The M.O.D.O.K. MATCHUP THREAD

If Hawkeye tries to punish a special with Gimlet, cancel into Killer Illumination if you’re desperate. You lose a bar, but I don’t think he can punish without a DHC.

I think it very possible for MODOK to Flight Cancel(the mechanic still works, it just has a goofy time to it), and since it’s still possible for MODOK to block Akuma’s beam(it’s faster than Gimlet by a frame) and even Dr.Strange(About as fast Dormmamu’s Chaotic flame).

It’s also believe or not possible to dodge gimlet by hard tagging.

So it’s like Bold Blocking? Even more so because it’s a “command jump” of sorts, identical to MODOK’s normal jump except for unlimited specials.

Any other difference?

Pretty much presudo Bold blocking trick that allows MODOK to even input d/b since he could block to begin with. Depending on if MODOK can even be thrown in his pre-flight frames that can seriously lead in some cheap stuff for MODOK.

Edit: I don’t know if you can cancel into specials(I could be wrong )like Dante to my knowledge because Flight has a dead zone where you can’t cancel into stuff in the air. On the ground, the mystery is why can we block?

So can u do the flight in response to the hyper or do u cancel before the freeze?

This. You have plenty of time to block.

Actually you can do it after the freeze, during the little cinematic, in reaction to his super… Just do the motion during the super freeze, and hold back (but only if you were doing something that cancels into flight - and not during the portions of his normals that aren’t flight cancellable).

If you were doing a special, I guess KI is your only out? I don’t think you can even X-Factor?

I think MODOK is immune to throws during the entirety of flight (including the 3 grounded frames at the beginning)

I believe you can block for the same reason that everyone else in the game can block during their grounded prejump… it’s a grounded prejump. :slight_smile:

You can also cancel into specials/supers during the grounded portion, but it will be VERY difficult to cancel into anything other than Cube/HBR/THC because of motion overlap.

Here are the results of my flight testing that I posted in the other thread:

Regular Jump (Float? Regular Flight? Whatever) Prejump
6 FRAMES TOTAL
Airborne during frames 1-6
Airborne frames can be cancelled into specials/supers
Airborne frames CANNOT be cancelled into normal attacks AT ALL
MODOK cannot BLOCK during first 5 frames (but he CAN block during the 6th)

Command Flight Prejump
3+6 = 9 FRAMES TOTAL
Grounded during first frames 1-3
MODOK can BLOCK during grounded frames
Can cancel grounded frames into specials/super at any time
Airborne during frames 4-9
Airborne frames CANNOT be cancelled into specials/supers AT ALL (unlike regular jump prejump)
Grounded+airborne frames cannot be cancelled into normal attacks AT ALL
MODOK Cannot BLOCK during first 5 frames of being airborne (but he CAN block during the 6th)

Superjump Prejump
3+1 = 4 FRAMES TOTAL
Grounded during frames 1-3
MODOK can BLOCK during grounded frames
Airborne during frame 4
Airborne+grounded frames can be cancelled into specials/supers at any time
Airborne+grounded frames CANNOT be cancelled into normal attacks AT ALL
MODOK can BLOCK during airborne frame

Summary!

  • Basically the same as Vanilla
  • Superjump prejump is basically the same as everyone else
  • Command flight is basically the grounded part of superjump prejump, with regular jump prejump tacked on afterward… except he cannot cancel the airborne part for some reason

I was feeling like i was making significant improvement in my modok lately but entered a tourney today and modok orett much got rickrolled . had to rely on my bfreaking op cap/spencer /doom to make it to the finals. played straight modok/doom/sentinel and got my assets handed to me by strider backed with Dr strange bolts assist. Any pointers? I[S] should have video up in a bit[/S]
Edit: I’m actually embarassed to even have to put these videos up. Weren’t all the videos I played obviously since I got second at thsi tournament, but these were teh ones where MODOk just did not work out at all for me. :frowning:
[media=youtube]qQJvUsZenlw[/media]

and jsut the 1st game here before i decided to go to cap/spencer/doom
[media=youtube]7V-U5F1vzRk[/media]

no worries, it will take 8 minutesof your life TOTAL since I lost like every game by getting rickrolled.

I would imagine that vajra assist would be pretty bad news for MODOK… :sad:

Strider in general can give MODOK problems he not only has a teleport, but a teleport with an auto tracking dive kick. My suggestion is a hard way to go. D/F H with MODOK takes care of almost all of Striders teleports if you’re grounded including Vajira. Be sure to call your own high priority beam attack to knock out strange. In short, you need a beam assist with more priority and bait Vajira, Sentinel force gets blown up by beams.

Besides that you need to be hella mobile on the ground (it’s hell but plink dash that shit) and be ready to cancel your air dashes so you can guard. Another alternative is air dashing with body attacks to put a hurt box up there. If you clip Strider, kill the bastard.

i bet it would, but that guy pwned me with strider on point. fucking, i couldn’t get off teh ground because of threat of varja (which i couldn’t punish with air throw, only punishable on block on ground).

also, he was doing some other teleport like right behind my head but mixed it with the sword dash thing and double jump and cross ups that really just fucked me cuz of the hitbox. i should’ve just played my cap/spencer/doom team but i really wanted to get some modok play in and was pissed at how my modok team faired

Pretty much any aerial dominate character must respect that assist, and I would consider snapping Strider to get rid of his assist as soon as possible.

Thats one reason why I shy’d away from the Sentinel Doom based MODOK teams. Swords and teleports tend to fuck them royally unless you’re playing extremely careful while they derp their way in. I’d say your best bet is DON’T START MODOK on that team honestly. You’d be better off starting either of your other characters.

Sentinel benefits strongly off of psionic blaster asssist as it’s high durability projectile. It can also anti air to a degree, throw in hidden missiles for good measure and you may be able to even catch his teleports. Doom? a bad teleport can be throw into death. Now if your doom was on Rocks or Beam assist, I think you’d be in a more manageable position with MODOK on point.

I actually played dante on point but I believe that if I can’t play Modok on point then I can’t play him. So now I play modok on point every match. Dante is great as a wall carrier which helps get modok in the corner but I always try to make modok work on point. Even with the so called bad match ups. Eventually Modok is going to have to face Zero, magneto, vergil or whoever. Just have to grind it out and see how the match ups are. I think my problem is trying to convert to high damage. It’s hard when I’m using that team.

Hmm…
[

[URL='http://www.youtube.com/watch?v=XGiGYWPx4FA&feature=related’]It’s not 100% invulnerable assist, it’s just annoying assist to attack.](‘http://www.youtube.com/watch?v=XGiGYWPx4FA&feature=related’) Also because we can block during our flight so it’s not as bad as the rest of the cast(They have to unfly, MODOK does not). I think problem here is who do we punish Strider’s vajira on reaction.

Well i know varja is negative on block and can be punished with a grab (if they don’t) cover it with a meaty assist. but i don’t know if it has the same properties if u block utteit in the airnvm i realized u are talking about as an assist. it has punishable frames after it lands. dint know how modok can punish thise

I’ve seen your vids but it seems like the only time you play Modok is when your in the finals? Anyways I think you need to do what Worstplayer is suggesting and is moving alot more. That slim is unsafe. I really can’t give much advice in this matchup thats why I go here but I think you should play Modok like Magneto. Yeah when you get the oppurtunity you should get in strider doesn’t have good projectiles I believe so his way of getting in is the bolts. So you shouldn’t be afraid of getting in plus you minds as well take risk against such a bad match up. Machine gun that strider. Every zoning tool you use is only temporary. Also need to covert that throw into wall carry combo. Vids not that bad. I’m super free at this game.

I actually played against viper. Not a experienced one but it gave me some ideas about the match up. I think zoning should just be temporary for you to get in. I’m not sure but does seismos go thru the barrier? She can definitely by pass your zoning options so don’t throw stuff like anti air cubes unless she’s on the ground. I think if she’s on the ground then you definitely have the advantage with modok. You should throw out barriers and refresh them when you have a better position.

What do you all think about facing a good Zero? Crossup lightning into max buster shot into crossup lightning always gets me, online at least :frowning: