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

So many ways to kill, so little time!

Just got some team specific combo notes to share :slight_smile:

-The extension optimized for damage that I use with missiles after a wallbounce is: L bomb, f+H, IAD j.S, f+H, call missiles, L blaster, S, j.L, etc. The problem is that this extension is fairly character specific, though it works against all the larger characters. To prevent some characters from falling out, you can dash after L blaster for the extension to work (5-10 characters), but for some characters, you don’t have enough time to dash before they fall to the ground. There are 9 characters that I can’t use the extension on at all. The older, more consistent extension is the one I’m moving back to by default and it’s: L bomb, f+H, IAD j.S, pause, call missiles, f+H, jump, addf, S, j.L, etc. It does 18k less damage (the L blaster is removed), and you can always try the IAD j.S, L bomb, f+H links to get 16k back, though getting an M bomb, L blaster when missiles hit after that is pretty challenging, so it’s probably not worth it. I like optimizing combos too much lol.

-The most consistent Strange combo extension I can get with any of his assists after a knockdown in the corner and lets me call missiles before the f+H (wallbounce used) is with the Eye and it’s: back dash, cr.M ~ call Eye, L blaster, st.H, f+H, L bomb, f+H etc. I got it to work on everyone but RR, but it’s still trickier than I’d like it to be, thanks to different characters acting, well, noticeably differently, making it easier to do on some characters compared to others. The next best that I tested out is: cr.M and call Bolts, L blaster, st.H, L bomb, very short back dash, f+H, L bomb, f+H, etc. This one is harder, seems more character specific, and sometimes requires you to slightly delay the st.H if you have an extended starter, but you can’t get the back dash in those situations, meaning you can’t get the L bomb after the wallbounce, meaning I can’t call the missiles before the f+H (wallbounce used). If anyone has better extensions with Strange, let me know!

Went to the lab and found more good stuff. Once again, it’s team specific and some of it looks really awesome. I’d make a video, but I won’t be able to for a long while (might make it during winter). Anyway, to the good stuff!

Incoming setup in corner with hyper grav assist (and Chris’s combination punch) - cr.M, M cube, call Hyper Grav (just before they hit M cube/enter the screen), f+H (just when they hit M cube), H cube. On M cube hit, you recover from H cube fast enough to launch for a full combo after the wallbounce. On block, cr.M hits low and they get hit by both the wallbounce and hyper grav, in that order. If they block low, hyper grav locks them down and you get a free high low mixup (cr.H or cr.H, flight cancel startup, j.L) or you can go for a throw. On push block, Magneto stays close to them, f+H whiffs, and H cube tags them if they were pushing buttons/mashing buttons, and hyper grav drags them toward you if they were. I’ve been opening up people far more with this incoming setup than any of my previous ones with the assist, probably because it’s much easier. If they weren’t pressing buttons, you can start zoning or try some pressure. With Chris, the setup is exactly the same, but it’s easier to pressure them on push block. Chris’s combination punch extensions look so awesome in MODOK combos too. As a bonus, the THCs with Dok on point are amazing in combos and it’s an invincible crossover counter that you can get a full combo off of. It’s also possible to combo off of random grenade hypers fullscreen with a DHC to HBR into a launcher and a full combo.

Here is an HPB extension you can do after either Chris’s grenade hyper or sweep combo hyper (this uses groundbounce). HPB, cr.M and call combination punch (causes hard knockdown), L blaster, L bomb, cr.M, L cube, f+H, L bomb, f+H, M blaster, HBR.

The following combo KOs the whole cast starting with one meter and building two more with Dok/Chris/Doom. cr.H, IAD j.M, dash, st.S, j.MMHS, dash in, cr.M, st.S, j.M, j.M, L blaster, addf, j.S, back dash and call combination punch, cr.M, L cube, L bomb, cr.M, L cube, f+H, L bomb, f+H, IAD j.S, pause, call missiles, f+H, jump, addf, st.S, j.L, M bomb, L blaster, addf, j.S, cr.M, THC (works if you have only 4 cubes or less… more cubes are allowed if Doom doesn’t enter the THC), L bomb, L bomb, f+H, M blaster. It’s likely that the last M blaster could be switched to an H blaster, and you can always spend meter at the end if you started off with a throw for more damage.

Death is like candy!

Sorry if I missed it, but anyone got a combo that just uses Doom missiles and no 2nd assist? I’m trying out MODOK/Morrigan/Doom.

(Although if there’s room for Morrigan’s Harmonizer, that’d be great too)

Do whatever string but when it is time to do the first relaunch do this
slime otg + missiles, S, sj MMS, land back dash missiles otg f+H, L balloon bomb, f+H, iad jS, f+H, qcf +M super

I"m having trouble doing this. SO after the knockdown in the corner I call otg + bolts? so no back dash until the slight back dash during the bolts?

Its easier for me to use the missiles earlier in combos like so (Dok barrier/Doom missiles/Strange bolts):

opener into S, sj MHS, land cr M S + doom missiles, sj MMS (as quick as possible), back dash , f+H, L bomb, f+ H , IAD, jS, land…

At this point I"m trying to do something like f+H+ bolts assist into idk L blaster then L cube then super, but IDK what is the best way to tag on the bolts at the end of the combo.

That particular extension with bolts is very, very difficult, and even then, it’s inconsistent. I would never do it in a match.

damnnit! this is really limiting my combo damage with modok. like I am only picking up strange so that I can have a horizontal assist to deal with tougher assist like sentinel and kind of lock my opponent down in a way. I realize the extensions are much easier with eye of agamatto but I dont’ know if that’s where I want to be with modok/doom/strange… like i might as well give up now and just drop strange for sentinel lol

Frusty’s WMD entry.
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El Gato some interesting combos in this set as well
El Gato’s WMD

[media=youtube]1dGQW4JYuYc[/media]
The combo variant after HPB is interesting. Haven’t see anybody use that variant before.

Can I have some advice on M.O.D.O.K.'s mission 9 and 10 please? With 9 I have issues with air dashing. And with mission 10 I can’t connect the last F+H into Analysis Cube.

If anyone can help me out, I’m trying to figure out how to squeeze out more damage off a j. L in the corner. My current bnb does around ~815k for two bars, which feels too low for me. I’m trying to be able to at least one shot Zero. My current bnb:

j.L, cr.L, M, cr.H xx jump, adf, j,M, cr.H xx jump, adf, j.M, S xx sj MMH xx L blaster, addf, j.S, back dash, cr. M (+ plasma beam) xx L blaster, F+H xx L bomb, F+H xx jump, adf, j.S, F+H (+ vajra) xx M Blaster, (vajra hits), cr.M xx L blaster xx HBR, DHC to Sphere Flame

if I can start a combo with jump M, or cr H, my damage gets more satisfactory, but j.L is usually how I land most of my hits, so I’d like to make sure I’m not missing something.

that looks pretty optimized

j.L, cr.L, M, cr.H xx jump, adf, j,M, S xx sj MMHS, (land), c.M, S, sj MM xx L blaster, addf, j.S, back dash, cr. M (+ plasma beam) xx L blaster, F+H xx L bomb, F+H xx jump, adf, j.S, F+H (+ vajra) xx H Blaster, (vajra hits), cr.M xx L blaster xx HBR, DHC to Sphere Flame

I tweaked the combo a bit (basically just added a relaunch), and it gets over 890k. You can tweak it further (3 launches, H-looping, etc) to break 950k.

hmm, I never thought about doing just jMM, blaster on the relaunch. Thanks man, that helps put a lot of problem characters into one shot territory. By H looping do you mean off cr. H, jump, addf, cr. H looping before the launch?

*edit: the timing to land the otg xx blaster seems really tight if I do the relaunch. How were you able to do this consistently against the hitstun decay?

OTG c.M xx L-Blaster is a combo that will always work regardless of hitstun decay. If you can do it at the end of the combo, I don’t see why it would be more difficult in the middle? Perhaps distance from the opponent is an issue, meaning you would have to tighten up your cancel.

Or, are you talking about the initial c.M not hitting in time? This also seems weird to me, because you are airdashing down before it, so you should have lots of time to OTG?

…and yep, H looping would be doing nothing but jump cancelled and airdashed H’s.

The distance you are from them when you otg factors in when hitstun scaling become noticeable. I’ve managed to land the combo, but it feels much tighter than when I try it without the relaunch. Without it, it feels like I have room for error and it will still connect. When I do the relaunch, it feels like my cancel needs to be near perfect. But like if I dash up and otg right next to them, the blaster has time to always connect.

Maybe this is just the difference in our execution levels coming into play.

*edit: I just realized it was partly because I was otg’ing too early. I never realized that waiting for them to fully bounce down after the jump S make the otg xx blaster more consistent. That and just tightening the cancel.

Is it just me or is it hella hard to OTG after Modok’s air throw? Is there some secret to it?

You have tons of time to OTG after Dok’s back air throw, even from super jump height. Dok’s forward air throw can only be comboed off of at normal jump height in the corner, and it’s tight timing.