This Is All For Killing!: The M.O.D.O.K Combo Thread

You’re right again. I just thought my experience of accidental dhcs to magneto was good enough. lol. This super is really weird. Like I’m able to get the loop down even though I’m seemingly farther away from the ground than the other loops. Its just that I went downback farther.

I probably get the L because I’m not plinking it right? I just do h then m then l. Maybe it’s because it is because I do it too late and I’m doing a dash L.

The reset is pretty interesting idea, but can the oppotent hit Spider-man after the DHC? And can any double jumping or airdashing up can avoid this? Either way, DHC into Spider-man has many other cool benefits for MODOK. Since Spider-man’s super catches jumps, and you can force the oppotent to jump out of MODOK’s super. If that happen you can DHC into Spider-man’s web throw, it creates a dirty option select for MODOK. The use for the setup is basically to get pressure off of MODOK. Since MODOK has a lot of invinicble frames, he can just whip it out there…most people will reactionary jump.

I think the slime for the reset for the bomb is pretty good, since they can’t so easily tech over MODOK’s head. You can probably do a longer combo with MODOK, but it’s a great idea to end with the slime.

Yes, the opponent can hit Spidey out of the UWT, but it’s only 3 frames after the flash, so it isn’t easy. Also, because of the flash of MODOK’s hyper, I was able to see which way the opponent is teching before i DHC. You might be able to delay the DHC until they pass over MODOK, then catch them from behind, elminating the threat of being hit out of UWT (I successfully did this when doing HBR, but I used killer illumination in the video because HBR will cause blockstun if you don’t cancel it soon enough)

EDIT: I was unable to double jump out of this reset as Cap, couldn’t teleport out of it with Wesker , I was unable to airdash out of it either (up or down) with Storm

EDIT again: the timing seems to be strict on whether or not they can double jump out of it. Sometimes they can jump out, sometimes they can’t

I was thinking of running a spiderman team for the exact reason that ironboy just mentioned. Killer Illumination and then DHC to spiderman if they jump. Seems dirty on paper. Its a ghetto version of that japanese thor/she hulk DHC but with better characters (characters I actually like)

If people ever wonder why it’s a option select, trying viewing this video.
[media=youtube]uy63S0ZYgQA[/media]
Again, The idea is if they will get anti-air’d If they jump. …If they don’t…they will get grabbed. For MODOK, it becomes a option select for a safe reversal when MODOK is pressured in the corner.

Is there a way to x-factor combo after cancelling the hyper psionic blaster? I can do it near the corner but not full screen. I can do it near full screen i think. I tried to wave dash rapidly like as though dok is sliding. It’s just that I’m not consist with my wave-dashes or plink dashes but i’m trying. I’m trying to make some use out of that super without cubes. I know dante can continue a combo after.

edit: I meant dante can dhc devil trigger and teleport combo.

Does this only work with down TACs in the corner? :c (It’s still awesome! I just want to know how frequently that awesomeness can be displayed…?)

hmm any suggestions for a practical 9 cube combo with Dok/Doom/Sent?
Also while doing some experimenting sometimes you can get the psionic blaster
after say a s.j M, s.j M to hit twice making the opponent fall down much higher than MODOK
any foolery we can do with that maybe?

Just brain farting, my MODOK play has stagnated. Need some new juice.

Yes, but there are variations of that for up and side TACs in the corner. I don’t use the side TAC version, but this is my version for the up TAC.

:l: cube (slightly delayed), j.:l:, j.:m:, dash up, j.:l:, :l: cube, j.:l:, j.:m:, fly, (j.:m:, :h: cube)x4 :m: cube, :m: cube, :l: cube, j.:l:, j.:s:, cr.:m:, :l: blaster, hyper

You can always plink a :h: cube with the same qcb that you do to fly. While I don’t do this, it gives you room to adjust your combo if needed (ie. if they are a little too low during the j.:m:, :h: cube reps, you can do an extra j.:m: for one of the reps to float them higher while omitting one of the those reps). And for this variation, you slightly delay the first :l: cube so that you are close enough to get the last j.:l: to hit, but not so close that the :h: cubes whiff. Of course, don’t have to worry about this if you are going to do HPB after the last :l: cube instead of going for another TAC after the j.:l: or for a j.:s: into whatever you want on the ground.

You reminded me that I don’t really have a practically corner combo (or more practical than I used to have). I tried finding a good 9 cube combo in the corner, but I just couldn’t make the 9. I have one with 7 that is consistent, and 8 that I actually haven’t pulled off, just the combo parts separately. Anyway, notations! :slight_smile:

Corner combo with Dok/Sent/Doom, 7 cubes
cr.:h:, IAD j.:m:, (cr.:h:, :l: cube) x2, cr.:h: and call drones, :l: cube, :l: cube, (drones hit), :l: bomb, :l: cube, :f::h:, :l: cube, :f::h:, IAD j.:s: and call missiles, :l: cube, :s:, j.:l:, (missiles hit), :m: bomb, j.:s:, cr.:m:, :l: blaster, hyper

With an HBR ender, it does around 850k, and with HPB into cr.:m:, :l: blaster, it does just above 1,000k. If you do HBR after HPB, its just under 1,200k. If you have 2 cubes beforehand for maximum blaster, 2 hypers is all it takes to KO Thor; if you only have 1 cube beforehand, you will be just short of that kill. I don’t know the meter gain of this combo, but I’m sure you’ll build at least 1. Also, you may be able to switch out the IAD j.:m: in the beginning for another cube, though that makes it a bit less practical, unless they are jammed or something. I haven’t checked out other starters into cr.:h:, but I’m guess it would still work.

And for those interested in possibly taking this further, this is the 8 cube combo whose parts I can do, but not all at once (it looks really hectic and awesome though).
cr.:h:, IAD j.:m:, (cr.:h:, :l: cube) x2, cr.:h: and call drones, :l: cube, :l: cube, (drones hit), :l: bomb, :l: cube, :f::h: and call missiles, :l: cube, :f::h:, IAD j.:s:, :l: cube, (missiles hit), :l: bomb, :l: cube, :l: blaster, hyper
This may actually do less damage, with the only exception possibly being if you started with 1 cube. The first combo is definitely more feasible.

I have a question about the solo jamming bomb combo. When I’m doing the exact combo in the science vid, after the ground bounce you can go immediately into neutral standing H to forward H. However when I added an extra Cr. H and J. M, I couldn’t go immediately into neutral standing H to forward H because they just fall out. To remedy this, I slightly delayed it to the point that they’re bodies were at the peak of the ground bounce to do neutral st. H to fwd H into jamming bomb. the delay gives you enough time to walk back if your too close to the corner. Anyways, I don’t get delaying the H is acceptable after the ground bounce?

Can Modok combo off a forward air throw? I’ve been working on how to setup my cornerless jamming bomb combos and this seems to be the only thing that I can’t seem to start it up with.

I’m trying to land in time to otg so that log trap can scoop them up. Normally I can set all of these combos up with slime xx L cube to easily combo log trap. The only thing I can think of is cancel the slime into body attack, but I can’t seem to find a consistent timing. Am I just wasting my time with this, or is it possible to pick them up?

You can’t do much from a forward air throw unfortunately. You’d need to have an otg assist called before you grab to combo afterwards.

unfortunate, but not the end of the world I suppose. I guess that just gives me more incentive to always air throw backwards.

You can combo off of a forward airthrow as long as it is in the corner from the minimum height such as after tapping up or command flight without flying upwards. Most reset situations leave you at this height so you just have to learn the timing for the slime otg. It is much easier to combo off back throws but using forward throws has it advantages.

Right… So with Dok/Raccoon/Strider, I have figured out how to get a cube, and be in position to jam and snap from any any position on screen, from any starting hit except a forward air throw.

Sadly, only a few of these combos also give me enough meter for the snap. But I figure that even without meter, just being in position to guarantee a jamming from anywhere on screen is pretty awesome. Hopefully I can figure out how to optimize the meter gain more, but this feels like a good start.

I’m trying to figure out if I can get anyone to help me make a video of all this.

  • edit:

Pretty much ironed out the full team combos and all but one starter gives me two cubes (jump S). But it does net one cube for the bomb. So pretty much forward air throw remains the only starter that just can’t be worked with. In order to not always be skirting the edge of hitstun decay, the vast majority of these combos leave MODOK at a meter deficit. But they also are a lot easier to do consistently.

My pal Hazem, the Haz of our local Team hAZmat, has graciously offered to help me make a video showcasing this tech. I have to give credit to Motempest for showing me how to combo a jamming bomb off of Vajra, but all of these combos are the result of the last few days in the lab. I’ve done my best to proof read these, but sometimes looking into a wall of text combo text can be easy to let typos slip by. Hopefully this is all in order.

MODOK / LOG TRAP / VAJRA

  • All of these combos become meter positive by choosing to reset instead of snap. (unsurprising, I know)
  • TK = Tiger Knee
  • Items in ( ) are optional depending on character specifics, spacing or timing.

Corner

  • Optimal combo position
  • The log make the initial string a safe and easy hit confirm
  • Nets 2 cubes
  • combo 1 is Meter Neutral

1. ADF, j.L, cr.L, s.M, cr.H + Log trap xx L cube, Log connects, back dash, L cube, S, j.M, j.H, j.S, cr.M xx fly, j.S,
L Balloon bomb, cr.H + Vajra, S xx TK Jamming bomb, Cr.M otg into bomb, Snap.

2. cr.H xx JC, j.M, cr.H + Log trap xx L cube, Log connects, back dash, L cube, S, j.M, j.H, j.S, cr.M xx fly, j.S
L Balloon bomb, cr.H + Vajra, S xx TK Jamming bomb, Cr.M otg into bomb, Snap.

3. Log trap, (dash into position), L cube, S, j.M, j.H, j.S, cr.M xx fly, j.S, L cube, M + Vajra,
S xx TK Jamming bomb, (OTG cr. M), Snap

Midscreen

  • The log makes the initial string a safe and easy hit confirm. Just need to use L cube to make it tight on block, M cube on hit.
  • Nets 2 cubes
  • Meter negative

1. ADF, j.L, cr.L, s.M, cr.H + Log trap xx M/H cube, Log connects, dash, UF, ADF, j. S, L cube,
M + Vajra, S xx TK Jamming bomb, (OTG cr. M), Snap

2. cr.H + Log trap xx M/H cube, Log connects, Dash, UF, ADF, j. S, L cube,
M + Vajra, S xx TK Jamming bomb, (OTG cr. M), Snap

3. Log trap, H cube, Dash, UF, ADF, j.S, L cube,M + Vajra, S xx TK Jamming bomb,
(OTG cr. M), (Dash), Snap

Throws

  • Works anywhere
  • nets 2 cubes
  • Meter negative
  • Cannot be done after forward air throw

1. Forward throw, Dash + Log, cr.M xx L cube, log connects, dash, UF, ADF, j. S, L cube,
M + Vajra, S xx TK Jamming bomb, cr.M into bomb, (Dash), Snap

2. Backward throw, Log, UF, ADDF, cr.M xx L cube, log connects, dash, UF, ADF, j. S, L cube, M + Vajra,
S xx TK Jamming bomb, cr.M into bomb, (Dash), Snap

3. Killer illumination, Dash + Log, cr.M xx L cube, log connects, dash, UF, ADF, j. S, L cube, M + Vajra,
S xx TK Jamming bomb, cr.M into bomb, (Dash), Snap

4. Backwards air throw, Log, UF, ADDF, cr.M xx L cube, log connects, dash, dash, UF, ADF, j. S, L cube,
M + Vajra, S xx TK Jamming bomb, cr.M into bomb, (Dash), Snap

Jump S

  • Easy hit confirm
  • Works anywhere
  • Log can’t be worked in
  • Nets 1 cube
  • Meter Negative

1. j.S, L cube, M + Vajra, S xx TK Jamming bomb, cr. M OTG into bomb, Dash, Snap

Random Dok/Sent/Doom swag combo for an incoming character in the corner that has been jammed (or you know they are mashing).

:m: cube, dash, :df::h:, jump cancel, adu, j.:h:, fly, j.:h:, IAD j.:h:, land, cr.:m:, cr.:h:, :f::h:, jump cancel, addb, call drones, :f::h:, :m: blaster, dash, :l: bomb, :l: bomb, :f::h:, IAD j.:s: and call missiles, :l: bomb, :s:, j.:l:, :m: bomb, :l: blaster, add j.:s:, cr.:m:, :l: blaster, hyper

There are similar variations for a number of assists, depending on what combo pieces you have for your wallbounce/groundbounce and those assists.

How are you guys pulling off these IADs? I find it super difficult to pull these off especially after a cr.H or cr.M to extend my combos. I use a SFIV TE fightstick so i basically press up to jump and mid jump tap forward twice, is this right? Or do you guys use button dashing? My Modok online seems so free since can’t move as fast :frowning:

That’s the right method for cr.h (you have to flight cancel cr.m), but button dashing is faster. If you are doing the button dash after a flight cancel, just be aware that if you do it too fast, you will plink the flight cancel into hyper battering ram. After a while though, you’ll get the timing and you won’t get a hyper too often. It’s definitely doable tapping forward twice to dash for combos, etc, and you will never get hypers accidentally, but I find it a lot harder to execute in most cases. Personally, the only time I tap forward twice to dash is after I flight cancel :f::h: in the corner during my incoming mixup, since I have a lot of time to IAD and land to continue the mixup.