Chris by himself has nothing to deal with you at super jump height. Blasters and bombs can take care of him from there. With missiles backing Chris though, it can be pretty tricky. Since Doom is the problem, try snapping Chris out ASAP when you get the chance. I think the best thing to do is try to rush him down carefully and make sure he can’t get any Doom missiles out. If you have a good DHC, you can make them think twice about calling missiles.
Pretty much the main thing to remember is not to call assist when Chris is throwing magnum shot, and keep in mind that Chris’s magnum has a hitbox that is basically a giant beam. Just call assist when Chris isn’t paying attention to you. You don’t want to below him, but do you want to be on top of him. Treat His Magnum like you treat Doom’s Footdive.
Like LTP said, MODOK can just be patient at SJ heights. Chris has nothing but Doom’s missiles that can bring you down. You can bait Chris for call Doom when he is vulnerable with his missiles. A simple DHC trick like what LTP said can make Chris think twice of calling Doom at the wrong time. As far as rushing down, he can deal with you better than you laming him out. His mines/Grenade can anti-air a lot of people who like to box-dash. However, he doesn’t have derp normals so it’s not impossible to rush Chris down.
So thru my experience as a marvel player I noticed I have trouble teching air throws in general but its worst with dok. I have trouble against viper mostly she just seems to to able to get me alot with that option select. I guessing I would have a hard time against mag as well. I start the match flying and try to chuck some zoning tools at her but she’ll just get thru. I don’t hav a horizontal assists or antiair one. I try using body attack away but her grab range still gets me. Its not just her but other characters I face like spencer. So any advice on how to maneuver around to avoid these air throws? I see top players being able to tech or grab with a few inches away from the ground. I don’t understand how they do that so well. Playing modok i don’t like using air dash H. it just doesn’t seem to have much range.
thanks for the replies btw. Chris with magnum is like wesker with bigger gun damage. I just rush down I guess.
Yeah MODOK not having a good H is sucks because he doesn’t have a good option select, where he doesn’t need to guess tech and throws. There are other option selects that MODOK can abuse
You can Airdash with your favorite :atk: button+H because if you plink the H. The H has a window where you can grab a character with a throw.At the same time because you are pressing H, the game will read that as a tech too. In general dashing with a H allows MODOK to throw out a H without using his slower normals .Another option select is that you can do is Assist+Fwd/back+H, and assist will come out to if they tech, or grab you, but it won’t come out if you grab.
How do you do option select assist and grab exactly?
After facing chris for a while, I’m beginning to think this character is deadly with the right assists. And its mainly because of the grenade. Its like he can stack up vanilla flame carpets. What I realized from playing against chris is that it wasn’t just his magnum shots or machine guns but the bad trades from the flame grenades. This basically gives chris a free combo. The strategy I think that makes chris scary is lock down assists and grenade and when opponent thinks he can get in, then the flames activate. He gets a free combo. Chris should be refreshing grenades esp in the corner. I’m not sure since I don’t play chris. I’ve seen chris play without grenades + lock down assists and it wasn’t as effective imo. So yeah I’m still learning the match up but I definitely wanna know how to maneuver against his set ups.
You press the assist button AND grab people at the same time. It will create a scenario where if you grab somebody, nothing happens but you get a free combo with the same assist.
Make you sure push block Grenades if you are cornered. Chris throwing mutiple grenade tends to push Chris far away from you.
I read somewhere that to beat zero just lay out light cubes but fuck … this guy i used to always wreck really improved. i don’t feel his combos are complex but i week this guy opens me up for free. also he does his attempts and remains safe… its like, charge buster jump up and do the lightning thing across the screen yet zero stays on the idea he originated from. and then sometimes this lightning crosses me up and even (like in a ‘z’ pattern) if i block this shit correctly it seems as if he is safe from punishment and can do it again. important scared to call doom missiles shit idk . i really feel free to this zero strat . i want to link a video but im just so embarrassed…
Do i just put a barrier and try to hide? Idk seems difficult.
Don’t be ashame…everybody is free to Zero…:sad:.
Light Cube are mainly useful to stop Zero’s jump in. It doesn’t beat everything Zero does, but it protects you from Zero’s aerial C/ and also moves because Zero can’t get rid of the projectile after MODOK is hit. MODOK’s barrier also can take trades with Zero projectiles, and if MODOK is hit…the barrier will still stay out. So you can experiment how well Zero deals with it. Like I said everybody is free to Zero, it’s not like I don’t lose to him.
barrier will get you killed. here’s how you fight zero. Stay in the air and stay above him, light psionic blaster any lightning atempts. toss out a mine before your approach, on the ground only push block the last hit of his multi hitting moves. If you get knocked down good fucking luck blocking the lighting, just remember in the corner it WILL cross you up, it’s a matter if he shoots buster first.
When zero doesn’t have full buster charged feel free to move somewhat regularly.
Thanks for the advice guys. I’ve always felt zero could be a problem but players in my scene haven’t really abused his powers. till now. ill try spending more time in the air. zero gives all my characters problems but since ivery decided to stick with modok and make him work, it has been considerably tough
Blaster, mines and cubes are essential to making zero respect your space. If you are not using them to prevent lightings and command dashes, he can run all over you. Poorly spaced lightning buster lightning can be punished with killer illumination or normal throw. Get used to blocking teleport/lightning crossups and pushblock anyting beforehand to eliminate the crossup…good luck with that
Honestly I’d say the Zero is more manageable for MODOK than most other characters. One thing to note about Zero is that his mixup game is relatively choreographed outside of lightning and the shadow super. One thing I’d say above all else is don’t risk fancy combos on the bastard, hit him with a simple, DHC too whoever for the kill. Imo he’s worth even burning Xfactor to kill.
Oh right. I’ve done that but I get the assists out sometimes. Grenades is something Ill have to get used to.
Zero is so scary like everyone says. That lighting and teleport can be canceled with buster. Good luck blocking that and him with jam session is so dumb. Jam session is like one of his bffs. assists just moves forward. I wouldn’t use Dok first against this guy but if you have to then use machine guns and barrier? I’m starting to use allot of body attacks. idk if that helps
i personally rather have MODOK die on point, not put in him second. Only because…I have no idea MODOK get out of Zero’s mixups coming in.
So I was trying option select air throw online against a viper and it just didn’t work. like i think she grabs me when I’m using the normal or during the normal is coming. Is there a video exemplifying this? I think is why I’m being thrown alot? I can’t abuse it like you said.
Well the option select should basically work if MODOK cancels out of his moves. It’s basically plink dashing, but your holding A button + H. If you can plink dash on the ground with a H button, it’s possible to grab them.
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Oh yeah I’ve seen that vid. I was able to do in training mode with a dummy. It has to be close like near the beginning of the airdash. I don’t see myself tech throws with that since they usually throw during the normal. against viper it was harder to throw her i believe. Anyways I’m definitely going to use it as much as I can just to get in that habit and never know if I might get them. thanks.
Anyone got any good strats for Vergil? It feels like he can kind of walk all over Modok for the most part, especially if he has assists. I’m hoping I am just misunderstanding the match up though. For the moment, I feel like I am better off with Strider on point against Vergil.
Yep, M.O.D.O.K is a terrible match up against Vergil. His normals can sometimes go through his shield, teleports are a nightmare for D.O.K and he can use Maximum Vergil to keep you out of the air. If you plan to use D.O.K, best bet is to go for the air. Vergil’s air game isn’t as good as Dante’s and if you keep in the top corner, his best choice is to super. Try to capitalize on the super by blocking it, then go to town on him with a jumping S or something else.
But if you still have problems with Vergil as D.O.K, you might as well use Strider to take him on.
(And if anyone would like to add something or correct me somewhere here, that’d be much appreciated)
When I try dealing with Vergil, the first thing I try to do, is get some distance and abuse whatever neutral assists you have. This is easy at the start of the match by simply floating up and calling an assist. The assist will cover your descent to the ground, and if Vergil tries to punish the assist, you can jump in and get a free combo. From there, all I try to do is spam assists to get in / keep away, while spamming projectiles and barriers. The main threat is Vergil activating spiral swords IMO, or even DT, so being on the ground and applying constant pressure works well, especially when you have an assist like hidden missiles. Watch out for his teleports and use assists to cover those areas, and just don’t get to spam happy. If he teleports, you can go for a grab or a normal hitconfirm. If he gets in and starts pressuring you, do your best to get him out and restart your offense. Floating away here might be a good idea, either by throwing out a cube and/or a homing bomb if you have an assist out or doing a super jump tri-dash away that abuses dok’s great air normals depending on how close Vergil is (j.:l:, j.).