Thanks. I guess the thing that bothers me is that missiles suck vs. the tourney common derpers for protecting DOK. Logan, Spencer, and Nova are very common in tourney play, prob the 3 most common along with Zero to be honest, and all 3 faceroll straight through missiles during their combos due to berserker barrage, braindead arm, and scrub speed tackle. Plus all 3 basically get a free matchup vs. Dorm.
Modok and dorm both get mauled once the bulldog types get inside. That is the ultimate downfall of the team. Atleast Modok has good odds to get started thanks to his start of the round. I use dok/dorm/dante sometimes if im looking for a good dorm team with a faster assist and dorm/dante is just as polarizing as dorm/missles.
Bottom line is that it can be a liability. That is why fchamp flip flops on his dorm team as well. Although not as bad, its almost like playing a frank west team where if you dont get that hit it can get bad fast but atleast you get shopping cart assist over dark hole.
Shopping cart over Hole is nice, but Dorm over L1 Frank is nicer
Yeah I completely agree. This is something that I’ve had a difficult time with in Marvel period. I tend to gravitate more towards non bulldog gameplan characters but this game is just designed in such a way that you have to be a substantially stronger player to make those characters work. Any general tips for using MODOK vs. characters with that sort of gameplan? I’ve taken break from the game as of late but I’ve decided to come back and to completely convert to stick as well as switch from Magneto to MODOK for my main character.
In my experience, Modok just has some good options to set up walls of hitboxes between him and the opponent, at ranges they can’t really contest with “bulldog” strategies; in particular, I’m thinking about sM, jM, cM, cubes, and Blaster in certain contexts.
When I play “bulldog” type characters, my first priority is to control that space immediately outside of “close range”, to prevent them from getting to close range, and while doing so, use assists to try and put them on the defensive. In some situations, Modok himself has very strong pressure, and once you can put them on the defensive and throw assists into the mix, you shouldn’t have to worry about them throwing normals out and wearing down your defense, etc.
As far as when you already IN that situation, and need a way out… I use Sentinel second, so I always keep Reversal KI xx HSF, or Crossover Counter Hard Drive, as options to keep the opponent in check. If you don’t have a safe way to DHC out, you’re probably gonna have a bad time if they can pin modok down.
I’m a bit out of date on this, but how come it was considered that it was much easier to do grounded airdashes as MODOK on hitbox?
It seems like it should be pretty easy if you plink to ground-airdash. I tried it on hitbox and stick.
I’d like to start playing nova/modok/?
I love dorm but I feel that dok/dorm would be a bit weak of I lose the first hit.
Any suggestions or advice?
Because it’s incredibly easy to hit the direction button(s) and dash button(s) simultaneously, much easier than it is to move a stick and hit the dash button(s) simultaneously. You don’t need to do any special methods like plinking or doing a GAD right after a special move, it’s just free all the time.
I find the super jump method for double airdashes really easy to implement for stick as well. Nothing compares to the hitbox but its more consistent than raw plinking for me, especially when using it during normal movement patterns. Anything into b, d/b or f, d/f into up direction+dash or just upback if you need to block/escape and not unblock yourself. Anyone familiar with wavedashing should be used to avoiding getting supers (dont hit down)
Hey Brodoks. If any of you who use MODOK on stick can give some tips on bnbs, h hopping, and throw conversions I’d greatly appreciate it. Trying to learn stick and DOK at the same time–not easy.
Hilarious fact:
Total stick guy but honestly probably played DOK on pad the best.
Now I play on custom hitbox type of deal. (aka I cheat to some people lol)
Has the grounded airdash giving you a second air dash changed at all? I’m playing on a hit box, and I can get the grounded air dash, the up and dash are on the same frame in the input display and I don’t get the little blue flame, but when I try to use the second air dash I just get jump heavy.
You should be getting two dashes. You are either messing up the grounded air dash, or your second air dash. If you don’t see the blue flame, that implies that you are messing up the second dash. It might be easier to try buffering the grounded air dash after a cube or blaster to get the hang of it.
Honestly I’m starting to think he’s easier to pick up on pad. But I think you prob get more accuracy on stick with him in the long run.
Crouching H hopping on pad isn’t too bad; it’s hell on stick…
Also for the grounded airdash remember to plink if you are trying to dash twice in the same direction.
For me c.h hopping wasn’t that bad on stick what was though was his j.h,c.H corner string, the infinite too. Fuggedaboutit.
Now plinking was 10 X easier on stick. Grounded airdashes too.
Hitbox though makes all my movement godlike though. Never thought all that key binding for FPS games would translate to fighters!
Yeah I’m starting to come along on stick. Like you said plinking is much easier, but I still whiff H a lot. Having trouble with the optimal relaunch dash S though. They usually pop outbefore tgthe S connects.
Here’s some quick point blank unblockable tech: (IAD j.L, cr.M, fly, j.LL, st.M, etc)
You can do an IAD j.L on some characters instead of j.LL. That is a really quick unblockable setup that’s super easy midscreen. This only works on characters who let cr.M go over them while in blockstun.
Here’s a more refined option: (cr.H, jump, addf, cr.M, fly, j.LL)
This is also a point blank unblockable setup, but it has many advantages compared to the first one.
- cr.H will force the opponent to crouch block, so the point blank unblockable will now work on many more characters (such as Vergil)
- That whole sequence combos on hit
- If cr.H is pushblocked, the jump/addf will negate most of it, however, you will not get your point blank unblockable. cr.M will hit them instead. Not bad, since you can continue pressure.
+/- cr.H has more blockstun than j.L, so it’s less likely you’ll get mashed out, but more likely you’ll get pushblocked
Perhaps you can dash after a pushblocked (cr.H, jump, addf) to go for the point blank unblockable? In any case, I plan on going for these options more in matches.
Other random mixup options:
- IAD j.L, super jump up back, IAD j.S for a crossup
- IAD j.LH, (back dash, st.M) or (jump, j.L) to try to bait bad pushblocks/mashing
- IAD j.L, dash, cr.H to continue pressure after a pushblock
For the sections below, the combo parts in parentheses are optional.
Mixup options with Bolts:
- IAD + bolts, j.L, dash, cr.H, (IAD) j.L, dash, cr.H (follows up pushblocks)
- IAD + bolts, j.L, (IAD j.L x2 or 1), super jump, adf, j.S (crossup setup)
- IAD + bolts, j.L, (IAD j.L), wavedash, throw
- IAD + bolts, j.L, dash, cr.H, IAD j.L, super jump, adf, j.S
- IAD + bolts, j.LH, back dash, cr.M, fly, IAD j.S, into [cr.H OR IAD j.L] (unblockable, use j.LH to try to bait pushblock, character specific)
- IAD + bolts, j.LH, jump, j.L, dash, cr.H, IAD j.L, etc
- IAD + bolts, j.LH, jump, j.L, dash, cr.H, jump, addf, cr.M, fly, j.L (try to bait pushblock into point blank unblockable/combo OS)
- IAD + bolts, j.L, IAD j.L, dash, cr.H, jump, addf, cr.M, fly, j.L (easy version of the above)
Snapback with missiles setup:
back dash + missiles, cr.M, L blaster, snapback, (cr.M) + big barrier, IAD j.L, (missiles hit, likely grounded if no air movement used), dash (negate pushblock), point blank unblockable with cr.H or whatever
Does DOK have a fast fall technique? Trying to find a way to make Caveman’s triple air series Bnb easier/consistent.

Does DOK have a fast fall technique? Trying to find a way to make Caveman’s triple air series Bnb easier/consistent.
No. Nothing besides his air dash really.