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

I think you can only use HBR at fullscreen. I’m going to look into this more once I have time.

You should be good against Nova unless you’re doing a predictable shield pattern.

I tested out HBR and it seems like a really inconsistent counter to speed tackle. I got better results mashing st.L/cr.L, not that it’s worth doing that either.

Best solution, don’t be predictable on that spam. Light blaster will beat its startup.

So brodoks I got robbed a couple of days ago and lost my ps3, tv, computer, games, etc not to mention all of my wifes stuff that got taken as well. Shit they even stole my aftershave and cologne. Needless to say i wont be in the lab with marvel and only playing at friends and realistically will not be getting a ps3 ever again since I’m holding out for a ps4…just wanted to vent somewhere but I can still troll up the forums with what I know from memory.

Lawd, damn man that really, really, sucks. Sounds like someone hired a moving company who went to the wrong place.
Sorry to hear that. No worries man, in all honesty just get it in and have fun when you can. MODOK is probably one of the
most fleshed out characters tech wise ever with an exception of a glitch or two…(that I’m working on, but I suck so meh
don’t expect anything out of me lab wise LOL)

I’m really sorry to hear that Caveman. I hope that the situation turns out alright.

Ugh, that really sucks Caveman… I will perform your reset in your honor.

Dude what the fuck… that sucks. Right before xmas too. :frowning:

I hope you guys work everything out.

Someone able to try out using an unblockable setup after killing Phoenix to kill dark phoenix? El Gato posted a video with the concept and another team and I can’t believe I never tried it. Hopefully there is enough time and/or the transformation doesnt destroy the slime: Kill Phoenix, cr.m, block transformation, xfc, airthrow, unblockable.

so I think I just theory crafted my way into wanting to try out Dok/Frank/Missiles. With missiles up, I can do a corner carry bnb that jams and forces an air tech into the big barrier. with shopping cart up, I can force the caveman reset. From that corner, just 3 cubes gets a level 4 frank. I also get to take advantage of the same sort of setups as Hitbox Dustin does with Missiles, which can then force an incoming combo into an easy 3 cubes and a level 4 frank. Particularly if I just try to kill the first character for no meter with resets. Probably not going bother with this team for a while. But I have been wanting to play a frank team for fun on the side, and this seems like an amusing side project.

I tried it out, and I don’t think it can work if you have to block the Phoenix transformation. The slime disappears when they tech the throw. I tested this doing (cr.H, IAD j.M, air series, cr.M, L cube, cr.L for the kill, cr.M, fly, XF, etc) and (same starter into air series, back dash, cr.M + plasma beam, L cube, cr.M). You can setup a meaty M cube on Phoenix with the second combo, but she can still block it.

However, you can get enough distance from Phoenix to get it to work, and you get to save XF and get to throw out cr.M later, meaning that you have more time for the air throw. What I tried was (cr.H, IAD j.M, air series, cr.M, fly, j.S, back dash, cr.M, fly, add, cr.M, fly, [phoenix transforms], adf, grab). You need to get the fly out before the transformation.

Could the reason the former strategy doesn’t work be due in part to XF lessening the active frames of the cr.M thrown out? I’m not quite sure how XF effects released projectiles, even when testing it now lol, but I think it does.

Thanks for trying it out. Would be nice if it was stable enough to adjust and confirm off of any hit. I suppose you could use x factor to make hitconfirming easier and set up the sweet spot somehow. Still a nice piece of anti-Phoenix tech

I continued testing it a little more and it seems like it’s reasonably practical to setup, as long as you can adjust the combo based on her health. There’s two general ways to setup the unblockable on Phoenix.

1 - (hard knockdown in corner, cr.M, fly, j.(H)S, back dash, kill with cr.M or any H and setup the unblockable)
2 - (hard knockdown in corner, cr.H, fly, (j.H), kill with j.S, back dash, setup the unblockable)

The nice thing is that both these methods have some overlap with (cr.M, fly, j.(H)S, back dash, cr.M), meaning that you can switch between both methods if you can get the damage in that 30k window that j.S and cr.M provide. It’s also worth mentioning that using the first method and killing with st.H seems to kill Phoenix at the highest height, making it harder to screw up the setup and get hit by the transformation (which isn’t that hard to avoid in the first place).

Getting the setup going is pretty easy off most confirms, especially with assists, and you can adjust the damage output by leaving out or adding normals. I’m not sure if this works midscreen though. I came up with a couple combo routes to get the lowest amount of damage that gets the kill at just the right time on a full health Phoenix, but I want to refine it a bit further when I get the chance, since it’s highly likely that she would have sustained some chip damage before taking a hit.

Nice! The only flaw I can see overall is that Phoenix can still use the universal x factor escape after the airthrow break to block the slime airborne (unless you can get the spacing so that doesn’t work). But the fact that you are forcing phoenix to mash throw break and potentially getting the unblock is huge.

So, I think I have stumbled onto a team that I really enjoy. Mag/Dok/Frank. starting to find some interesting ways to level Frank up with this team. Basically you either Touch of death with the DHC from Mag to modok, or level frank to level 4 depending on what you confirm with or feel like doing.

I like modok and frank together. Shopping cart sucks for combos but good for pressure!

Incidentally, I was trying to figure out if MODOK/Frank/Ammy or MODOK/Frank/Dante were anyway good. What are your thoughts guy?

I do believe while being a slightly lesser assist, Ammy is a way better anchor character.

I am not entirely sure how easy it is for dok to level frank on his own without initiating a corner reset. One reason I am liking this mag/dok/frank concept is that Magneto is really the one that positions frank to level up. you just raw tag into him and then team hyper with frank/dok and then level. It seems a lot more difficult to level Frank with point modok, but I have yet to fully explore it, so that might not be the case. Also I think dok/Frank/Ammy is a bit reduntant, both assists scale hitsun very bad for modok’s combos, and both basically perform the same function. x/Frank Dante pretty much always seems like a good frank shell. If you want to play dok/ammy, then I think Dok/doom/ammy is the way to go.

I was very close to putting time into Dok/Frank/Missiles. The idea was that you can do a full corner carry bnb into either a jamming bomb reset, or a caveman reset + shopping cart. Then once in the corner you can do a cube combo into HPB, DHC to Frank and level up.

Here’s a simple modok combo to get frank level 4 at least.

Whatever beginning S , sj MMHS, land cr m, fly jS, l cube, S sj MM M cube HPB, dhc on last hit to tools of survival, take snapshot. This is over 50 hits.

I have some questions about a couple new teams I’m trying

Dok/Spencer/Doom
I’ve been doing two combos with him, but trying to make the second combo more consistent.

  1. whatever starter and relaunch into back dash, crM+slant shot, L laser, f+h, L bomb, missiles extension. Pretty basic, does ok damage, just the dhc is crappy so I have to use HPB or the df,df, db,df version of HBR.

  2. starter into Ssj MHS, land crM S sj MMS, land crM flyjS HPB dhc bionic maneuvers, tk otg grapple df zip, d zip, UVG. Dash + missiles. Missiles hit up, UvG, missiles otg down, UVG ender.

I’m having two problems with the second combo. First, the modok part of combo doesn’t build 1 meter so I can’t just use this at start if round. Second, the fly JS groundbounce part is inconsistent. It whiffs sometimes and I don’t know what causes this, this is why I’ve omitted the sj MM qcf+L addf S from the corner.

I was trying to figure a way to use the slant shot assist and still save the ground bounce but I’m out of ideas.

Also, I need to figure out a way to make it so that my doom missile call in the corner is more consistent so that it otgs 100%… Like some times I’ll call him but the missiles will whiff on the way up.

The Other question I have is with Dok/Vergil/Doom

What is the follow up notation for a spiral swords combo following a dhc from HPB/HBR? J d+H, j d+H, release round trip etc? Or is there a better follow up?