I think all of modoks jumping/grounded H and S attacks are not special cancellable on the first frame. Somewhat related, another thing for the NOVA matchup is that you cannot flight block speed tackle during the super flash because its not instant. If nova tries to speed tackle when you are tossing slimes or whatnot you have to time it raw after the flash. Not hard but if you are on a laggy setup you might get sniped.
I think the majority of characters can’t special/hyper-cancel the startup of their heavier normals; the duration that they’re unable to cancel is usually related to how heavy the normal is. This is very apparent with Sentinel, who is always throwing out air normals, and has a hard time cancelling into his ever-useful Hard Drive during jM and jH startup. The same is true of Jean with her j2H dive, though, and Hulk’s sH, etc. It’s more than one frame, but I feel like it’s less than the entire startup.
I’m pretty sure you can still input flight to block speed tackle during the hyper flash, it’s just that it whether you are able to block in time depends on the distance you are from Nova. I’ll double check though.
You can fly but cannot block. flight block technique only lets you block for a few frames (one?) and once MODOK leaves the ground you can’t block for a few frames. Since speed tackle isn’t instant you always get caught in the dead zone if you input during the flash.
You can fly to block if you are fullscreen. I just tested it.
Bout to say I know I’ve blocked it. I play a fantastic Nova on the reg. (he’s Bizazedo one of the east coasts unsung heroes) LTP I think you’ve played him online.
In terms of practical application its important to know the range where that isnt an option, though. Full screen speed tackles against MODOK normals isn’t too common.
True, honestly I don’t have much of a problem against speed tackle generally speaking.
I need help with two teams : Wolvie/ Gouki / Vergil, and Spencer / Dante / Wesker.
Wolvie / Gouki has pretty stupid strong pressure and its very difficult to punish Tatsumaki Zankukyaku. At the start of the match, how do you position yourself the safest, and what moves do you start with? Should the goal be to immediately try to open him up, or start saturating the screen with garbage? Arguably doom missiles are the best for him, but more risky against the second team since Bionic Lancer r8p35 that assist…
For this matchup, can someone offer insight on how they would play this from the get-go against a very rush down oriented opponent. I’m only good with Stark, Doom and Magnus (Who all have good assists to offer Modok).
For the second team, WEASEL SHOT with Spencer mixups are absolutely STUPID and DO NOT SCALE THAT HARD.
I hate this team, and want to know what my best tools are as MODOK point for not getting caught with Weasel shot bullets on my back and Spencer opening me up with an overhead, command grab, or cr. light from the front.
Thanks, and sorry if this post comes off a bit charged. ^ ^
TLDR version first: In any matchup, you want to take to the skies from the start to stay away from start of round nonsense. From there, it’s all about getting a shield out against Wolvie. Once you get a shield out, you win that matchup. You DO NOT want to go in against Wolvie; that’s suicide. You want to zone because he doesn’t have an answer to it once you get started. The same goes for Spencer. You want to start by putting Spencer fullscreen, control the ground, and just keep zoning him. Generally, you want to get away at the start of the round, use your assists to land safely and put out some projectiles to push the opponent away, and then do fullscreen ground control, protected by barrier if they have a beam assist or the like, against ground based rushdown and heavy characters. MODOK’s fullscreen ground control will force them into the air, where their options are weaker/more predictable and will shut down the assists that they are so reliant on to get in.
That’s the basics of pretty much all of MODOK’s matchups that don’t go into a zoning war. Wolvie is the textbook example of how to deal with rushdown characters. You’ll want to fly up at the start and use an assist to safely land while keeping their own assist in mind. From there, it’s building space with your tools until you can get an assist out and then use the assist cover to put out a barrier. After that, you simply need to keep zoning and refreshing the barrier until you get a hit or Wolvie dies. Barrier will take care of assists for you. cr.M and L cube will prevent berserker slash. M cubes and L bombs prevent divekick. Throw in some assists for insurance and you’re good to go.
For Spencer, you must always keep in mind that zip will nullify L bombs and M cubes preemptively thrown out. You’ll be using more L blaster in this matchup to keep Spencer out. Normal barriers are nice to nullify his assist calls, allowing you to put pressure on Spencer anytime he zips. I would not recommend trying to throw Spencer out of his zip with MODOK. Instead, try punishing zips with M cube or TK H cube on reaction into a combo. Big barriers are also nice, since if Spencer zips into a big barrier, he’ll be vulnerable and gets stuck onto the barrier for quite some time for a free punish. Spencer loses the ground game hard once you have him out, since he can’t duck under L blaster. And you don’t have to worry about Bionic Arm at all if you’re playing the ground game, since you have Killer Illumination.
That hardest part is getting down from the start of the round and setting up. I know this is applies to everything in fighting games, but you have to just take into account the opponent’s options and your data on the player. Do their assists suck? Then call your own and land safely. Do they like to mash assist at the start of round (like many jam session players)? Then chill at the top for bit, let them waste their assist call, and then descend under the cover of your own assist OR attempt to go in to punish the assist and their point if you think you have downloaded the player. Do they wait to see what you do? Then you want to make the first move before flight runs out and go in with assist cover or get away, depending on the character you are facing and your current distance from the character.
Lastly, you can never go wrong with missiles.