psionic Blaster ad infinitum. Which works better than it should, because of HPB->HSF->XF.
/fraudlife
If you really want a sexy neutral with MODOK I’d suggest learning which characters you can trade a light cube vs their preferred approach into a launch.
Also B cube confirms into full combos are equally sexy. I actually won a little mini tournie at Next Level by playing this sucker game the whole way. Good
cube reads really help Modok a LOT. I might make a list of good trades off of light cube even. Oh and for real.
Jumping H is better than a lot of people give it credit for, reaches SO far, sword normal and chains to standing B from forever away.
(relaunch, j.H, L blaster) works in more situations than (relaunch, j.MM, L blaster). Usually, that kind of detail is insignificant, but if you want to maximize your damage output on your starter, you’ll be using that.
cr.M, M blaster is a tight link, but it works. You’ll need it in the Drones extension for the little bit of extra time it floats the opponent up. I try to avoid those types of links in general though.
And as WorstPlayer said, cubes are really important for Dok’s neutral. All of his grounded cubes are amazing and his aerial ones protect him from aerial approaches.
Here’s my problem with j.H: why not use j.S instead? In the situations that j.H is usable in neutral, it’s either a better idea to use another normal or it’s slow and punishable against a competent player. Could you give me a situation in which you’d choose j.H, Worst?
Finally, I thought I’d share a strategy I’ve been exploring before Summer Jam. As I’m sure many of you have noticed, when cornered behind a small barrier, certain characters can’t combo Dok properly (ie. Doom’s and Magneto’s S will whiff). Against Magneto in particular, I tried cornering myself and throwing out a barrier to see what would happen, and I found it worked quite well, since Mag’s only real option at that point is to go for grabs. I haven’t tested out much, and won’t be able to for quite awhile, but I think it’s worth taking a look at.
Honestly LTP, its all about reach its deceptive and reaches further than jumping S. You have to use it pre emptive but its worked wonders against people attempting to anti air my decent, currently its my new toy.
I thought so. I just don’t like it much since there is a bit more commitment when you throw out the move compared to others. It seems prone to air grabs especially. I’m not saying its a terrible move, but I think it’s very situational.