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

Dok corner combo with Mag’s Hyper Grav and Missiles
(8 cubes and does 1,239,200 with 2 bars, builds over a bar)
cr.:h:, (j.:m:, j.:h:, :l: cube)x3, j.:m: and call hyper grav, j.:m:, :m: cube, (hyper grav connects), :l: cube, j.:s:, wave dash back, :l: cube, :f::h:, :l: cube, :f::h: and call missiles, jump, addf, st.:s:, sj.:l:, :m: cube (when missiles hit), :l: blaster, add, sj.:s:, cr.:m:, :l: blaster, HPB, cr.:m:, :l: blaster, HBR

The hardest part is getting the extra :l: cube after wave dashing back, so omitting that might be a good idea. Also, hitting the :m: cube after sj.:l: seems more consistent if you call missiles with the first :f::h:, which will give you slightly less damage. One of the j.:m:, j.:h:, :l: cube reps in the beginning can be replaced by IAD j.:m:, cr.:h:, if you want a better hit confirm.

EDIT: Found a way to get rid of the need to wave dash back to get the extra cube in consistently and get :f::h: to wall bounce the enemy in front of you. There are two practical starters for this combo. The first is IAD j.:l: or j.:m:, cr.:l:, st.:m:, cr.:h:, then you go right into the combo notated above, since cr.:l: st.:m:, cr.:h: pushes you far enough back. The second is: super jump up, add(f), sj.:m:, cr.:h:, :l: cube, cr.:h:, (j.:m:, j.:h:, :l: cube)x2, etc. cr.:h:, :l: cube, cr.:h: too pushes you far back enough. Off of a normal grab in the corner, you have to knock off 1 rep in the beginning, and off of killer illumination, you have to knock off 2 reps. Follow up with cr.:m:, IAD j.:m:, cr.:h:, :l: cube, cr.:h:.

Could someone please post MODOKs most practical ideal solo midscreen and corner bnbs…I would really appreciate it a lot. This character seems really deep and its a lot to take on all at once lol. Any help would be great. thank you <3

This is a pretty good general BnB that corner carries and allows for assists to extend the combo at the end. You can swap the wave dash twice with a tridash.
cr.:h:, jump, adf, j.:m:, dash, st.:s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, wave dash twice, cr.:m:, st.:s:, sj.:m:, sj.:m:, sj.:s:, dash, cr.:m:, :l: blaster, hyper
Besides getting the cr.:h: to hit, this can be practically started off of:
super jump up, add(f), sj.:m:
jump, adf, j.:l:, cr.:l:, st.:m:
super jump up, add(f), sj.:m:, jump, adf, j.:l:, cr.:l:, st.:m:

For enemies at normal jump height, anti air them with st.:l:, cr.:m:, into the BnB notated above.

Random Frank West level up combo (to level 4)
Dok/Frank(Tools of Survival)/Doom(Missiles)
cr.:h:, IAD j.:m:, dash, st.:s:, j.:m:, j.:m:, j.:h:, j.:s:, relaunch, j.:m:, j.:m:, j.:s:, back dash and call Frank, cr.:m:, :l: cube, :f::h:, :l: bomb, :f::h:, IAD j.:s: and call missiles, :l: cube, st.:s:, j.:l:, :m: cube, HPB, DHC to Survival Techniques on the last hit, snapshot

Jamming bomb combo with Chun LL and Doom missiles
Does 726,700 damage (dat optimal starter dok damage)
cr.:h:, IAD j.:m:, st.:s:, j.:m:, j.:m:, j.:h:, j.:s:, cr.:m:, st.:s:, j.:m:, j.:m:, :l: blaster, add(f), j.:s:, back dash and call LL, cr.:m:, :l: cube, :m: bomb, :f::h:, :l: bomb, call missiles, :f::h:, IAD j.:s:, :l: bomb, :f::h:, jamming bomb, :l: bomb, :f::h:, :m: blaster, snapback

Edit: Triple post ftw

Can someone help me make this do more damage?

Corner: j.m, c.l, s.M, c.H, AD, j.M, s.H, sj. M, sj. M, sj. H, sj. S, Land, (Missiles), c.M, S, sj.H, Light Blaster, ADDF, S, (Missiles hit) l.Bomb, l.Bomb, Dash backwards, l.Bomb, f.H, ADF S + (Jaguar Dash), l. Bomb, l. Bomb, l.Bomb, f.H, l.blaster, HBR.

Does like 956,000. I think I should be able to break a mill…

you can replace that l. blaster at the end for an m. blaster. Just a small thing :stuck_out_tongue:

Oh sorry there’s a DHC into DOOM in that combo. Hey owo whatever is clever I can use all the help I can get.

Perhaps using the Wesker assist first will net you more damage? I usually find that it bumps up the damage output by about 100k… that 956k includes the Doom DHC right? You could get about the same damage for 1 bar doing a corner cube combo if you are willing to spend the cubes on HPB of course… it makes DHCs nicer at least, or if you want to keep Dok in and spend your second bar on HBR. Usually, corner cube combos, if you can use both assists (one being missiles), well net you more damage granted that you use HPB. Off of a cr.H, my Dok BnBs with both missiles and some other combo extending assist (used first) do around 930k to 980k for a bar spent on HBR, depending on the damage of the other assist. If I optimize that starter (if possible), that damage range goes up by about 35k.

I have to say, I hate Wesker’s Jaguar Kick for extending combos. It’s definitely the best for combo extension for Dok, but having it hit just right so they don’t pop out (the last hit not connecting) always annoyed me.

One thing I could never get consistently is the Dok, launcher, babykick, missiles setup Wesker is pretty easy imo .

Could somebody post a consistent and efficient way to combo into jamming bomb using dante’s jam session assist off several starters?(possibly getting one cube in the combo before doing so)
It would be really nice :3

Old but relevant[media=youtube]nrFObhARp3Y[/media]

try to follow caveman, nos99(borawserboxer youtube) and LTP. They usually have very good videos regarding Modok fundamentals as well as swag stuff

You can combo into jamming bomb with Jam Session anywhere if you have a groundbounce. The only problem is that you can only follow it up with HBR… which makes the jamming bomb not all that useful do to your limited follow ups.

The basic combo looks like this:
cr.H, (H cube, dash OR M cube, dash, cr.L OR L cube), S, j.MMHS, wave dash twice, cr.M, fly, j.S, call jam session, jamming bomb, HBR.
The H cube and M cube work midscreen, while the M and L cubes work near the corner. M cube is the hardest.

All your hitconfirms will likely end up at cr.H. You can start with IAD j.L/j.M, cr.L, st.M, into cr.H. You can do super jump, addf, sj.M, IAD j.L, cr.L, st.M, cr.H. Sometimes you’ll start off with cr.H and you can do cr.H, IAD j.M, cr.H for the confirm.

Anyone know some good corner carry combos with missiles? I have my corner combos down pretty nicely, having a hard time finding optimal mid-screen options without the ease of log trap pick ups.

(cr.H, IAD j.M)x2, :f::h:, jump, adf and call missiles, j.H (whiffs), dash, S, j.MMS, missiles otg, L bomb, :f::h:, IAD, j.S, etc.

Any of the “(cr.h, airdash j.m)x2 or 3, S, j.mmhs, relaunch+missles” combos will go full screen. Its easier with 3 reps of the airdash loop but requires a different relaunch string. Good thing is you save all of your bounces for max damage as long as you have doom ready

ok LTP thanks for the help on finding a number 2 man for my team but im new to marvel and im also new to modok so… that being said i was wondering if someone could help me like find some jamming bomb,midscreen,corner bnbs, and setups with my team plz it doesnt have to be anything advance just something to get me started my team is MODOK,DANTE,SENTINEL if someone sees this and has the time could u help me out PLEASE…

wow i just seen that vid on this page it says MODOK DANTE SENTINEL BNBS SMH Sorry for the waste of space on the thread but i still would like to hear what yall could think of

Unfortunately, Dante jam session assist doesn’t work like that in MODOK combos any more. It’s now affected by hitstun deterioration, along with 90% of every other assist in the game when Capcom nerfed them all during the Ultimate release… Only a few survived. :sad:

In other news, I’ve been toying around with Magneto (my magneto still sucks lol) and I’m just now getting to air disruptor into tempest. I didn’t know that air disruptor was a soft knockdown?

Anyway, I think it really gives any Mags/Modok/Sent team some beefy damage, and it all revolves around DHCing so they fall on top of MODOK HPB to continue the combo. Level 1 HPB damage actually isn’t too shabby at the end of a combo, Modok can do lots of stuff that’s immune to HSD at that point (as we all know) , hopefully build a bar (especially if he still has assists), and then super again. So instead of normally DHCing for an added ~200k, it’s a DHC for ~500k, and for the same amount of meter.

What makes me giddy about air disruptor into tempest is that it allows Mags to get into the proper position for the MODOK DHC without using an assist, leaving it available for MODOK in his DHC combo extension. With this I can do over 1 million damage off a Mags throw anywhere on the screen with 1 meter, which seems pretty fantastic for Mags.

Another way to set it up without an assist is to end the Mags combo is to launch into superjump-cancelled shockwave, and then DHC to MODOK HPB. This is significantly easier, but pretty weak damage in comparison. You can get a little more out of shockwave by ending with hyper-grav, dash back, c.H into launcher first, but it’s still not as much damage as tempest (and you’ll probably have to do a dash-in with MODOK to continue).

Can other characters set this up? I bet a lot of them can, and gives me a reason to actually use level 1 HPB! :wgrin:

I know Viper can set it up pretty easily off her super, just DHC on the last hit and it works out perfectly. I like that Mags/Viper also never use bounces either, so MODOK can take fully advantage of the DHC extension.

Anyway, for those that would like an example, check out 7:56 of the science vid:

[media=youtube]VuGZQ4q7OUo[/media]

I love this combo. It’s my bnb for magneto. Yeah if I couldn’t do the mag blasts to tempest in the air, then you can do that still and dhc and it works. Seems so ghetto. Or doing that dhc glitch. with Doom missiles I nvr knew how to do it by landing and flying up a bit. I just keep it simple with magic series m,h,s and as I’m falling I just fly H hyper grav. m,m,h,s if you are super jumping forward alittle, then I do M hyper grav. But I sometimes have moments where it doesn’t work on certain char like haggar? I think its bc char was too high. Idk, I don’t have that problem anymore bc I’m keeping my combos consistent I guess. Also, you can be pretty low to the ground as long as you mash the tempest and it pops them high.