Can’t Dormammu just S. or :s: your beam to nullify it? What would you do about a Dormammu chilling at full screen, sitting on 3 destruction points and a few bars of meter, waiting for you to throw out anything slightly laggy?
Just playing theory-fighter here, but couldn’t you super jump into flight mode and pummel him with :d::df::f:+:h: + assists until you find an opening? Does Dorm have anything that can hit that high up from full screen?
Edit: :h:Purification nullifies this.
You can’t call assists when you’ve super jumped, and Dorm’s purification goes to the top of the screen.
Just found out something important against Wesker. When Wesker begins his samurai edge mixups, the best thing to do is simply jump upback or upforward. His followup will usually miss and the only thing he can do is go for a relatively low damage throw. While you’re doing this, you can call assists to stop his offense.
I didn’t try s.L as P Gorath mentioned though, but this option seems much safer.
I knew Purification went up that high, but I thought it was limited to mostly mid-screen. Watching the Hyper Guide vids now of Dorm, it does look like Purification hits full screen. Doh.
You can superjump, get hit by a purification, air recover, and THEN call assists and airdash/body attack up above purification range. Getting hit cancels the superjump no-assist thing, and it also resets your special move limit so you can usually get above purification range after eating one.
Three shitty things though…
1 - getting hit doesn’t reset flight, you still can only use it once until you land.
2 - when you’re up above purification range, I don’t think you can hit with downward psionic blast (too high?)
3 - Dormammu’s homing fireball super DOES go fullscreen… it WILL get you no matter how high you go.
lol
Doesn’t purification cause a spinning knockdown?
Naw… You usually air recover shortly after getting hit…
If it caused spin, he would be able to combo a bunch of them together, it would be an insane move.
He could do that, then you just change up your timing and you’re building meter in the process. Add in a helper assist and he’ll be overwhelmed. The shield should be up long before he has 3 destruction points…unless he tried to rush you down maybe, but the shield will allow you to ignore that explosion.
Since we are talking about Dormammu, Dorm can charge up his dark spells in combos with helpers. He can also do it when you block stalking flare in screen entry. He can pretty much make it annoying for MODOK to try and zone. It’s not a good idea to super jump, and fly away from Dormammu.
Dorm should be deal with by rushing down him with no regard of his zoning tools. It’s not like Dormmamu has many answers to MODOK’s corner pressure than Dormmamu does when you give him time to use his zoning tools.
Dormammu is a strange matchup IMO. He may or may not be bad but you certainly DO have to watch out for flying Chaotic Flames or the explosion of 3 desurtctions. However, on Modok’s side, he can easily outzone Dorm himself. His projectiles are MUCH quicker and will knock Dorm down into a lockdown state. Barrier eat up his darkness specials, and allow you to keep your keepaway game going. With his slow normals and large hitbox, Dormammu falls victim to Modok’s instant overheads rather easily up close (watch the flame carpet though). Watch out however, because his air normals are a differnt story. While slow, they cover a HUGE range and easily go into his launch off the ground. For someone as fat as Modok, that’s not good.
A funny thing I’ve noticed is if you are spamming L laser with Modok against Dorm and he decides to teleport, you’re pretty much safe. L and H teleports will cause the L laser you were doing to still come out and hit him. If he uses the M teleport, if you complete your attack motion, your L laser will become an L cube instead, protecting the are where Dormammu lands.
Sentinel I honestly think has a HORRID matchup against Modok. With 1 barrier put up, Sentinels keepaway is shut down completely. He has to go into flight mode. Modok has extremely good air control and will keep Sentinel out easily with lasers and analyze cubes. Fun fact, 5M beats Sentinels 2M due to its rapidfire hits. Sentinel is also so fat that he just succumbs to instant overheads easily as well. Modok can also give Sentinel a taste of his own medicine with his own jS that causes a ground bounce and heavy damage combo even at super jump height. Simply keep a barrier up on the ground, control the air with projectiles, and watch out for random hypers (the only thing Sentinel can really do in such a situation) and you should be good.
Sent’s options are pretty bad aganist MODOK because he can’t get MODOK to make mistakes. Sent is the one that will end up making all of them because he has limited options. He won’t win long range many times, and it’s worse close range.
Sentinel cannot do random HSF/Plasma Storm EVER on MODOK with one bar close range. If Sent does,MODOK will abuse his invincible grab super frames to grab a grounded Sentinel out of anything he does. MODOK just has to input DP motions every time Sentinel’s super appears. As it is, Sent can only use tiger knee Hard drive to avoid this problem.
Luckily for MODOK, him vs XFL3 Sent is the only true threat to MODOK.
I need Anti-Wolverine help tired of feeling like this guy - http://www.youtube.com/watch?v=euiwxXotGaw&feature=player_detailpage#t=71s
Wolverine is one of the few characters where MODOK might be defensive because Wolverine’s priority, size forces MODOK to run away in some scenarios. Wolverine’s dive kick should be chicken block if possible, and MODOK’s cube/psionic blaster will be the best answer to annoying dive kick abuse. In general MODOK has trouble keeping the runt out, and starting his own offensive.
I would advise not to do a L analyze cube because if you don’t time it really early it will actually trade with wolverine’s dive kick, making it a counter hit for him, which means you’ll get a staggered stun. Wolverine actually has enough time to do a standing or crouching L into combo. L psionic blast works well though.
It sucks but I end up having to play more defensively against good wolverine players. Try to set up the Cr. M and M analyze cube wall to keep wolverine more defensive. That’s all I found to work against wolverine
I have to say that the worst match ups for MODOK are Magneto, Ammy, Spiderman and Dante. If anyone knows how to play against these guys, info will be really appreciated. Most if not all matches I start out with MODOK are spent flying above the opponent and criss crosses him over to mess up their inputs, started off by calling an assist since I’m still in low flight mode, pressing S and throwing an H bomb to cover the space below me. Effectively starting my zoning game.
Mag has a better projectile game since Disruptors effectively lock MODOK down. If MODOK lays a shield Mag has enough time to superjump, fly and wave dash across the screen and rtsd. Then there’s his airgrab…
Dante has purple rain and that brings MODOK down. I think this move just shuts MODOK down. Dante’s teleport shouldn’t be feared cause H Homing bomb auto tracks Dante after the teleport and effectively stops him.
Ammy has the okami shuffle which fucks MODOK’s life up all the time. Other than that, MODOK can just shoot lasers at the dog until it dies. The damn shuffle is the only problem as Ammy will more than likely try to rush MODOK down if she doesn’t have meter.
Spiderman and his webthrows can bring MODOK down. Spiderman’s air dash into throw and his webzip really get him close to MODOK at all times. I don’t really see MODOK controlling this match up at all.
I think MODOK controls Phoenix as his lasers destroy her balls. H Homing ball effectively stops her if thrown out in conjunction with an assist.
Dorm is an interesting match up. I can see it going either way. MODOK can’t take to the air like he usually does though.
Wolverine is pretty easy IMO. Just stay in the air and throw bombs if he’s below you. If he’s across the screen start chipping him with L laser and assist. Whatever you do, don’t stay in range of the H Berserker Slash, he will have to Super jump, which gives MODOK time to Super jump as well, air dash up forward or back and throw H bombs to lame him out.
My 2 cents.
MODOKS hard counter HAS to be Captian Americas. A lot of people look up to him and I’m going to tell you why. Also another reason why I think MODOKs jump height flight is a major liability. Captain Americas shield slash will literally keep you on the ground. Now I have to test this but lets say you don’t get combo’d if it hits you and MODOK techs out…
I THINK MODOK still gets his startup flight frames at normal jump height after tech. Which means he hits you for free when other characters can block after a botched combo. I could be wrong, and it was early in the morning pre - coffee
I haven’t been able to recreate what you are experiencing. I find myself able to block immediately after a tech. I tested this using assists and trying to get the two hits anywhere from “at the same time” (which typically translates to 1 frame apart in the engine) to a fair chunk of time after with a number of timings in between.
Also, I haven’t seen Cap being that hard of a counter for Modok. Perhaps with the right assist? Vajra? I dunno though. Shield + Beams + Bombs > projectile invul. Actually that can be written as shield > projectile invulnerability. Further Modok can absolutely fly well above Cap’s effective range while calling assists and attacking with various beams/bombs.
In general against cap I run standard shield + zoning with a focus on keeping the shield active and keeping Modok centered on the shield. This negates caps tricky cartwheels, shield attacks etc. And because of his somewhat limited mobility in the air I find this a pretty sustainable approach. Once he cartwheels past you, assuming you are centered on the shield, his assist should have been negated and it should allow you to fire a L beam and begin zoning him again. And depending on your team, a number of assists actually give cap a hard time.
I personally believe that characters with opponent relative teleports are Modoks “hard counter” followed by people with screen relative teleports. These are the people who can essentially ignore zoning, and who for the most part have better close range options than Modok. Dr. S might be an exception to this because his normals are pretty iffy.
Caps I play blow up shield before it even comes out and don’t even give it time. I have yet too see sustainable shield play with MODOK. Too many things eat it alive imo. MODOK imo is not a good sustainable zoning character. MODOKs can only call assists if they manage to fly to the top without super jumping. Shield slash will catch you before that. I think the caps you play must be slow, no offense. That and blowing up your assists while you try to lame isn’t hard.
Shit, I’ve been hit THROUGH my shield. Thing is hardly reliable.
To me it’s more like Captain America is made to anti-zone people. Charging Star will punish assists, and his hyper charging star/star and stripes will bust a lot of stuff. You can’t zone Cap at all in the ground, even Dormmamu can’t do it with his usual shenanigans with flame carpet.
Instead, Super jump. A lot. You can block while you are super jumping which is better than using your regular jump mode. That and Cap doesn’t anything to bring you down if you super jump, and stay up there.