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

If you can actually land the infinite, it IS the better option usually, especially midscreen… But that shit ain’t easy lol

Thats an understatement lol. Its so iffy. Sometimes they fall out sometimes they dont. The pattern isnt the problem. I’ve tried a bunch of different methods and concepts but i cant find a tactic to make this 100%. Best I got is doint the fly M ASAP, but that only helps… :frowning:

I went and tried to do this and I gotta say it’s freakin harder than it looks. I’ve always seen this combo but never tried it until now. It’s the timing after the L bomb into forward H that’s really hard. Any tips? I call hyper grav while i’m in the corner then back dash F+H, does that matter?

For the Infinite corner version, I can’t hit the character with the first cube. They seem too high when I hit them with the fly M,H or is it the corner? Is there a certain distance I have to be from the ground after down dash?

When you back dash and hyper grav doesn’t really matter much. The L bomb into f+H link after IAD j.S takes time to get used to. I never could do it before, but then I decided to try it again a month or so ago, and now I get it consistently enough. Just practice until you get the right timing. It’s usually not worth doing in a real match, but it’s the only way that truly ignores HSD and uses missiles when HSD is in full effect in this situation.

all of the j.S, L bomb, f+H combos have some tight links in them. Personally, I do not go for them if I need to win a match but I can see them being practical with practice. AFAIK, doing the first L Bomb ASAP after the ground bounce is the only advice I can give as that knocks them up higher to land the f+H. I also call mags in the corner and backdash and that has not given me any trouble with the rest of the combo

edit: LTP beat me to it

Do they air recover before the cube hits them, or does it just whiff because of spacing? If you’r doing the TAC rejump glitch correctly, the air H should always have enough hitstun for them to land on the cube (enough for them to fall all the way to the ground even).

Finally figured out a decent corner carry with doom missiles that doesn’t involve starting on a cr. H. Do let me know if this is superfluous to the thread and I’ll just delete it. It is not hugely optimal damage but it can be done pretty consistently.

You do the typical airdash L (M), cr.L, M, cr H, j M starter. then do S + missiles, jMMHS, wave dash twice (or ADDF depending on character size), cr. M xx L bomb (do it so the missiles connect off the puddle).

From there you can wall bounce to make up the rest of the screen distance or just do whatever since you can pretty much connect anything after the bomb hits.

Okay so I finally tried it again and I’m missing the H or close to missing it. Yeah there air recovering. I can’t seem to dash down immediately after tac. I’m pretty sure I’m jumping immediately after the L,M. I kind of know the magneto infinite.

Ok… now I’m, confused? First you couldn’t connect with the cube, and now it’s the air H? Which combo are you doing exactly? The one from the vid, or worstplayer’s suggested easier version?

If it’s the video version, there could be a couple things you’re doing wrong if you’re missing the first cube:

  • you’re not waiting for them to fall low enough to the ground before doing the airdash L-M. They may be too high in the air for the rejump part to work if you don’t do this.
  • your opponent is a character it doesn’t work against? (I haven’t found one yet, but I guess it’s possible?)
  • you’re not getting doing landing-strike to rejump properly, causing HSD to come back. That landing strike is actually pretty strict.

If it’s the first air H you’re missing… are you not flying after the original airdash-down? Maybe you should try Worstplayer’s easier version instead?

Just another tip for the infinite… For the airdash L-M part, at a certain height, you can just do the L-M as quick as possible and it will be perfect for rejump infinite. This is the height you want to get to while bouncing them around.

It’s basically the height where MODOK’s flame almost touches the ground, but doesn’t clip into it. I know it’s hard to see where the ground is exactly on the 3d plane, but there’s a visual cue whenever you absorb a cube too, as it causes a circular effect underneath MODOK’s flame, and you can really see the spacing between his flame and this absorbing effect in the video (seriously, check it out, I actually never even knew about the little effect until now!)

There’s also another way to start the infinite off a down exchange that I think may be even easier…

TAC
Air H
L-Cube
falling Air H
L-Cube
falling Air M
falling Flight ~ M-Cube
Air M-H x L-Cube
fly a little bit down
air M-M-H x L-Cube
fly a little bit down
air M-M-H x L-Cube
air H
airdash L-M
rejump into infinite

It’s basically the OG downward TAC, but transitions to the infinite. What I like about this one is that I get to manually fly downward for the proper spacing which is far more lenient, rather then trying to fly upward during the juggle. The added damage is nice too lol

Have you guys come up with any other ways to get this? I’m thinking MODOK probably has lots of them… maybe the airdash L-M isn’t the best way to go?

Nos,

can you explain the timing for the cr L xx L cube things u are doing with dr strange at 9:50 in the Science video? [media=youtube]VuGZQ4q7OUo[/media]??

I’ve tried to emulate this idk if its corner only or my timing is off etc, but being able to get a cube or two off of an OTG and prior to relaunch would be extremely helpful for me.

Also, anyone have any interesting frank west shopping cart assist combos for dok or a way to get frank to level 4/5 without using THC or TAC?

Modok/frank basic level up strategy is any combo ending in launch, air hyper psionic blaster, dhc frank in, take a picture. Modok can get frank to lvl 4 with no assists by doing j.l, cr.l,m, (cr.h, airdash j.m)x3, s, j.mmhs, cr.m, j.h, s, j.mm m cube, hpb, dhc into frank, photo. With an assist like doom this gets much easier. I havent really played around with frank before, but apparently you can do the all of the normal extended combos with modok/frank/doom. Might be worth playing cause the shopping cart is a good assist.

For shopping cart combos, it seems you can do (corner) launch, spike, backdash+frank, cr.m, f+h, l bomb, normal doom ender.

do you need cubes in order to create a knockdown with HPB? very difficult for this to combo, i rarely get tools of survival to whiff properly

I’m new to MODOK, so I don’t understand MODOK combos very deeply… my team is Firebrand [:a1: Charge]/MODOK [Psionic Blaster], Amaterasu [:a2: Cold Star], so would my combos look like this?

cr. :l:, st. :m:, cr.:h:, jump, adf, j.:m:, dash, st.:s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, trijump, cr.:m:, st.:s:, sj.:m:, sj.:m:, sj.:s:, dash back and :a1:, cr.:m:, :l: blaster, :f::h:, :l: bomb, :f::h:, jump, adf, j.:s:, :f::h:, :l: cube, :a2:, :f: :h:, :m: blaster, dash, :l: bomb, :f::h:, jump, adf, j.:s:, :f::h:, :m: blaster, hyper

This is pretty much taken from LTP’s guide, substituting other assists for mine, so I don’t know for sure if it works… does it?

And what combo should I do if Firebrand is dead and I only have Cold Star?

Hpb always causes a hard knockdown, cubes just makes it longer. I would just practice the s, j.mm, m cube, hpb, dhc tools, camera part since that is the core part of the combo. You can dhc after the last hit of the laser and frank should whiff right under them. If you wait too long he will hit them.

Only the final hit of HPB causes a hard knockdown… if you DHC/XFC before that hit, the opponent is instead subject to a weird floaty soft knockdown. What’s even more interesting is that just how “floaty” they are (how slowly they fall) depends on how many cubes you had. Less = slower? Weird!

I also don’t think that cubes make the hard knockdown longer really… they just make the HPB do more hits (and 9 makes that pop-up thing happen). It’s like the HPB always animates for the same amount of time, but having more cubes, and more potential hits, means they fall out of it later than normally, allowing MODOK to act sooner on the knockdown. This is also why MODOK can easily OTG after a no-cube HPB if they fall on top of it while it’s already active/meaty.

…I think? lol

Throw
c.M
L-Cube
c.L
L-Cube
c.L + assist
L-Cube
c.M
M-Cube
L-Cube
c.M
c.H
f+H
etc…

Do it all as fast as possible I guess? :stuck_out_tongue:

I noticed that it is strangely hard to follow up the 4 cube HPB (I think this is when he goes from saying Hyper Psionic Blaster to his next saying). I haven’t looked into it much, but they drop out of HPB faster than one would think… I’m not even sure if you can follow up if they hit the top of HPB.

The part that I bracketed confuses me and it looks like you are getting two groundbounces. If you get rid of the part in parentheses, it might work. I’ll see what I can find in the lab later. Also, for calling in Firebrand, he comes in pretty fast, so calling him during cr.M would be easier to follow up later, or you can switch the L blaster with an L cube.

Thanks for the help! I forgot about the earlier part of the combo, so that makes sense.

The body travels up while gettin hit by hpb. More cubes higher up they fall by the end for followup.