Yeah, I’m subscribed to him, but he doesn’t seem to do a whole lot of stuff showing DOK/Hiryu stuff.
I used to play Dok/Doom/Strider. I personally don’t like Dok/Strider if they have to be ordered next to one another, but I really did love Vajra as an assist for him. If your point dies, and you are left with just Dok/Vajra then you lose out on a good amount of damage potential for the remainder of the match. Dok really only does high damage in a few ways.
- With two good extension assists available for the combo.
- His TAC infinites/cube combos
- his unlbockable/airthrow reset
- Looping his HBR
- has an assist that helps him combo a jamming bomb to reset.
Just having Vajra available can make setting these situations up a bit harder since it isn’t as practical to combo into his wallbounce with compared to most other assists.
If you Don’t have to corner carry, Dok can always do a regular ground series into launch, then OTG xx Fly xx j.S, and then backdash into position to go for the unblockable airthrow reset. If you have Vajra available you can use that to cover the reset more completely. You can gamble on a double TAC to TAC from Dok back into himself for an infinite/cube combo. If you have to corner carry, their might be a way to use vajra to otg into a bomb and get your wallbounce to setup for the reset (but I never found it). Or, you can loop his hypers. but DHC’s between dok/strider are abysmal, so I recommend doing any of the previous options unless it is going to kill them.
It has been a while since I used my old team, but easy ways to include vajra in your bnb is after you have used your wallbounce, you can do F+H xx jump xx ADF, j.S, F+H + Vajra xx M beam, then OTG xx L beam xx Hyper.
Another example is after your wallbounce, do: F+H xx jump xx ADF, j.S, (at height of wallbounce) F+H xx L beam, S+Vajra xx sj.L, Let the feet hit until Vajra knocks them down, Land then OTG xx L beam xx Hyper. This combo doesn’t work on some characters. You can also add an ADDF, S after the vajra hits to get a little extra damage, but I never found a consistent timing. But that was the highest damage ender that I personally found from vajra. There is probably something better that I don’t know about.
you can combo jamming bomb anywhere on screen with vajra, but it can be tricky or impractical to do outside of the corner most of the time. you basically need to S+Vajra xx TK Jamming bomb, this requires you get a cube first in your combo and it requires that you launch without using too much hitstun decay. A corner combo for example off a throw:
Throw into corner, cr.M xx fly, ADF j.M, cr.H xx L cube, cr.H xxL cube. Cr.H xx F+H xx L bomb, F+H xx jump xx ADF xx j.S, (delay) cr. H+Vajra xx S xx TK jamming bomb, Strider knocks them down, otg opponent into jamming bomb with cr.M, then snap, or off the bomb’s soft knockdown do F+H xx Big Barrier to make them air tech into the barrier. (this is pretty much the best way to jam if you aren’t going to snap)
Off throws midscreen, I used to do otg into wallbounce right away, and then ground bounce them down, juggle on an L cube and then do st.M+Vajra, S xx TK jamming bomb, then dash up and otg them into the bomb.
Something to keep in mind though, there is a bug that happens somewhat frequently if you miss time the combo and vajra knocks them into the jamming bomb. They will get hit, but not jam. It happened to me on stream at evo this year against ray ray in winners finals of my pool, which was a bit depressing for me.
I can really only see two teams that sound any good with x/Dok/Vajra, Viper, or I guess Nova. Personally, I think if you play Dok/Vajra, you need Doom in the middle with Plasma beam or missiles. No one else fills that team out as well. Vajra alone is not always practical for Dok to be aggressive with because of how little blockstun it puts your opponent in.
edit - went to training mode and got my corner jamming bomb combo right.
So, that conundrum with jamming bomb “not jamming” had me go look up that evo match, and I recognize what’s going on.
Basically, there’s a frame(or a few, more likely) between when Jamming Bomb senses it’s “time to explode” and when it actually has a hitbox. Because of this, you can often have it explode long before it’s timing runs out and still miss(such as if hitstun runs out right as it explodes, and the opponent techs while it has a hitbox). It looks like what happened is that jamming bomb was proximity-activated by RayRay’s ryu falling down from the strider hit, but by the time jamming bomb exploded, Ryu was already on the ground in an OTG-able state where non-OTG hits won’t hit. The same thing happens to me often when I’m too late or too far with a bomb setup in a combo, and it explodes just as they tech, etc.
tl;dr, the jamming bomb didn’t hit; to fix it, you’d have to delay the jamming bomb a tiny tiny bit more so it doesn’t get activated by Ryu coming down.
Also, this extension you posted, “after you have used your wallbounce, you can do F+H xx jump xx ADF, j.S, F+H + Vajra xx M beam, then OTG xx L beam xx Hyper.”, might be a little more optimal if you do…
6H xx Jump xx ADF, jS, 6H xx Jump+Call Vajra xx ADD, sS xx (vajra hits) Jump Cancelled L Bomb, cM(OTG) into Bomb xx L Cube or L Bomb, 6H xx M Beam xx Hyper, right? I haven’t tried him with Vajra, but it looks like you could add in some more damage that way by JCing the launcher into bomb, etc.
Just ideas :]
Ah interesting. I knew there was something about it that could be replicated, as I have done it a lot in casuals. That was just a bad moment to have it happen in tournament for me. Also that extension looks interesting. I might give that a try just to see it.
but the way I solved that jamming bomb bug personally was I picked an assist that makes it easy as hell to combo jamming bomb without risking it. IE drones/missiles
edit - testing your idea. it seems to work, I didn’t test it with full hitstun decay though, but I’d assume it works fine. I would hate to do that ender in a tournament match though, feels pretty hard to execute.
Thank you for the advice, Brainpipe! It helps a lot! Does anyone have a video showing that reset? I’m not at home, currently.
Here’s some incoming mixup ideas that I messed around with the other day. They can be done midscreen and look like they’d be good against characters with no air mobility. They can be done in the corner as well with slight adjustments, but they seem to be more prone to mashers in that situation.
snapback, L cube, super jump u(f), add(f) - crossup/fake crossup setup
snapback, super jump up, j.H, addf, j.L, st.L, cr.M, etc. - can be mixed up with the following
snapback, super jump up, addf, j.S - crossup
hello all! im not much of a poster more of a reader but time to change that!
i was reading the post by psych0sh0t and there is a DOK player (i cant read Japanese so i cant post his name ) that plays DOK/Strider
http://www.youtube.com/channel/UCFd0Gj4T7erAsOCjAZo0kjg all of his stuff seems like it would be helpful to you!
PS: i think i played you online the other day lol
I’ve been doing these for a minute. Great if you get a bomb out, especially jamming bomb. Played a named player in nyc (everyone said hes a tournament player anyway that travels, don’t know the name or face) with this setup kind of convincingly.
So, is it possible to actually get the Psionic Blaster xx HPB X-Factor combo at the furthest point from the edge? Like, at the max length away from them?
Yes. You just have to be really good at plink dashing or just frame double air dashing.
How do I do the JF double air dash?
Also, can I not confirm off of a forward air throw? It feels like I can only confirm off of back.
Modok can only confirm off forward air throws at minimum height in the corner. Just frame airdashing is jumping and airdashing on the same frame. It gives you an extra airdash so you can do huge trijumps, or double airdash up extra high before entering flight mode. It is quite hard to do consistently, but I usually see Moonz or Rubeks doing it with a good amount of consistency, so practice makes perfect. I think the fullscreen confirm off HPB is just frame airdash up forward, ADDF, dash forward, cr.M xx Fly, ADF j.M, etc.
A good way to get it more consistently is to buffer UF during the hyper, and air dash UF as soon as you are able.
For the HPB XF combo you buffer the first dash during the X-factor screen freeze/taunt.
Hey, does the Caveman reset stop double jumps? I seem to either be screwing the timing up some, or they seem to be able to get out of it.
Also, does anyone know if there is a way to hard tag into Frank from Modok in the corner and still snap a picture?
Just frames are retarded hard. ;_;
You can buffer the grounded air dash after specials, whiffed normals, hyper flashes, and the XFactor freeze to make it easier. You have a good chunk of time to buffer the input in those situations.
If you are talking about before the throw you can grab double jumps but if your timing/spacing is off the harder it will be to stop escape attempts in general. With the right assist, like jam session, you will force them to block either way and still force an unblockable mixup since at that height you can make the slime go behind them. Specifically for double jumps though you can also addf, uf airthrow instead to get more range on your throw attempt. This will also let you airdash after the airthrow for even easier confirms but greater risk to being mashed out if you are not using an assist.
The most consistent escape from this reset is stuff like chun-lis 2 frame up kicks then airdash out.
If you are talking about after the airthrow break I wasn’t able to double jump out due to the height but I didn’t test all double jumpers and didn’t test thoroughly after trying it a couple times. Will update when I get home.
Thanks Caveman. I was referring to before the air throw, after the break I don’t think they have time get the jump off before being hit. Especially when I set up the reset with drones backing me. A friend of mine plays Zero/Dante/Strider, so Dante and Strider have been slipping out sometimes.
Plus if they do double jump, they are vulnerable to grabs if MODOK gets in range with his airdash. Just you need to adjust to their double jump trajectory for it to work.
Hopefully you guys can help but I’ve been wanting to play MODOK for ages but I can never get a hold of him–he’s so strange. Can someone explain his movement mechanics? My main character is Magneto if it helps.
The other thing is that I recently had a MODOK team idea that I’m aching to use–MODOK/Strange/Ammy. Thoughts?