I’d say the easiest ones are the up and down variants shown in the science video. They miss out on some hits, but I just wanted to put in the easiest and simplest ones I could think of that still get 9 cubes and work on pretty much everyone.
Yeah I watched that video like 100x guess ill watch it again and actually put in training time … Need to learn his mobility as well cuz I only get combo with him by doing j.s or air throws
This tutorial was made for UMvC3 and I don’t own the guide, so I would have no idea. You should be able to find something that works between what I posted here (gains 2 cubes before flight with no cube plink from flight) and what Nos has in his science video (more universal and easier to remember, but includes the cube plink from flight). Once you get more familiar with the character, I’m sure you’ll find your own variations that you are more comfortable with.
cool thx is the notations for that vid in a thread… I really need to step my tac game to the next level especially since viper cant max her damage full screen
I think they might be hidden somewhere in the combo thread. And you can also do HPB after Viper’s Burst Time in the corner and follow up with cr.M and burn kick assist, L blaster, back dash, f+H, L bomb, f+H, IAD j.S, f+H, H blaster for a nice bit of damage and meter gain since you will have both your wallbounce and groundbounce (better than going into HBR).
Alright, so I’m now in the process of remaking the MODOK 101 tutorial videos, as promised once I got real capture equipment. I’ve already written a script based off of the current videos, just with a bit more organization, tips and information (double air dash glitch, setups, etc), while getting rid of some of the fluff. Everything non-matchup wise is pretty much there besides optimal midscreen TACs (which don’t feel consistent) and TAC infinites. I’m going to try to put it all in one video so serious users will get the full experience in one go instead of having people go straight to combo construction, but no promises. It’ll probably be awhile until I record, edit, and upload it though. The current playlist runtime is around 36 minutes, so hopefully this 2.0 version won’t break 40 minutes.
LTP, thanks for all your hard work putting out DOK videos all the time. You dont have to post at all but you are constantly uploading modok tech and I really appreciate it.
I’ve never used this particular string but been seeing el gato and even u (LTP) go with some string that gets a l cube early in the combo before the relaunch. What is the notation for that?
There’s a couple for that, but it’s probably the old Nos L cube combo piece. cr.H, IAD j.M, land, dash, cr.LM, L cube, etc. I actually forget if I do just S after the L cube or cr.L, S… I haven’t played Marvel more than an hour in the past 3 weeks or so lol. The thing with this string is that it requires you to do the optimal relaunch (cr.M, fly, j.H, add(f), S) if you want to relaunch. I do think it’s more consistent then the following strings though.
These strings don’t require you to do the optimal relaunch, but of course you’ll get less damage out of them. starter, cr.H, M cube, dash, cr.LLS, etc. and starter cr.H, H cube, dash, S, etc.
Can anyone provide me with a 9 cube combo off of:
throw and j :l:
using :
:a1: = hypergrav :a2: = hidden missiles ?
Thanks in advance.
I checked LTP’s guide but it only has 8 :\
Edit : Also can anyone give me tips on the timing of the HBR juggles? I know it’s :f::df::df::db::f: but the timing is giving me trouble. Where should I delay? Where should I speed up? Also at what height should I start the HBR after :l: blaster.
Hey LTP (or anyone), what exactly is happening in the reset section when the opponent techs? It appears you were allowing your opponent to tech after the second force blast, while you set up a quick up down, slime puddle, fly cancel into a dash + throw, and right here is where the money is at. In your experience, does your opponent usually get a break away when the throw is attempted, causing them to get hit by the grounded slime puddle, and then they eat an j.M? If they don’t tech, they’re obviously thrown, and then you get your reset with throw scaling, which is still $$$. If they FORWARD tech, are you looking to do the same setup or land a gimmicky aerial normal confirm?
So I guess my real question (assuming I’ve figured out what I just said) is the hit confirm after you stuff them with that j.M coming off of Break Away. I see you sited going into st.M, then cr.H, which is solid, however as a magneto player my first tendency is to go for crouching light. I suppose the reason you don;t do this is because cr.L whiffs on some characters? Or is this option just as solid?
That reset works for all air techs. You buffer the falling j.M for the unblockable. You can use cr.L, but yes, it will whiff on one or two characters (Rocket Raccoon for sure). Note that if you do use cr.L, you’ll need to dash first after you land for cr.L to connect. st.M is easy to use because you can just mash out the j.M into st.M and st.M gives you a ton of time to confirm. Optimally, you’d want to use cr.H, as that gives you the most damaging starter.
Thanks for the reply. Starting to get the hang of all these things (minus the last combo I cited from Borowserboxer). I’ve got a solid jamming bomb setup with Stark in the corner. Hypothetically speaking, let’s assume we’ve got the entire enemy team jammed. On the first incoming mixup, what’s your strategy? Force a block with medium analyze cube, call assist, and go for an unblockable? Would your incoming mixup strategy change for an unjammed character, or for someone with OP instant oncoming throw responses and range like Vergil?
Against incoming jammed characters, I typically run a meaty M cube + assist incoming setup that lets you apply pressure if they block. Jammed opponents crumple easily against Dok’s basic blockstrings. For characters like Vergil, I like to get a shield out and then follow up with M cube + assist for pressure. I want to prevent random helm breaker or dimension slash and at least get him to block. You can also use the meaty M cube for throw guard breaks if they pushblock M cube (M cube, grounded aduf, adf, j.H/throw).
Generally, I go for M cube setups. Sometimes, I’ll try a super jump up + assist left/right mixup, a left/right mixup with L bomb, or a crossup with L cube with assist cover (L cube, grounded aduf, addf into the corner). And if you have the read on someone, you can simply wait for them to air dash on incoming and punish with j.M.
Bolts? The main one I do is: (cr.M + bolts, M cube, grounded aduf, adf, j.H/grab) in the corner.
On M cube hit, the bolts combo if you time it right for an easy confirm. On M cube block, they have to block a quick low->high into whatever. On M cube pushblock, you guard break them with the grab.
You can do other stuff like your basic call assist and super jump up then air dash down j.S. Or (cr.M + bolts, M cube, M cube, L cube, L cube) if you know the opponent isn’t blocking.
I really like M cube setups in the corner because the opponent can’t just mash on incoming. Throwing out a barrier is also nice for extra insurance.