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

Everybody will struggle aganist that space midget . I just would have a character that can handle Zero incoming mixups(Sent, Magneto, Dante,etc), and A good Anchor(Dormammu, Wesker, Vergil,etc). I don’t think MODOK can avoid those incoming mix-ups, so I would prefer MODOK on point against Zero. You can at least runaway, have really pick assist to fight that character. Than when you think MODOK is overwhelm by Zero, have a good partner like Magneto/Dante/Sent to tag MODOK.

J.S is probably one of the easier ways to tag Zero, practice having a 850k combo on Zero with random a J.S.

crossup lightning buster shenanigans gets lots of people lots of the time, the character is broken but you only need to hit him once.

good luck with that.

Does anybody have any tips for the MODOK/Dante matchup? I have so much trouble with this mofo.

So I have to get lucky with Zero, lol. :frowning:

For the Dante matchup, your zoning tools win, so it’s usually about pinning him down until he teleports, which is when you airgrab him. If you have some assist that can cover you right behind your head, like missiles, spam it. If he tries to punish using Million Dollars at full screen, you can input HSB during the hyper freeze and your hyper will win. A nice little trick you can do for Dantes that like to teleport is to do a :l: bomb and move forward so that it is exactly where he would teleport to, but you need a little breathing space to set that up.

My friend runs Dante, Frank, Wesker. Any specific tips on what to do when you’re caught in the corner? Shopping cart assist can be so annoying and I find it hard to get Dante off of me or throw him because his sword has such long reach. I run MODOK, Strange, Sentinel at the moment.

Pushblock Dante and not the shopping cart.

Yeah I know that,

But I feel like whatever I push block away, Dante can easily just get on you again by box jump H’ing.

I’m assuming he teleports behind you when he calls frank, but this works for all scenarios if he gets in and you sucessfully block. Push block, then go for a M cube to stop the jump in you mentioned. Then go for a barrier and call offensive assist of choice (Eye or bolts, whichever you have, sentinel is to slow call in this situation) and either go on the offensive, wait for teleport, or use this time to set up L bombs for more anti teleport action. The shield will stop frank if he comes out again or wesker. This is only if he blocks the M cube, if he gets hit by it he will tech forward, when he does that then Jab anti-air or L Cube. L cube will stop his combos then you IAD backwards M to whatever.

If the pushblocking doesn’t push him back far enough then just go for L cube -> He blocks/get hit -> IAD backwards j.M to reset the situation. After that just spam blaster to stop frank and zone him with cubes and assist. Just jump and grab him if he teleports.

If you are in the corner, then super jump -> Fly -> bait teleport/Air L cube -> to filler

I fought a team like this online and that’s what I went for, except he had akuma assist which soaked up my projectiles. You should have no problem zoning him out. Just if he gets in, I focus on reseting the playfield by using cubes.

@El_Maiz

Having recently faced a really good Viper, I can say that if you get touched once by Viper, you are dead due to ridiculous damage/resets and incoming unblockable setups. She has the least number of options in the air, though. She only has airgrabs and normals into EX burning kick. Usually, good Vipers will have an anti-air assist like Vajra or missiles (the person I faced had both) to keep you grounded. Optic blast will wreck your assist calls, and rapid seismos, when close enough will kill them. When you are on the ground in blockstun, she has the crazy quick high-low mixup tridash shenanigans. Seismos on block leave her at a ridiculous advantage, especially EX seismo. If you manage to somehow put her on defense, she has focus attack cancelled into EX seismo for a full combo. She can cancel thunder knuckles for a high, low, or grab situation. She can do burning kick feints in the air to avoid random supers and the like. If your third character is coming in and she is still alive, it’s an unblockable setup into X factor into death. She is terribly broken… which is why I’ve been trying to learn the character lol.

Honestly, for dok, you just need to get a lucky hit in and make sure she dies.

Teleports can be grabbed by MODOK if you predict it, you can’t really guess wrong be punished for it because MODOK will be the one who grabs first…and his move startup before Dantes.

Online however it’s a crap shoot. And while the good lord says I’ll grab him first, you sir, are fucked.

It’s definitely harder online. And teleports are a little easy to throw. But if he’s box jumping at you all day with corner pressure a la Frank West assist, it’s a living hell. Especially if he’s at that perfect distance where you can’t really risk jumping forward and pressing H. If you mistime it just the smallest bit, you get that horrendous j.H of his which gets eaten up by his j.H into a full combo, which excitingly for my situation, leads to an automatic level 5 Frank. And by then it’s GG. Level 5 Frank is so f*ckin’ broken.

Throwing telelports (offline even) is all well and good, but when they’ve got the assist hitting you in the back as they go for it, and not being able to block when you jump, makes it extremely frustrating IMO. :sad:

Fucking hate teleporters. lol

I find teleporters are 100 times easier to deal with in the air if you have an anti-air assist. Pushblock and look for an opening to dash into the air with MODOK, go into flight, play defense and call an assist. You can ignore his assist and yours will hit him if he teleports, very good against dante

Lol, I really don’t play online too often because of stuff like that. :rofl:

The one of the options to do with MODOK to get out of pressure is SJ chicken blocking. Regular chicken blocking is different with MODOK, you can’t block in your regular jump consistently. However you can block more often than not if your super jump rapidly in the corner. Besides that, you might want to practice pushblocking Dante teleport mixups so that MODOK’s defensive is better. Just memorize a mixup that Dante does, so see if push blocking makes it easier to block it. All you really need to do is fine a window to SJ/Dash out of the pressure.
[URL=‘http://www.youtube.com/watch?v=SleUR_PG18I’]
Agree with Wooshoe13’s idea of taking in the air as well.

How do you guys fight against Spencer? He just zips thru everything I do. I guess I should be using more anti-air cubes to get the S-barrier? I’m thinking that will neuter his offense like most characters. What do I do at the beginning of the match? I usual just fly and throw out bomb and beam.

What I do at the beginning all depends on if he has a beam assist or not. Spencer with no beam assist = not so scary.
So fly wait for him to call his assist, then call your assist, continue pressure.

Spencers are addicted to zip line, make him respect your cubes, psionic blaster, and d/f+H. Fighting him mid super jump height takes away his projectile assist as well since you’ll be flying over it’s attack and makes his zipline approach near impossible unless he has hidden missiles or vajira.

Hey if you need any help with specific matchups or combos feel free to add me because I ran the same exact team a while ago and I still use it every so often (Dr. Strange and MODOK on my 2 main characters at the moment)

GT: Dreadmaniac

Against your friend’s team, I would definitely start out with Dr strange, since you can teleport and punish.

Spencer is a lot easier if he has No assist at all, because his zip line can be beat out by air L- Cube a majority of the time. If you really want to make the match easy, just snap him out and tale out the assist character that benefits him the most (usually the derp character in the team)

Almost all the spencers I play against use some projectile or horizontal assists. I guess I’ll just keep trying to zone him out. I like getting in there.

After playing some viper matches I think modok can go head to head. I feel pretty confident in this match up. Dormammu I still not sure. I think dok can go head to head in that one too.

Also, stupidest thing happened to me today. I use the S barrier and Spencer zips thru and still gets in there. Lol

Guys know how the match up with chris goes? I only played like 3 rounds of some player for the first time in ultimate and it was just scary. This guys just kills me with two magnum full screen combos with doom assists. So i guess my strategy was to set barriers and try super jump horizontal beam but I could barely get off the ground. I tried to wave dash but I still couldn’t get close or was just too far. His shots just go over the barrier. Also I don’t know what to do against low gun shot. Lol I feel so scrub. Maybe I should body attack more? I started one of the matches up close and I did better but he just block all my offense. I was really surprised by chris keep away.