shttps://www.youtube.com/watch?v=zcAniw0gQRI&feature=youtube_gdata_playeree
I think you might be delaying it too much? It always works for me. Just don’t do the L blaster thing then and instead back dash and call missiles, f+H, jump, addf, S, j.L.
lol I gave up and now use doom assist first, then Strange
Problem Solved
I’m Still baffled on why it didn’t work the original way… but whatev
I know this is a little late, but it looks like you may have been mashing on j.l at the end. In the video you posted you get the j.l to combo after the launcher but it drops after that. Just let the baby kicks fly and time the rest of the combo.
^ oh yeah! I always forget that MODOK can cancel babykicks into a 2nd babykicks… so weird when you think about it.
What are the current optimized combos for Modok/Dr Strange/Dr Doom? Modok combos with bolts and missiles, and Strange combos with modok assists (preferably the bomb), are there any vids? im doing lab work with this team
so far i got this
[media=youtube]pY25eBwhLzI[/media]
but it wont work if Modok doesnt start with 1,4 meter u.u … Modok looks like a lot of fun, picked him with this squad
yooo so that’s how u do the dhc whiff thingy with strange and modok!! rofl daaaamn. i got some modok stuff with this team i dont know if its optimized, its pretty close im sure though. what other stuff u have with strange on point? like block strings and zoning wise or what not?
simple modok stuff
cr L, M, cr H, jM, land S, sj MHS, land cr M (otg) S, sj MMS, land, back dash call bolts, cr m (otg), f+H, balloon bomb L, f+H, jump, ADF, jS, call missiles S, sj L, air dash up (delayed), sj S, land, cr+M(otg), psionic blaster L, super.
Here’s what I use with Strange Bolts (not much different than what kensanity posted).
Non-j.S starter (builds 2 meters, does over 1 mil easy)
cr.L, st.M, cr.H, jump, adf, j.M, S, j.MMHS, dash in and cr.M, S, j.MMS, back dash and call Bolts, cr.M, L cube, L blaster, f+H, L bomb, f+H, jump, adf, j.S, back dash and call missiles, f+H, jump, addf, S, j.L, M bomb (when missiles hit), L blaster, add(f), j.S, cr.M, L blaster, HBR, SoV
Unfortunately, with Bolts, you have to use missiles first with a j.S starter, which means a good chunk of damage loss. The Eye assist doesn’t have this problem.
j.S starter
j.S, L cube, S, j.MMHS, dash in and call missiles, cr.M, S, j.MMS, L bomb, back dash, f+H, L bomb, call Bolts, (f+H, jump, add)x2, f+H, M blaster, HBR
Here’s also a good corner cube combo.
(cr.H, L cube, cr.H, jump, j.MH, L cube OR grab in corner, back dash, cr.M, fly, adf, j.M, cr.H, L cube, cr.H, jump), j.MH, L cube, j.M and call Bolts, M cube, L cube, L cube, j.S, L cube, f+H, L cube, call missiles, f+H, jump, addf, S, j.L, adu (when missiles hit), fly, L blaster, add, j.S, cr.M, L blaster, HPB.
Dok combo videos
[details=Spoiler]There are some slightly outdated versions of the non-j.S starter and cube combos in this video. The former is at 3:11, and the latter is at 5:25.
[media=youtube]ryi_EzpT5oU[/media][/details]
For Strange combos with Bomb assist, El Gato has something with it in one of his videos. I really, really prefer having the blaster assist for neutral though, even though it won’t give you anything combo-wise.
Wow mr LTP those combos look amazing, im currently learning the properties of Modok normals, like the j.L + missiles stuff, and the jump cancellable H normals applications. Didnt even know about jamming bomb and the S specials that use cube charges xD. I will try those out next time i hit training mode.
Blockstrings are cr.M, cr.H, then mystic sword M, flame of the faltine or mystic sword L. Character with instant long range normals punish a mystic sword M blockstring (with stinger kind of normals, Vergil >_>). The cr.H hitstun is about the same of the whole startup + active + recovery of a fof so its always safe against every character, and cr.M+cr.H have gdlk pushback. When pressuring, use mystic sword L but watchout 'cause the third hit sometimes whiff on small characters making it extremely punishable. Against Wolverine for example, Strange has cr.M, cr.H, Eye of agamotto as a blockstring and there is nothing he can do to punish (except the Lv3 hyper of course). Im more used to play Strange with coldstar and mighty spark so i always put the other character in lockdown/mixup hell with those assists + eye of agamottos and traps
the rules for his defensive game are
- always have a fof out if there are no graces L or M in the field, specially against characters like Wesker and Wolverine
- DONT ever use EOA if you dont have momentum or distance (i have seen dieminion doing EOA in front of other characters in tournament streams u.u )
- once the EOA is out, remember the matchup, some characters have projectiles that pierce through EOA (like wesker bullets), so dont use IP at once, bait the projectile… in other words do smart moves with all the projectiles Strange has (even TK daggers are viable once the eye is out). graces L are always a good option (with momentum of course) for the mixup powerup, but you lose lv0 fof in projectile fights
- mystic swords M/H eat almost every projectile, fof eat beams like sentinel s.H, doom plasma beam, ironman beam, deadpool bullets, etc and nullify other stuff like wesker bullets
- bolts is good for fast punish at fullscreen distance
- TK dagger L is the same as grounded dagger L but with amazing recovery
- spell of vishanti is out in 10 frames and can be XF canceled for TODing from anywhere on the screen (XF Strange = infinites and gdlk hitconfirms)
- remember you always have raggador in stock, it negates a bionic arm on reaction for example
there are more stuff but there’s a lot to read already -.- , and some of Strange point stuff are up to the player creativity
I posted this a while back when I was exploring ways to exploit TACs with MODOK, but there is a meterless way to transition into the FOF loop with MODOK. Do something like (cr.H, airdash j.M)x2, S, sjMMHS, cr.M, flight, j.S, F+H, hard tag strange, f+H, S, FOF loop or TAC. I never really explored optimized strange combos or even tested this on most characters, though. Basic idea is to get a low wall bounce for the hard tag to combo.
wow extra cheap mr Caveman n_n
oh, this was it
thanks mate
Have you found any way to make this consistent? I’ve managed to very consistently get the hard tag to land, however getting the Impact Palm to land afterwards seems very precise. I’ve found no way other than to mash and hope it hits, and it’s very inconsistent.
I’ve managed to work this setup into a Thor TOD combo, so I’d like to get it consistent if possible.
I think you just need to practice the timing for the link. It’s also easier to hit the raw tag into IP when the raw tag hits the opponent when the opponent is floating higher, but you need to make sure that you don’t raw tag when the opponent is so high that it whiffs. You can also raw tag in after L bomb a back dash away from the corner. What I’m actually finding inconsistent is going into the FoF loops, since the spacing that you are given when doing raw tag into IP isn’t very good (like IP, S, IP, FoF, (drops), IP). It’s still good for setting up TACs into Dok though.
With more practice I’ve gotten the link more consistent certainly. The FoF portion I actually find very consistent, but I’ve been grinding FoF for a few hours a day for the past week or two so I’ve really gotten that one down. The trick to FoF loops being consistent is you need to hit the Impact Palm so the enemy is as high above Dr. Strange as possible, so when you do a Flame they essentially get hit by the top of it as opposed to the front. Basically all you need to do is delay your jump after the S, and it should be no problem. I’ve found the spacing with the hard tag setup is actually perfect for FoF if you just delay that jump slightly.
I’m still working on optimizing this combo for MODOK / Strange / Doom (missiles), but here’s what I have so far.
(MODOK): c.H, IAD j.M, land, c.M (OTG) xx Fly, j.S, f + H, hard tag to Strange, IP, S, s.j [Impact Palm xx Flame] x3, IP, land, IP xx Flame, IP, S (call Doom missiles) s.j IP xx Flame, IP, land, IP xx Flame (missiles hit) jump [Impact Palm xx Flame] x3, IP, land, IP xx Flame, IP xx Level 3 (1,188,500 damage, builds 2.2 meter spends 3)
You can optimize this for a bit extra damage and ~0.3 more meter build by varying the FoF loops with Strange but I found it to be very inconsistent. You can also vary it to have more stuff with MODOK to corner carry more, but then you would have to minimize Strange’s portion of the combo.
I think overall this setup is mostly only useful if you intend to use Strange’s level 3, or you start it off MODOK’s throw.
EDIT: It’s also worth noting instead of doing that particular missiles extension to the strange combo, you can instead extend it with (grounded) IP + Call Missiles xx Flame, IP (wait a split second) xx M Mystic Sword xx SoV, wait for recovery (missiles hit), SoV a 2nd time. OR you can TAC back to MODOK rather than using supers with Strange, and that should also lead to a ToD combo.
Good stuff Scykoh! I’ve been wanting to get some concrete data for raw tagging into IP loops on that team and my Strange isn’t quite up to par to figure out how I should go about starting the FoF loops in that situation. I found that doing a relaunch with OTG missiles for the corner carry into Strange hard tag into FoF loops were impractical (you couldn’t delay the super jump), but getting the raw tag in early on seems to work. I also assume that in your combo, you are just doing a starter into air series with Dok? A few notations are missing lol.
For a comparison, I’ll notate my Dok/Strange (EoA)/Doom (missiles) corner carry combo off a cr.H starter. Bolts assist extenders net no less than 10k damage wise. The Strange raw tag into TAC to Dok will always kill too.
Meter gain: 2. Damage: 1,110,300 for HBR into SoV (2 meters), 1,231,800 for HBR into SoV into Sphere Flame (3 meters), 1,247,800 for HBR loops into SoV (3 meters)
cr.H, IAD j.M S, j.MMHS, cr.M, S, j.MMS, cr.M, EoA release ~ L blaster, pause, st.H (when EoA hits), f+H, L bomb, f+H, IAD j.S, back dash + missiles, f+H, jump, addf, S, j.L, M bomb, L blaster, add(f), j.S, cr.M, L blaster, hyper ender
Dok combos look like the optimal thing to do, but it seems like for the most part, you can do whatever you are comfortable with. The Dok combo above does 764,800 damage meterless and the one you notated does 738,500 meterless. Doing the FoF loops looks like the optimal way to setup a Dok TAC, since a Dok combo will only get you about 500k before the raw tag into TAC. The more typical j.L, cr.L, st.H, cr.H starter would probably bring the damage values even closer too.
Yeah, whoops on the lack of notation on the air series, it is indeed just MMHS. Yeah, I don’t see this FoF loop setup being entirely useful in normal combo situations, though I still feel it’s worthwhile to test damages starting off MODOK’s throws, due to how throw damage scaling works.
[media=youtube]M5SL5o5tvRI[/media]
This vidoe shows a lot of option MODOK can do with two meters on deck from full screen. It also chooses off that MODOK can convert a combo from fullscreen with Spencer assist.
Good news! I’m pretty sure it’s optimal now. If you’re running blaster assist on Dok, you can get some more damage in (thanks El Gato). Basically, on your last available launcher with Strange, you do:
S+blaster, sj, IP, EoA, land, jump, IP, FoF, IP, FoF, IP + missiles, FoF, IP, land, IP, FoF, IP, MS, (missiles hit), jump, (IP, FoF)x3, IP, land, IP, FoF, IP, MS, SoV.
I don’t have the damage and meter gain values off of the Dok starter, but off an optimal (I think) Strange starter, it builds around 3 and a half meters, while spending one, for 1,150k damage. I’m still working on my execution with Strange, so I’ll update this if I can get it lol.
Right now, I’m doing a variation that does about 50k less (calling missiles with the previous IP to avoid using MS). How do you get Mystic Sword to ignore hitstun deterioration? I can’t get it to do so consistently.
EDIT: Damage values using the cr.H Dok starter (I threw in an L bomb before the hard tag for a nice 28k more damage). It builds just under 3 meters. 919,250 meterless, 1,077,250 for one SoV, 1,153,250 for 2 SoVs (using missiles), and 1,369,250 for level 3. These values use the MS’s used in the combo notated above, not my 50k less variation.
Great stuff! To get Mystic Sword to ignore hitstun deterioration essentially all you need to do is hit it lower, so on the final Impact Palm before the Mystic Sword, do Impact Palm (wait a split second) THEN Mystic Sword. Once you get that slight delay in there it’s pretty consistent.