Well I also have a few confirms I use off of it in the air because it has good hitstun, involving multiple flying H’s up to 4. What I really like about it is if you know someone loves dash in light on wakeup you’d be surprised how easy it is to just hold up and hit H. The C.L will miss while when I tried with S the c.l will hit. Now I have some testing to do to see if it’s all c.L but I’ve been doing it to Wolverine. just u/b and H
So, I was playing around with those other extensions, and found a BnB setup I like much more.
Not a huge fan of the drones setup to pick up, but I found a pickup with Dante I really like, that being,
cM + Jam Session xx M Blaster, jam session hits, Ground AD U/F jS xx Airdash DB, land, 6H xx L Bomb, etc.
Overall, it actually increased the damage a little bit I think. Recorded it with a cH starter though, so it does 900k with 1 bar and such. Every now and then it crosses them out of the corner with the HBR, but either way it allows a DHC into Plasma Dome plus ideal damage. Can also fit a cube in in a couple places, if necessary, for jamming bomb or whosits.
I am actually trying to learn a new team that I think might have some pretty cool tech. I wanna try Spidey(not sure which assist yet)/Modok(Psionic Blaster)/Doom(missiles). I just was wondering if anyone has tried modok with spidey web swing assist or anything to extend combos because I can’t really figure anything out with it. Also already a good setup I can go for if I have 2 meters is Modok’s Killer Illumination and if they jump go for Spider-Man’s Ultimate web throw super making it almost an unblockable throw super setup. Also modok seems to do decently against cheese. Idk if anyone has any advice for me with the character as well as if anyone knows and Spider-Man/Modok tech I would greatly appreciate it.
I tried Modok/Spidey a while back. You can’t really use Spidey assists to extend combos very effectively, but what you can do is cut your combos a little short, and use Web ball assist to help guarantee Modok’s unblockable/airthrow reset. You also might be able to setup UWT resets because modok’s bomb assist otg’s. I never put much real time into it though, but I think there must be a way to get modok to set up an incoming UWT guard crush. So I think there is some potential, but this team makes you adjust to make it work.
I am fine with that. Right now I am playing Spidey/Doom/Raccoon and the team works amazingly well. But I need beam coverage. I like Spidey with missiles too much to give that up and Iron Man didn’t work out for me(even though I gave him my best). And I don’t enjoy Magneto enough to actually learn him. I like Modok and his beam with Spidey also the dhc setups as well as the threat of TAC stuff gives me some good reset opportunities and stuff. But I would probably be using Modok’s beam because it is fast and will probably help vs Morridoom and teams with cheese as I have a hard time dealing with cheese with Spidey/Doom and Raccoon.
Even though modok’s beam is not the best, people don’t realize how durable it is. It beats a lvl 3 buster for example.
It also just dawned on me that if you use Modok’s beam, you will forgo ultimate web throw reset opportunities that Balloon bomb might give, however, I did think of a way to boost damage a different way. Not sure if this works, as I have not yet tested it, but it should.
I know Spidey/doom is common, and I know spidey can hard tag into doom to have him add some damage to the end of the combo. I am pretty sure you can do the same thing with MODOK, only you will likely have to spend 1 bar to add a lot of extra damage. Because the hitstun scaling will likely be decently high, opponents will usually flip out of modok’s OTG before he can fly cancel and airdash over to pick up, but with missiles you can do this:
cr.M + Call Missiles xx Hyper Psionic Blaster, Missiles hit, F+ H xx L bomb, F+H xx jump, ADF, j.S, L bomb, F+H xx M beam xx Hyper Battering Ram. - This extension adds lots of damage and being able to add it to any combo at the end is one of the strongest benefits of having modok second on any team.
Alternatively, you can cut the combo short and do Modok’s unblockable Airthrow Reset after the first L bomb (possibly using Spiderman’s assist to help guarantee it even more).
So Koogy is holding a special event pretty soon at his house in Phoenix. Gonna be having the BT players playing for a few days on stream, etc. Can read about it here, http://www.brokentier.com/pages/danger-room
But he threw our local community a bone and helped run a qualifier tournament to have the top 8 go to his house for one of the days and play against the BT crew. I managed to get 8th, so I will be representing some Modok against some good competition, and I don’t want to embarrass myself. If you guys have any dirty setups that you feel like sharing, I would much appreciate it. Also if you have any mag/doom setups that you guys think are effective, I’d really appreciate the help. My magneto is still pretty new and unrefined, but I love my current Mag/Dok/Doom team, so that is what I will be running with.
Best of luck brainpipe!
Make it happen BP! (sorry can’t play mags for shit)
Can anyone provide me with a 9 cube combo off of:
throw and j :l:
using :
:a1: = hypergrav :a2: = hidden missiles ?
Thanks in advance.
I checked LTP’s guide but it only has 8 :\
Edit : Also can anyone give me tips on the timing of the HBR juggles? I know it’s :f::df::df::db::f: but the timing is giving me trouble. Where should I delay? Where should I speed up? Also at what height should I start the HBR after :l: blaster.
Is there some version or w/e of UMVC3 where it’s not possible to do grounded air dashes with modok? I know it sounds stupid, but there is this one setup we have at our locals where it’s literally not possible to do it. I’ve got no clue as to why either as it works anywhere else. It’s all up to date and running with a disc on a 360. Has anyone ever experience something like this? What gives?
Thats news to me. Is the monitor different? How have you tried executing the grounded airdash?
so, I largely got my ass kicked at the BT danger room. I really only took a few games off anyone, and didn’t win any sets. But it was a super fun experience, and I learned an enormous amount. All the BT players are awesome guys, along with Kinderparty (who I met at Evo this year, and was awesome then) and Nerdjosh.
I also decided afterwords that I think I want to play drones instead of missiles, so I am in the lab learning some sentinel. I just decided I really like having that ground control more than the delayed control of missiles, even though Sent is quite a bit worse than Doom, I just know that assist is the one I prefer for Mag/Dok.
I originally thought Mag/Dok/Sent wouldn’t work out so well because its so hard for modok to combo into his wallbounce/groundbounce extension with only drones and still get his full relaunch. However, I just found a really good consistent way to do it.
My corner carry is j.L,crL, M, crH, jM, crH xx jump ADDF, S, sjMM delay H, S, trijump, cr.H xx Fly, jH xx ADDF, S, sjH xx L blaster, ADD(F), sjS, backdash cr.M+Drones xx Hyper Battering Ram (auto forward, DB), Drones hit, F+H (Wallbounce) xx L bomb, F+H xx jump xx ADF, jS, L bomb, F+H xx M Blaster xx Hyper.
Anyway, I feel really pumped up about trying to level up hard now after playing all those guys. It is almost hard to describe how motivating it was as an experience, and it was really just a super fun time in the end.
I also won a madcatz fightstick pro in a raffle thing, so that made a good day better… I also really needed it due to my stick starting to break down.
I actually played around with using HBR to make that extension consistent when I was first toying with drones extensions, but didn’t quite think the meter cost was worth it, really; I would always prefer the kill, with combo -> Full corner HBR(auto right > right > up > right > down, all delayed) -> Plasma Dome (-> optional second plasma dome). But if I had a main character it’d be Sentinel, so I’m very comfortable with him getting the kill and setting up on the incoming character.
The extension I’ve been using, with drones, is General Ground Strings -> Launch -> jMMHS -> Trijump -> cMS, call drones(as delayed as possible) -> jH(as delayed as possible)S, land, cM(OTGs into drones) 6H, trijump back, 6H etc. It’s extremely consistent both in situations where you’re dealing with a medium to large sized character, and in situations where you can make the second superjump straight up(re: are already in the corner). It can be somewhat tricky doing it on small characters when you haven’t reached the corner yet, and it may be tricky if you’re using extended starters and the cM xx Fly jH relaunch, as that would leave you less time to delay the jHS second air string.
I do rather enjoy modok with drones, though. And I very much enjoy Hyper Blaster xx HSF easy confirms, happy birthday punishes, etc. As a bonus, with Sentinel on point, you can do sH -> cH+Blaster Assist, and confirm on hit easily into hyper sentinel force(cancel into it as modok fires over his shoulder). Calling drones also gives strong control over the air in a sense, as if they jump over drones and you snipe them out of the air with blaster, you can fall, let them land on drones, hit them with blaster again, and xx Hyper Blaster xx HSF xx XF for a kill if you really want that character dead. A lot of nice things I’ve found, here and there, with them.
Maybe if I stop being lazy I’ll upload some matches of my modok in the near future. My locals generally don’t record them, though, which leaves online(which, admittedly, I still swag in here and there).
I still play DoK/Doom/Sent with a pretty good amount of success. I do like drones, but missiles are a must imo. If you need a horizontal I’d say a damage engine with strange bolts is more effective.(it takes more work as well) Dok/strange/Doom is a mean combination imo.
I just find Dok/Sent weak to any of the top tiers.
Yeah. I don’t argue that Missiles is better than Drones, I just think Drones fits my personal play style a lot better. Specifically for Mag/Dok, Drones seems second only to missiles as the most mutually beneficial assist. Bolts to me is only really worth it for a point Modok team, and I am committed to playing Magneto on point. I think the best way to get maximum benefit out of having Dok second is with Missiles and drones for his maximum damage Blaster DHC extension (I’d say Strange and Ammy come close or can be better depending on who you put in front of Dok). But I am very deliberately trying to front load my team for magneto to get the first hit, with the hope of using Dok/Drones to unblockable the subsequent incoming characters. Which I know I can do with missiles as well, I just like having ground control, and I honestly don’t think Modok’s assists do that very effectively as secondary neutral assists.
Roger that. Horizontal assists are sexy, not going to front. Good luck.
Have you tried plasma beam on that team brainpipe?
New MODOK player here.
I’m really nervous about learning BnBs with him, simply because they’re so weird and don’t look damaging at all without cubes. I am using Nova/DOK/Hiryu. Anybody have any advice on good solo combos or combos with Vajra assist? I have the usual Nova extension down, so there’s that, plus I have some combos, but I feel like they’re butt.
Modok combos are actually comparatively damaging, to most of the cast. With two mediocre-to-decent assist extensions, you get more than 800k for one bar(Making one DHC a touch of death on 90%+ of the cast), with the option of doing Jamming Bomb -> Snapback instead.
For modok/vajra ideas, I would recommend checking out this japanese guy’s channel, which has a lot of good content: