Rather surprisingly, I think I have taken a huge liking to Mag/Dok/Plasma beam.
Thinking of trying out Modok/Dorm/Strange.
Suggestions
Tough team, I’ve played it but you need a very active Dorm or you might gimp your anchor Strange.
Its a team that has a hard time seizing momentum imo but once it has it, GG’s.
Ade, I’m so glad that you’re still playing this game. I don’t know about how Dorm/Strange pair up, but those two are ridiculous on the same team.
Been playing Dorm/Strange since day 1 got a few tricks with the pair and also ironman lol.
Sorry, I do know how Dorm/Strange work as a shell. I just don’t know how well they work with MODOK.
I need to invite you over to play.
i’ve never played all three together but i have used modok/xx/strange or modok/dorm/xx
the one thing i dont like about both strange+dorm is that they both are pretty reliant on meter. but they both provide awesome synergy with modok.
Here’s a couple of things Full Schedule and I have been discussing. I think this might have been discussed before, but the first is using flight low to the ground to nullify pushblock. When you input flight mode when you are very close to the ground, you don’t actually get flight mode and end up landing. However, you still get what looks like the startup of the flight, so you can input it to nullify pushblock.
For example, you can do something like (IAD j.M, fly (doesn’t come out), st.M, etc). Though the timing is a bit tight, that will combo and the flight input will nullify early-ish pushblocks on the j.M.
Right now, it’s hard for me to think of many uses for it, but so far, I find it the most useful in throw setups in the corner (like j.M, fly, land, dash, grab), since you can guardbreak with it.
Here’s also an incoming setup in the corner with missiles that he told me about: (grounded aduf, adu + missiles, fly (opponent comes in), addf, j.S (hits), super jump uf, j.S, addf, j.H, S, etc)
You can mix that up with something like: (grounded aduf, adu + missiles, fly (opponent comes in), addb, j.M (hits), dash, st.L, cr.M, S, j.MM, adu, j.HS, etc)
Or: (grounded aduf, adu + missiles, fly (opponent comes in), j.L OR j.S, etc)
The timing for these is really nice off of a snapback too, and you can buffer the grounded aduf off of the snapback.
Sup yall, long time lurker, first time poster etc etc.
I have a zoner’s mindset and am having trouble initiating rushdown with dok. I play Modok/Doom-B/Ammy, which obviously is very conducive to both styles. I know enough to zone until I can get an assist to lockdown, and then I go into s.B xx fly ADF A/B or ADF C / cC, but I always seem to be pushblocked out =\ I feel like I should be putting in a few xx fly ADF C / throws in there as well I suppose.
Also, is putting down a shield to eat attacks and going in for a throw good tactics? Still trying to incorporate it into my offense more.
TLDR; Any kind of general (or specific) tips for dok’s rushdown? Thanks.
PS: Though it doesn’t really mean much, my dok did manage to knock out KBrad at SCR. But so what haha that guy’s retired!
Rushdown bullet points!
- Off of st.M, you can go high with (fly, IAD j.L) or low with cr.H.
- Off of cr.H, you can go high with (IAD j.L/M) or low with (jump, addf, cr.H)
- (cr.H, jump, addf)xN can nullify pushblock
- Off of (super jump, addf, j.M), you can go high with (IAD j.L) or low with cr.H. Both options combo. IAD j.L option can nullify pushblock.
- IAD j.M spam can nullify pushblock, but about half the cast can duck under it. IAD j.L is less effective, but can still work.
- I find that something simple like (IAD j.L/M, IAD j.L, cr.L, etc) will catch pushblock happy people off guard.
- Use throws! They are great against people who just like to sit there and block, and for people who consistently up-back. (jump cancel, ground throw) is a pretty good sequence, but I tend to use (IAD j.L, wavedash, ground throw). You can also throw after an L cube (0 on block) or retreat with a grounded air dash (can let you punish them mashing H in that situation). For the up-back/pushblock people, IAD j.M pressure is great, and you can go in for an air throw or just go back to zoning.
I typically just use the shield for zoning or incoming setups. It usually doesn’t end well if you throw it out right in their face. It can be good to throw out for approaches, but I think you’re going to be better off using a different button when you’re actually in.
And good stuff for beating KBrad! How did you do at SCR?
Thanks for the help LTP! I’ll definitely work more on incorporating all this in my game play.
I did alright at SCR; I haven’t practiced in who know’s how long, and rarely even play people, so I wasn’t expecting to make it far. I think I went 5 or 6-2; Lost to Ranmasama 2nd round & then Hypnawtik, due mostly to not really understanding the Haggar & Skrull matchups. Haggar in particular is a rough matchup for me since I still haven’t conditioned myself to bait out lariat, or AA jumping pipe spam. Skrull is well………Skrull. =\
Before NCR hits, I definitely need to put in some serious lab time. I’ve a whole laundry list of stuff to do: I need a better Air-to-Air j.S combo, land my jamming combos in my sleep, learn his TAC infinites (they’re pretty easy right?), learn XFC kill combos and optimize my damage a bit more. Oh, and Grounded Air Dash practice. Man, that’s a tough/important one……
Haggar loses to Dok pretty badly, but you need to know what to do when. Cubes are great for keeping him out. When he super jumps, you can either try to go for an air to air, dash behind him, or try back dashing enough to keep him away if you have the space. Skrull is difficult, but against him, my goal is to get an L bomb out, so I can sit under it and not worry about meteor smashes.
The TAC infinites aren’t bad, but I honestly never really use them, as I don’t get the chance to TAC into Dok much when I play him on point. I generally just stick to the normal TACs. Learning how to buffer the grounded air dashes after blasters and cubes is pretty useful. If you make the opponent ground block a blaster when missiles are about to rain down, grounded air dashes can get you in for a mixup.
idk if this is known but i was messing around with an unpatched marvel and found out that grounded airdash/jump install is a lot harder in pre patch. i wonder what exactly they changed and why?
That’s bizarre. The only thing I can think of is that they altered how inputs are read during jump startup, potentially inadvertently when trying to prevent the ability to tech grabs 24/7.
Maybe they toyed with chicken block problem.
Could anyone help me with getting the otg pick up with cold star assist? Is it even possible after a long extended combo? Trying to get back into marvel and I’m still brainstorming teams and I find myself sitting on ammy for modocking
I’d try looking up Moons’ matches and figuring it out from them, but I think it’s something like an air L blaster in the corner, then (add, j.S, call Ammy + st.L[for timing], cr.M into something).
Personally, I don’t really like Dok with Ammy, but it can work.
If it’s a combo with a relaunch, I only attempt it after a PB>S Ender (ie: S /\ sjB-sjB xx qcf+A > ADD xx sjS ) ender, so I can land as much before the opponent as possible.
I tried the whiff A technique that Moons uses, but I’d always do it too late and the slime would whiff.
The way I time it is land, immediately call ammy (note: test this timing out, b/c of modoks weird shape, you can call sooner than you’d think), then wait to cB xx cube.A when the opponent lands from the 2nd bounce from the jS.
This will give you enough time to land the 6C wallbounce, w/o it hitting too early before coldstar ends.
PS: I’ve been meaning to cap my B&Bs for my team (so I can remember them when I take hiatuses heh), I’ll post up when I eventually get around to it.
Sup guys, Im gonna be getting back into marvel atleast a little bit in the near future. Just heard back from the Police and they just now found my PS3 so I will atleast will be able to lab it up. Any new tech or teams people people are working on?