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

Don’t forget that Cap and Task have decent matchup against Vergil and Wolverine.

Cap charging star can punish Vergil ending blocking strings in judgement cut or spiral swords. Vergil is force to use Devil Trigger, or Cap can punish Vergil pretty hard… In addition Cap’s THC super is one of the fastest ones in the game. So if you need to clear out of the screen you can. Don’t forget that MODOK’s HBR super helps make Cap’s hyper charging star /stars’n’stripe safer and less punishable. Also Cap’s hyper

Also don’t forget that MODOK’s bomb assist doesn’t get destroyed by Spiral Swords, and only by Vergil Sword normals. Brainpipe/LTP gave you pretty good matchup knowledge, but I want to let you know that your team has anti-derp Vergil tech.

While slightly redundant, I can’t seem to find MODOKS answer to Zero/Jam Session…any suggestions?

I find that spamming assists (while covering them with barrier or pressure/projectiles) while staying mostly in the air throwing out bombs and cubes is the best, but it’s definitely a tough battle with a lot of blocking. Honestly, the thing that helps the most is finding someone that play Zero with Jam Session fairly well and learn their mixups and options (like lightning won’t cross up ever if they do it right away on incoming in the corner). Usually, against a competent Zero, I burn XF as soon as I get a hit that I can combo off of. Jamming the next character and snapping in the anchor is what I try to do next, so my opponent’s level 3 XF shouldn’t be an issue.

Here are two vids of anti Zero vid that are useful for MODOK players

Throwing Zero out of jam session mixups
Punishing Buster into Lighting. and Lighting>Buster>Lighting is unsafe too. A basic standing L from MODOK willl punish Zero for this.

Don’t forget that Jam Session’s sliding MODOK across the screen can be stopped by pushblocking. Also that late if you are in blockstun, crossup mixups don’t work. Zero has to ALWAYs leave you out of blockstun no matter how dirty his mixups are. Otherwise the only thing you need to worry about in blockstun is high/low mixups. Also pushblock is the one of the few ways out of his unblockables crap to.

I still think that this is the best Anti-Zero guide that you will ever get.

At 39:43 my only match on stream at UCC besides the team tournament. This match was to make it into top 8. I f’d up playing like a scrub lol. I lost to stone earlier in winners of my pool. I did not know what to do even after facing him in casuals. He gave me advice like keeping strings tight and covering assists more which are true. It was just constant blocking. Anyways this guy Jayto I play alot. I start magneto because he has a solid aa against tron. I thought it was going to be free but I got bodied hard lol. He’s the reason I post for tron vs dok match ups. I faced him in a money match and made him switch twice like he has no shame. lol I still lost. When I’m in the corner against tron I think I will cube more but sometimes her armor moves will go throught them. I need to stop up backing as well. His final team had dante instead of deadpool and I was having trouble dealing with that assist with dok. I faced GOX and I had trouble with that assist as well. Anyways I got lot of experience in ucc. Played more matches than the last two months.

Also I keep trying the throw characters like tron or nova and I end up losing. Especially nova. I don’t know how to get out of it. I can’t even aa it. Also I need to stop being too risky with my offense.

I made a video going over the Vergil matchup. It doesn’t really go over neutral, but rather options and a very general plan. I believe that once the opponent locks you down with Spiral Swords, you pretty much lost through mixups or further pressure through the round trip glitch + assists (a pain to deal with). That means you logically have to spend a lot of ground time to prevent SS along with constant pressure (or snap him in). Once SS are out and you can’t stop it, taking to the air and hoping to regain control seems like the only thing you can do. Besides that, it’s the typical fare for the most part. Set up with zoning to help with rushdown later. If Vergil comes to you, you’re prepared. If Vergil is staying back, crawl your way in safely with assists or try to get him to come to you. When Vergil is in DT, judgement cuts are scary, so you need to keep moving to keep assists safe when Vergil is staying back. If you all have any ideas to share regarding the matchup or problems with what I have, please let me know! :slight_smile:

[details=Spoiler][media=youtube]ccoarOtlxYY[/media]

What about when Vergil tries to teleport above you when your flying above him.? He tends to go for a grab or a helm breaker, when you trying to flying above him alot.

I also notice that since Cr.m once it touches the ground, Vergil sword normals/sword hyper can’t destroy it.

Good stuff! I just ran these in the lab :slight_smile: In the air, it isn’t good to be sitting still, but if you are, an airdash up for a grab attempt or j.L or simply blocking are all options. If you are moving up back (trying to bait it), j.M punishes H teleport. If you are moving forward at all, helm breaker will whiff for a punish if you are quick enough or you just need to block on the opposite side. So in the air, it’s probably best to move forward unless you have an assist like missiles backing you up at the time.

I’m not getting the same results with cr.M. Vergil doing stinger (which doesn’t nullify projectiles) with SS on ran right over cr.M and cleared it. The only time it seemed to work was when cr.M was right in front of Vergil after SS activation and he walked forward.

Match ups? M.O.D.O.K. is above all match ups!

I had no idea until a few minutes ago that Strider’s Orbs hyper doesn’t go through Dok’s barrier and the barrier soaks it all up… I’ll take it. :slight_smile:

You can also beat Vajra clean by mashing st.L. You can then punish Strider pretty much however you want or build up cubes, depending on the situation.

Mother of god… no more vajra interrupting my keepaway!

I figured I would go around and post this on character forums so folks can check it out:

didn’t mention this in the other thread, but i challenged a guy who beat me in a tournament a few months back, using vergil/doom/strider.

i was testing my modok/dorm/doom team against him and i remembered this quote. beginning of round i created space with missiles, put out barrier and that pretty much shut down most of vegils approach. a little later i had a barrier out and he tried to vergil teleport and call assist and i punished that varja with mashing light into wall bounce into HPB DHC into dormammu shit was so simple. games were a lot easier knowing that i could punish the assist call on reaction. granted it can still be dangerous as vergil can still use it as bait to open up modok but, with a barrier out it pretty much kept me safe.

Good stuff! If you have a normal barrier out and you wave dash once so that you are in the barrier, Vajra also can’t hit you. The point might be able to hit you then though.

I pretty much play this game like once every 2 weeks now but my strategy now that I feel I don’t see enough of is using S barrier immediately. I think I mentioned this a while back. Simple but it helps with deep characters. I’m using Dok like fchamp dorm. Power up and u feel Strider, dive kicks, missiles cant stop u. Don’t be stingy with levels of understanding. Dorm dark hole is so good for getting cubes and extending hit confirms. If I have 2 levels and I use the first one, then ill pressure with dorm or missiles and then use the next S barrier in a string. Opponent is just in constant block stun. You probably get a level just from the constant pressure. Anti air cube and h cube helps catch assists and zeros. I think rapid slash still goes thru and lightning but that is unsafe.

Also I have some hours of matches on bissquick on twitch if anyone is interested. They were a sometime ago

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Here’s my Strider matchup notes. I still need to test snapback and grabs against certain stuff though.</span></font><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>[details=Spoiler]Strider</span></font></div><div><span style=“font-size: small; font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>-st.L mash beats L teleport</span></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-st.L mash sometimes beats M teleport. It at least forces the opponent to block.</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-st.L mash sometimes beats, trades, and loses to H teleport on point</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-st.L mash beats Vajra assist</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-normal barrier, wave dash protects MODOK from Vajra as an assist or on point. Mashing st.L here always wins. </span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-L bomb can beat all of the teleports, but can only cover 2 of them at a time</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-It is impractical to get a guaranteed punish against a raw teleport with a grab</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-HPB punishes Vajra. Blasters can too</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-You can block Vajra between normal and super jump height, and still have time to punish with a grounded grab</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-You can’t punish any of Strider’s qcf/dp moves if he makes you block them</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-S barrier beats Legion and Ouroboros. Normal barriers can work too.</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-Killer Illumination can beat Ragnorok if it isn’t done point blank</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-His qcf and dp moves are unpunishable</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-st.L mash beats wall cling</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-st.M, cr.M beat satellites and the tiger, but blasters can’t touch them</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-Bombs beat all of Strider’s normal projectiles, but cubes lose</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-Note that the bird bomb projectile doesn’t have a hitbox on the bird</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-Bird bomb can soak up blasters, but can be beaten with all hits of st.M</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-Blasters catch the startup of Strider’s projectiles and teleports</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>-j.M whiffs on crouching Strider[/details]</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Edit: I give up trying to format this. wtf srk</span></font></div>

So, I discovered an interesting way of dealing with Spiral Swords. Most Vergils with SS activated will do H teleport when you’re floating in the air, right? If you are doing a body attack up when he teleports, you’ll knock Vergil out of SS. You do have to do it preemptively, but there seems to be little risk attached for the most part.

This is actually a tactic I’ve been doing for some time. Generally as soon as they activate swords, I super jump up to try and bait it out and then just starting body attacking. Vergil’s that are not familiar with Modok almost always take the bait.

Can I have some match tips on how to play against Hawkeye? My M.O.D.O.K. seems to struggle against Hawkeye for the most part, and when I take to the skies, the opponent will often throw a Gimlet supper.