Just a question what and or where can I find the list of assist that are amune to HSD?
Sent from my N860 using Tapatalk 2
Just a question what and or where can I find the list of assist that are amune to HSD?
Sent from my N860 using Tapatalk 2
^
Here’s the google sheet too:
I just remembered that I never did check denjin Ryu… lol
@Caveman
You are the best for explaining the movement double air dash tech with Dok some more. I found something with it that is very relevant to Dok’s game and makes him much more of a threat on any team.
Most of my teams I have include Dok with a strong DHC to KO characters off of stray blasters with 2 meters and XF, and even then, it won’t work well if you hit the assist too in some cases (like Chaotic Flame). Well, no longer! It is possible to combo off of HPB from fullscreen with XF.
Here’s the happy birthday combo that works anywhere on screen. This will kill the assist, do about 750k on the point without a DHC, and builds a little over a meter before the HBR ender.
L blaster, HPB, XF on last hit, grounded air dash up forward (input immediately after XF), addf, wavedash, cr.M, fly, IAD j.M, S, j.MMS, cr.M, L blaster, HBR
If you only get the point character, you can do the same followup into your normal assist extension. With my Mags/Doom team, I broke 1,200k with only one meter at the end for HBR.
I researched the different levels of HPB in regards to following them up with XF, and along the way, I found some interesting things that you may or may not know, particularly about HPB levels 6-8.
HPB level 0-2 (“Kill, kill - Hyper Psionic Blaster”)
Appearance: smallest beam
Comboing off of this with XF seems to be easiest if you know how many cubes you have and doing the math. HPB level 0 does 22 hits, HPB level 1 does 26 hits, and HPB level 2 does 34 hits. XF at those points.
HPB level 3-5 (“Going critical - Die”)
Appearance: wider beam, noticeable neon yellowish streak through the center of the beam
Once again, comboing off of this with XF is easiest if you know how many cubes you have, but you get to round a bit, since it seems like the last 2 or 3 hits of HPB cause a hard knockdown. Interestingly, HPB’s done point blank and HPB’s done far away do a different number of hits (about 2-3 hits). L blaster into HPB level 3 does about 40 hits. L blaster into HPB level 4 hits a number in the lower 50’s (about 52). L blaster into HPB hits a number in the upper 50’s (about 58). Put it into the lab and XF around those values.
HPB level 6-8 (“Bye bye - ahahahaha”)
Appeareance: wide beam, the neon yellowish streak is there, but far less noticeable
Comboing off of this with XF is by far the easiest. This is because, according to my tests, HPB levels 6, 7, and 8 start causing a hard knockdown after they hit 41 times. HPB level 6 does 65 hits (IIRC) and HPB level 8 does 85 hits. So, after a L blaster into HPB, you can just look at the counter and XF when you see 50 hits have happened.
HPB level 9 (“Max Power - Kill Youuuuu”)
Appearance: the flame turns a different color, so you should know when you have it
Comboing off of this with XF isn’t as easy as one would think. Note that only the last hit causes a hard knockdown. This does 100 hits, so do the math and XF then.
I know the answer is somewhere in one of these threads but when I do a combo that ends in missile call force beam addf S, then sj into baby kicks, I seem to always have the opponent flip out before missssiles hit… I call missiles the same time as f+H correct? Don’t know what I’m doing wrong after. Need to learn this to optimize my assist use with modok dorm doom team
I personally call missiles a little before f+H. That lets you get the M bomb to connect in the air against most characters. If you do missiles with f+H, you can only do j.L, adu, fly, L blaster, addf, j.S. You can use this extender too when you call missiles before f+H.
The opponent is flipping out during the jL before the missiles hit though… Not sure why
The most obvious thing to do would be to call missiles in a little earlier. Unless they flip out before the jump arc descends.
I find that the timing on the launcher needs to be pretty consistent too in the babykicks to missiles combo. . Need to hit them at the proper height.
It can be a finicky combo, especially on certain characters. That’s why I like drones, it’s a little less damage but hella consistent for that nice combo extension. … but then you gotta use the big shitty robot lol
Yeah, like Nos said, you need to hit the launcher at the right height, but once you get the timing down, it’s not a problem and it works on the whole cast. Once you see it a lot, you’ll be able to see when the opponent is too high in the air to hit the M bomb, L blaster extension, and you can adjust by dashing up, j.L, j.S OR dashing up, fly, L blaster, add(f), j.S.
If you used your groundbounce in a starter, you do the Dorm extension, then (after wallbounce): L bomb, (L bomb hits), call missiles, f+H, jump, addf, S, j.L
If you haven’t used your groundbounce, I do this for consistency (after wallbounce): L bomb, f+H, jump, adf, j.S, back dash, call missiles, f+H, jump, addf, S, j.L. The back dash helps put everything at the right height and makes it pretty much the same as the groundbounce-used variation. I think I might be calling missiles with the back dash and holding onto both buttons a little longer than usual, since assist calls are done on button releases.
So, after doing a good amount of team shuffling, I think I’ve settled on MODOK/Taskmaster/Strider. What kind of combo synergy, if any, does MODOK have with Taskie and Strider? For reference, I’m running Bombs/H.Arrows/Vajra respectively.
On a side note, what’s considered MODOK’s go-to solo BnB?
Here’s a pretty stable BnB for MODOK in general: cr.H, jump, adf, j.M, land, dash, S, j.MMHS, wave dash twice, cr.M, S, j.MMS, cr.M, L blaster, HBR
You want to slightly delay the first j.M during the relaunch, so you have more time to OTG afterwards with cr.M. And of course, you won’t always be opening people up with cr.H, but every confirm with MODOK will either lead to cr.H or be an air-to-air leading to j.S and then S.
With Task arrows and Strider assist (and your wallbounce and groundbounce), you can do: cr.H, jump, adf, j.M, land, dash, S, j.MMHS, wave dash twice, cr.M, S, j.MMS, land, back dash, cr.M + call Task arrows, L blaster, f.H, L bomb, f.H, jump, adf, j.S, back dash, f.H, jump, addf, S + Vajra, j.L, addf (when Strider hits), j.S, cr.M, L blaster, HBR
I’m not entirely sure when you should call Task arrows for the OTG pickup into f.H, but it’s either with the back dash or with cr.M. I think that should build you 2 meters off of most confirms too. It certainly will if you decide to learn the optimal relaunch (so you can always get an L blaster during the second relaunch in the corner) and know how to slightly extend your starters.
If you want more info and ideas on combo construction or confirms, you should check this out (particularly sections 6-8 starting at 8:35). I put the Vajra extension in here somewhere too.
hi modokmasters, I just started playing with Modok Frank and Nova. I’m not sure on the order yet but anyways. Are there any good ways for Modok to level up Frank? Or do you have to cut the combo super short to be able to sj.HPB or to TAC?
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<div class=“QuoteAuthor”><a href="/profile/84684/Qiwi">Qiwi</a> said:</div>
<div class=“QuoteText”>hi modokmasters, I just started playing with Modok Frank and Nova. I’m not sure on the order yet but anyways. Are there any good ways for Modok to level up Frank? Or do you have to cut the combo super short to be able to sj.HPB or to TAC? </div>
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After some testing, doing simple stuff with MODOK gets him to level 4 with 2 meters pretty easily. The problem that I ran into is that in order to level up Frank with 'DOK on point, you need to use superjump HPB, and getting up there means cutting the combo short. My combo to level up Frank would be cr.L> st.M> cr.H> IAD> j.M> S> MMHS> cr.M> S> MM> L psionic blaster> HPB> Survival Techniques> call nova> camera> roundhouse kick> camera (you can also THC instead to blow all of your meter to get to level 5 instantly)<br><br>You can always try for a TAC as well, with Frank on point I do a normal bnb into call nova> camera> roundhouse kick> THC. Since HPB ends with a hard knockdown, it tacks on a bunch of hits and gets you to level 4. My problem with this is that Nova seems a little out of place, somebody like Dante anchor would suit better (but would basically be Bee’s team with MODOK on point), but this could work as well. Frank can set up some dumb stuff with barrel roll combined with MODOK’s balloon bomb assist. <br>
Modok doesnt have a jamming bomb assist : |
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<div class=“QuoteAuthor”><a href="/profile/50654/AwstruckOstrich">AwstruckOstrich</a> said:</div><div class=“QuoteText”>
After some testing, doing simple stuff with MODOK gets him to level 4 with 2 meters pretty easily. The problem that I ran into is that in order to level up Frank with 'DOK on point, you need to use superjump HPB, and getting up there means cutting the combo short. My combo to level up Frank would be cr.L> st.M> cr.H> IAD> j.M> S> MMHS> cr.M> S> MM> L psionic blaster> HPB> Survival Techniques> call nova> camera> roundhouse kick> camera (you can also THC instead to blow all of your meter to get to level 5 instantly)<br><br>You can always try for a TAC as well, with Frank on point I do a normal bnb into call nova> camera> roundhouse kick> THC. Since HPB ends with a hard knockdown, it tacks on a bunch of hits and gets you to level 4. My problem with this is that Nova seems a little out of place, somebody like Dante anchor would suit better (but would basically be Bee’s team with MODOK on point), but this could work as well. Frank can set up some dumb stuff with barrel roll combined with MODOK’s balloon bomb assist. <br></div>
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Yeah that combo is what I’m doing right now, was hoping for other ways to get Frank in, like hard tag.<br>Just thought of something, if you have Nova on point, then Frank then Modok, you could call Frank during a combo, then TAC into Modok and cube it up, then use HPB in the air and DHC to Frank, right? I know I can just DHC from Nova to Frank just saying. But if I get hit, Modok anchor… <div>And I do want him on point hmmm…</div>
<a href="/profile/84684/Qiwi">Qiwi</a> said:<blockquote class=“Quote”>Yeah that combo is what I’m doing right now, was hoping for other ways to get Frank in, like hard tag.<br><div class=“QuoteText”>Just thought of something, if you have Nova on point, then Frank then Modok, you could call Frank during a combo, then TAC into Modok and cube it up, then use HPB in the air and DHC to Frank, right? I know I can just DHC from Nova to Frank just saying. But if I get hit, Modok anchor… <div>And I do want him on point hmmm…</div></div>
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If you do a HPB in the air after landing a 9 cube TAC combo, they’ll probably die before you can get to Frank<br>
Alright so I’m skipping Frank entirely in that team. Can I get some ideas on how to use Super Skrulls assist Tenderizer in a combo? Is it a practical assist for combos? Please tell me the optimal use for it (in a combo)
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<div class=“QuoteAuthor”><a href="/profile/84684/Qiwi">Qiwi</a> said:</div>
<div class=“QuoteText”>Alright so I’m skipping Frank entirely in that team. Can I get some ideas on how to use Super Skrulls assist Tenderizer in a combo? Is it a practical assist for combos? Please tell me the optimal use for it (in a combo) :)</div>
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i’ve used modok/frank for a while and i liked it. <div><br></div><div>What i do to level up with modok on point is a 2 cube combo. wahtever starter into S, sj MMHS, land cr M fly S, L cube, S sj MM, air M cube, air HPB, dhc on last hit to whiff tools of survival. isntant level 4, and if u tack on an assist its another picture so level 5. of course the thc is a great option too. unfortunately, frank assist doesn’t help extend combos, at least not for me.</div><div><br></div><div>As for super skrull, tenderizer affects hitstun so its hard to use late, however an EASY jamming bomb setup is, whatever starter, S, sj MMHS, cr M + assist, L cube jamming bomb.</div><div><br></div><div><br></div>