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

Ah, ok, thanks. So when doing the unblockable reset do you do a back air throw? Because honestly, I’m finding that if they don’t tech the throw it is at best 50-50 that I’m getting the OTG

I used to go for back throws, but if they tech forward, I would sometimes get a forward air throw where I would throw them midscreen and out of the corner, which you definitely can’t follow up after. Learning the (visual) timing for the OTG is nice to know and it takes practice.

Fair enough, thanks for the response. Any advice on the timing for the forward throw in the corner? It is definitely possible to OTG every time?

I don’t really have much advice except practice, unfortunately. I’m also not sure if you can OTG every time (like if you grab them a bit higher than normal jump height), but you should be able to get it with reasonable consistency.

Ok, thanks for the responses, man. I’ll work on it. When you do the unblockable reset you get the OTG off that height every time?

Sometimes when they back or forward tech, they are going to be a bit higher than normal jump height when you grab them. It’s definitely harder to do in those cases, but it’s usually possible to do, if not always possible.

Right, thanks to Nos, I think I figured out the max damage combo off a jump L for this team in the corner. Was able to bump it up to just over 900k by sneaking in an extra balloon bomb:

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, L bomb, F+H (+ vajra) xx H Blaster, (vajra hits), cr.M xx L blaster xx HBR, DHC to Sphere Flame

It does like ~902 to ~927 depending on the size of the character you are hitting, or possibly delaying the DHC as long as possible, I can’t quite tell. I seem to get a wide difference on the sphere flame DHC damage. I’m also just going straight up for max battering ram hits before the DHC. Does anyone know if there is a better way to DHC between the two for any extra damage? If I can get it up to 950k then that makes a difference on one-shotting a character like Logan.

If you battering ram forward (auto), up, forward, forward, down, (gets all hits and you recover faster) I find that does more or less the same damage as doing an HBR rep (forward, down forward, down forward, down back, forward in the corner) into Sphere Flame. They are both better than going up with HBR.

I recently challenged myself to find a way to get as many HPB’s in one combo as possible. I was going to record the result, but I won’t be able to for over a month, so I’ll just notate it here instead! This version here isn’t something you can really use to troll someone, since they will already be dead after the 2nd hyper or so.

6 HPB combo with Mags(grav)/Dok/Doom(missiles) (55 seconds)
Extended Mags fly corner carry combo into Up Dok TAC, land, cr.M and L blaster, HPB (max power), cr.M and call missiles, L blaster, HPB, (missiles OTG), L blaster, HPB, cr.M and call grav, L blaster, back dash, f+H, L bomb, f+H, IAD j.S, f+H, M blaster, HPB, cr.M, L blaster, HPB, XF (before last hit), f+H, M blaster, HPB

The practical variant is pretty much the same (only 40 seconds though). You just change the TAC into HPB max power starter with a Dok relaunch combo. With that, you will get 5 HPB’s in one combo and an extra meter at the end, which you can spend on a DHC to Tempest or Sphere Flame, both of which will KO Thor off of any starter that keeps your bounces. Any time I get the hit on my opponent’s anchor or need to run the clock out and have a bit over 4 meters when I start (you need 5 meters when you do the first HPB), I’m so doing this lol. I need to check how many Marvel seconds this combo takes…

EDIT: I lied. Hopefully I’ll have a video up by the end of the weekend.

lol that combo sounds ridiculous. What’s the damage like?

The damage output is awful per meter spent. If you start of with a throw, cr.M, fly, IAD j.L, st.L, etc for max scaling, you will just KO Thor with the DHC to Doom or Mags with the last meter.

Finally found a real consistent bnb ender that takes my team corner combo over 900k, the last one that I posted was just way too inconsistent to rely on. It does ~912k to ~925k depending on where the sphere flame DHC hits. Sadly it builds just under 2 bars. If I can figure out just one more hit somewhere in here it would probably take it over the edge, but I really don’t think there is room for anything. So, no guaranteed HBR loops for me =( But I figured out I can throw an extra launch into baby kicks at the end thanks to seeing how guys like LTP and El Gato setup their enders with missiles. Trying out other teams really helps figure out combos for other teams sometimes. Anyhow, the combo:

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 xx L Blaster, S + Vajra, j.L, Vajra hits, ADD, Land, cr.M xx L blaster xx HBR, DHC to Sphere Flame

I tried doing the directions that LTP gave me for Hyper Battering Ram to maximize the damage on the Sphere flame, but I never seem to get more damage out of it compared to just going for max hits going upward. Clearly I am juggling them wrong, but I don’t know what exactly it is. I figure if I can squeeze any extra damage into this combo it is by doing the DHC lower for the Sphere flame.

When you go up only, Sphere Flame will only get the top hits. If you do forward, up, forward, forward, down, you still get all HBR hits and the opponent is lower, guaranteeing more hits for Sphere Flame. Learning how to get that ender for HBR is far better than going up, since you recover much faster and can setup a reset/incoming setup situation. Going up all the way means you are actually at risk for getting punished when your opponent recovers if they know what they are doing.

AHA! Figured out how to squeeze the damage up higher, if I replace the first M with cr.M and cancel into an L cube before launch it brings my damage over 950k due to the scaling changing. Unfortunately, it still leaves me with just under 2 bars built so I still can’t guarantee looping battering rams. But this pretty much gives me a nearly ideal corner bnb.

Time to start practicing the caveman airthrow/unblockable reset for characters this combo won’t kill.

Edit: Am just now remember why I didn’t use cr.M before. Forgot that it doesn’t combo on small or many crouching characters. Got my hopes up… Even more incentive to practice the caveman reset.

Edit 2: On the plus side, if I start with the normal high/low unblockable in the corner, it does build 2 full bars. So, with 1 bar I can loop hbr for over 1 mil =)

final version of this combo:

cr.M xx Fly, ADF, j.L, cr.L, M, cr.H xx L cube, cr.H, S, j.MMHS, cr.M, S, j.MM xx L Blaster, ADDF j.S, Backdash, cr.M [+ Plasma Beam] xx L Blaster, F+H xx L Bomb,
F+H xx Jump, ADF, j.S, L Blaster, S [+ Vajra], sj. L, Vajra hits, ADD, cr.M xx L Blaster xx Hyper Battering Ram xx (HBR Loop) xx (Sphere Flame)

-Builds 2 bars

Damage: ~646k before super
~829k after 1 HBR
~ k after 2 HBR
~994k after 1 HBR + DHC
~ k after 2 HBR + DHC

Now I need to actually learn how to loop battering rams. I’ve neglected it so far because none of my combos guaranteed the meter to do them.

So I made a few small improvements to my Magneto into HPB into Dok combo extension ToD. I should’ve looked into this a long time ago, but I remembered to try Caveman’s extender in this situation and it does just a tad more damage and meter gain, as well as being much easier by removing a few links. Also, since my pad has seen better days, I worked on getting a consistent fullscreen corner carry combo with Mags that works the same either side (neutral jumps and forward/down dashes only).

Well, here’s the result.
Mags into Dok ToD (all neutral jumps and air dash forwards… same on P1 and P2 sides) 1,250k+ damage starting with half a meter (slight meter gain by the end)
cr.LMH, S, j.H, adf, j.H, L blast, pause for a moment, dash, S, j.H, adf, j.H, fly, j.L, j.H, (adf, j.H)x4, add, j.HS, st.H, L grav, sju, adf, j.HS, st.H, S, j.H, L EMD, Mag Tempest, DHC to HPB, cr.M and call grav, L blaster, back dash, f+H, L bomb, call missiles, f+H, jump, adf, j.S, f+H, L blaster, S, j.L (couple of hits), L bomb, j.S, cr.M, L blaster, HBR

Impractical hilarity:

[media=youtube]Ke_N6m_jtPA[/media]

OK, so I tried to perform this combo because crazy legs+missiles is too funny

BUT that is the only part of the combo I can’t do at all…

The opponent always drops out of the combo during mid j.L (crazy legs) before the missiles even connect
However, I can do Missiles+Crazy Legs without the rest of the combo just fine

I’m guessing it’s a timing issue, but I’ve been mimicking El Gato’s use of the combo (even calling out doom when he calls doom out) and using the same exact opponent he performs the combo on just in case of the character specificity.

What’s up?

The reason that the opponent will drop out of j.L before missiles hit is that the opponent isn’t floating high enough. There are two ways to fix this. The first is to hit your launcher earlier (when the opponent is a bit higher) or you delay your j.L input (but not your super jump up). I’ve recently switched to doing the second fix using a more general combo extender after f+H wallbounce: L bomb, f+H, jump, adf, j.S, back dash and call missiles, f+H, jump, addf, S, j.L, etc. It works on every character (I tested it on everyone). Hitting that launcher earlier against smaller characters like Firebrand, Strider, X23, and smaller, can only help. That combo extender you quoted does 18k more damage and you can apply the second fix for it to work on everyone except Shuma, Arthur, and RR, it’s just you need to make sure to not delay the j.L too much, or they will drop out.

I’ve recently switched to doing the second fix using a more general combo extender after f+H wallbounce: L bomb, f+H, jump, adf, j.S, back dash and call missiles, f+H, jump, addf, S, j.L, etc

This is where my problem probably is

Im going to test out this combo again because I’ve noticed that I’m doing Crazy legs too close to the opponent after the super jump, while El Gato is actually doing a Neutral Super Jump (Standard 2>8) Into J.L

I’ll edit to make sure that this is the case

Also, I did take into consideration the height problem you listed and tested out those two combo tweaks before I posted this, so if it’s a back dash that’s keeping me from doing this combo… I will feel really dumb :frowning:

Yeah, I back dash just for timing so you don’t hit f+H into launcher too early and so it looks exactly the same as the extender if you didn’t have a groundbounce to work with. Or you can do f+H~call missiles, L blaster, S, slighly delayed j.L if you feel more comfortable with it. You always want to neutral jump with j.L into missiles too like you noticed… that’s probably where the problem was.