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

How do you get a strong reversal with that, really?

I mean, I can see the Reversal Killer Illumination -> Bionic Arm, But if you Reversal KI and they’re not in the middle of attacking you, you don’t have any safe options, both of Spencer’s hypers are punishable, especially up close.

I’d have to second the Dok/Doom/Strider suggestion as something with good potential, though, IMO.

And god, I’m loving this Plink-dash-throw-jump -> airthrow option select with Modok. The idea that you can say, “when you touch the ground, I’m either going to ground throw you or air throw you, you pick”, is too good for people that don’t know how to deal with it or expect it. I really think you need to be able to plink dash with H to get the most out of his pressure. I should make a video with his various strong throw setups, I think.

Anyone play dok/dante/strider or dok/dante/sent? I’ve been playing around with these two teams alot lately and im liking them. Good resets, jam setups and decent xf2-3 fraud potential, especially on the strider team.

Jojo, i agree OS plinks are really strong with modok in alot of situations. Working them into normal blockstrings and unblockable resets does wonders for offense and safety.

One more thing, I’ve been working on changing my bnb from the normal jump cancel combo to the following:

J.L, cr.L, st.M, cr.H, addf, S, sj.M, H, S, cr.m, flight, addf, S, sj.M, H, S, cr.M, flight, j.H, addf, S, j.H, L blaster, addf j.S, (assist extensions)

Basically, a triple launch/double relaunch possible due to less HD with more super jump attacks with a surprising amount of flexibility and more damage than my old bnb. Works from all normal confirms except air backthrows and works from anywhere on the screen. easier near the corner since you can speed the combo up a bit with airdashes, but its not required. Ive been using this with dok/dante/sent_strider and getiting great damage.

Most people hold u/forward to escape KI. If they’re not blocking at flash BI will hit. Also its nifty for happy birthdays. People love to spam beams vs a doom missile team.

Great stuff Caveman! I tested it out and it does about 50k more damage than the usual BnBs before the assist extensions. However, I found that I couldn’t do optimized assist extensions involving S into j.L, so I’ll probably just stick to the usual BnBs for the most part, since that’ll give me more damage when I have both assists.

Also, I looked into some chip damage options with plasma beam.

st.M, call plasma beam, L blaster, H blaster - 144k (or 159k if you use S blaster)
st.M, call plasma beam, L blaster, M blaster - 135k (but it combos on hit for 180k+)
You can take out the st.M for 30k less damage.

I run Modok Sent Dante. Not quite as my main team, yet, but it’s getting better every day and becoming superior to my other teams in some matchups.

There’s a myriad of reasons I’d recommend Sent/Dante over Dante/Sent, and in reality they’re the only two characters I “main”(half my wins probably are XF2 Sent+Jam sweeps), but I definitely like them with Modok. The full screen pressure is great, and there’s a whole lot of potential.

The main things I struggle with when using it, is getting ideal damage off a Midscreen jS, and mixups on incoming. I know the latter will get better with time. Modok/JamSHOULD be scarier than Sent/Jam on incoming, but my Modok just isn’t there yet and my robot’s so crisp.

Oh, and I’m not really solid at all, in using Modok’s assists for my Dante or sent neutral, so I tend to sacrifice a lot to get Modok back on point. I was running pblaster, so sent could confirm spit into hsf and dante could do slow/ghetto Crossups, but I’ve been contemplating switching to bomb or barrier.

What is the issue with MODOK/Jam on incoming? are you looking for something beyond the double airdash up/upforward, flight+jam session, crossup? You can try to force some unblockables pretty easily as well but you are right, that comes with practice and some lab time. Use the SJ method for getting the grounded airdashes on command if you werent already. You dont need to input the Super Jump motion fast for it to work and it is easier than trying to plink it out all the time.

That’s the setups I use with Sent to great success, but I haven’t really been going for them, I guess. I’ve been struggling it out with unblockable setups, which have been very hit or miss. I feel like if I go for the Crossup jam setups, my pressure if it gets blocked won’t be terribly strong because my Modok is still new, but I suppose I should give them a shot.

And I’m purposely avoiding the SJ ground AD for the moment, because I want to be consistent with the h-plink-ground-ad and raw options; and practice makes perfect.

I’ll likely be at NEC, though, and in a serious match, I’d use what I know I can do consistently.

Good luck at NEC! I wish I could plink consistently, but I think that’ll have to wait for quite some time. I just can’t figure out how to do it on pad.

Jojo, I admire your dedication and good luck at NEC! plinking unlocked alot of options and flexibility for me and gave me a much more stable neutral game without trying sj airdash shenanigans all the time. modok may not have the best dash speed/distance for plinks but combined with his grounded airdashes and low airdash height he can cover ground faster than most characters horizontally and vertically while putting hitboxes out.

Looking forward to seeing a new DOK! Heck it would be cool to see a Sent that doesn’t get rolled on too.
Who knows may give me incentive to go back to my old DOK/Sent/Doom team. (Still had the most fun with this
team) it’s just the screen control was redonkulous!

TAC question: Sometimes, when I’m doing a TAC combo, and I do the j.M into Analyze Cube, I’ll get a TAC. Any reason?

In the end, it’s because you are pressing S and you just need to be a bit more careful with your inputs. The only time I really get accidental TACs are when I do flight~cube, since I generally don’t plink a cube after flight and I end up screwing up the inputs.

Yeah, that’s where I’m fucking up.

Yeah, I generally go for: j.M, fly, j.MM, H cube, etc.

If u are trying the plink flight cube, make sure that u release the joystick when u press S. Stick has to hit neutral. You will be surprised how mich time u have to actually plink the flight

It’s not actually a plink, which is the main reason you have a generous amount of time. It just works with a plink-like motion, even though it has a much larger timing window.

It’s the same, really, as when you try to do blah blah xx Fly -> Airdash, and you get Hyper Battering Ram. The motion is still in the buffer, and continues to serve as a correct input for any future moves that might come out after the fly, up until the buffer “times out”. The timing you’re looking at to do it successfully isn’t a “plink” timing, it’s just a normal H Cube timing with an S inbetween the QCB and the H. It may seem awkward for a bit, but I don’t think it’s something any modok player should avoid after a bit of practice, if it’s what they want to use. It shouldn’t be difficult in the long run once you get used to it.

I think Ken’s right about letting the stick return to neutral, though. A clean 214->Release motion before you hit S should ensure that you don’t get aerial exchanges.

How do you guys deal with Nova doing speed tackle supers on reaction?

Unfortunately, the best I really have is to just look out for it and bait it. It’s certainly a scary option once he has meter, and you’ll have to make sure that your specials hit, and you use your assists well to get into st.M/cube range. And by specials, that’s mostly cubes, since bombs/barriers are too slow and Nova can crouch under or use cr.M against blasters. Staying above the ground also makes speed tackles harder to get a combo going, but that’s not going to do much against Nova/Strider. Killer Illumination into a safe DHC is a decent fail-safe in the worst case. If you’re still running the Strange team, you can also try a crossover counter into SoV if you’re blocking and if you want Nova gone.

Use MODOK phyiscal attacks.

MODOK’s disjointed phyiscal normals like J.M beats it

Hyper Batter ram super can trade with Nova’s speed tackle. So anytime you see Nova speed tackle on reaction, counter with hyper batting ram. That way Nova gets nothing out of it.

Just click the links, you see the examples.