Revisiting MODOK, Best practices

We’ve got a lot of MODOK info out there. Sometimes all that info gets a bit muddled. In short form what are your top 10 Doking tips?

I’m not quite sure what you’re going for, but here goes.

  1. Know your combo routes for damage and jamming bombs. There are pretty much two classes of starters: 1 - any clean grounded starter or any throw. 2 - air-to-air and anti-air confirms. You get full combos from the first set of starters, and you usually get full combos from the second class of starters as long as you keep the starter as minimal as possible. Know how using your ground bounce for an air-to-air confirm will affect your combo route given your available assists.

  2. Know what characters can duck blasters / IAD j.M. Characters the duck blasters also duck IAD j.M. Characters that can’t crouch under blasters can’t duck IAD j.M.

  3. Poke the opponent with cubes whenever you can. They are neutral on block. L cube, M cube, H cube, and TK air H cube are all great.

  4. Use multiple IAD j.L/j.M consecutively in pressure along with an assist call for easy frame traps and to help beat pushblock.

  5. IAD j.LL is better than IAD j.L for conversions and gives you more options (ie IAD j.LL, jump, j.LL, st.M combos even on crouching RR).

  6. Catch people airborne with j.M or j.L for air-to-airs. M cube, TK H cube, st.L, st.H, and 3H are your anti-airs.

  7. Buffer grounded air dashes after specials to get in with assists (ie. cr.M + bolts, H cube, aduf, adf, j.L)

  8. Abuse tick throws, especially off of IAD j.L.

  9. Focus on zoning with assists, cr.M, cubes, and blasters. Throw out bombs/barriers when either you have the opponent locked down with an assist fullscreen or when the opponent limits their own options (jumping, Dante charging air play, etc).

  10. Whiff punish divekicks, helm breakers, footdives, stuff you don’t want to anti air with st.M or H cube + beam assist.