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

Is it ideal to go for snap immediately after jamming bomb? Is it more character dependent?

Use a 2 button dash lol. It’s far quicker. If you’re on pad, map a trigger to 2 buttons, and it’s pretty easy.

When you hit a character, you ideally would like to either kill, do an unblockable reset, or jam into snap. Whether you want to reset or snap is really based on how you want to take apart the other team.

@iinara Don’t use S blaster in neutral ever. It’s terrible.

Heh, I just realized Dok’s XF3 infinite works in XF2. I don’t know how that slipped by me. j.S, L bomb, (f.H, L bomb)xN seems to be the easiest setup for it.

i have a challenge for the brodoks! can any kind and creative soul come up with a combo with wolverine (any assist) and doom (beam)? i’m really struggling here…

Here’s some ideas:

Combo 1 (Doom beam, Wolverine tornado claw)
starter, air series, relaunch into hard knockdown in the corner, cr.M + call wolvie, L cube, sj up, j.S, addb, j.H (whiffs), f.H, L bomb, call doom, f.H, jump, add, f.H, M blaster, hyper

Combo 2 (Doom beam, Wolverine tornado claw)
starter, air series, relaunch into hard knockdown in the corner, back dash + call doom, cr.M, L blaster, f.H, L bomb, f.H, jump, adf, j.S, back dash, f.H, jump, addf, S + call wolvie, j.L, L blaster, addf, j.S, cr.M, L blaster, hyper

Combo 3 (Doom beam, Wolverine berserker barrage)
starter, air series, relaunch into hard knockdown in the corner, back dash + call wolvie, cr.M, f.H, L bomb, f.H, jump, adf, j.S, call doom, f.H, jump, add, f.H, M blaster, hyper

Note that the tornado claw assist is immune to hitstun deterioration, making the second combo the most consistent of the bunch. The second combo also does about 80k more damage than the others (tested from a j.L starter).

LTP, haven’t tried any yet. but thanks so much for the effort. much appreciated! you’re the one true dok!

edit: hmm, did you actually try the second? i can’t get wolverine even close to hitting. it’s not like shadow blade, he doesn’t go high enough. thanks though!

thx! :slight_smile:

I also have a couple of tac question; I’ve been doing a up exchange l cube, j.l, j.m, fly, h cube [j.m, m cube]xN, m cube, m cube, l cube, j.l, j.s…

some times the j.l after the last l cube completely whiffs, could you tell me the reason why?

also is there any mid screen tac combos more the one direction hopefully that does the same amount of damage?

Yes. I can get it to work. There is some timing to it, I suppose, but it’s certainly practical. All the back dashing nonsense into S + wolvie makes the timing fairly automatic for me lol.

And @iinara it is probably because you are doing L cube right away. If you delay it slightly, you’ll be closer to the corner, making that last j.L hit very consistently.

I have a fairly basic midscreen TAC combo in my MODOK 101 video that works in all directions.

Working on Mags (Hyper Grav)/ DOK/Dante(Jam Session) and I’m looking for an extension with Jam Session after the Hyper Grav Extension. Any help is much appreciated.

S+Jam, j.L, M blaster, addf, j.S, cr.M, L blaster, HBR

LTP if i only have dormmamu assist level, what is the best way to setup jamming bomb? opener, S, sj MMHS, land crM+ dark hole, qcb+L, jamming bomb? or can i get more damage?

Heh, if that works, that’s actually better than what I do lol. But yeah, it’s a fairly short combo.

I do: starter, air series, cr.M, fly, j.S, call Dorm, L cube, jamming bomb. At least, that’s how I think it goes. I haven’t played much Dorm lately.

Maybe I need to revisit that, I tried it earlier about 10 times and they popped out before j.l could hit.

You’re probably hitting S a little too early. Try to launch when the opponent is lower to the ground, so that j.L can connect.

Does anyone have notations for MODOK TAC combos for all 3 directions?
I knew them a while back but I’ve forgotten them.

A link to some of his newer extended combos would be cool too (don’t know if there is one or not).
The OP from this thread seems a bit out of date.

Edit: holy crap, the answer to all my questions are directly above my post.

Thanks!

^no problem

So, I’ve went back to testing TAC infinites to find the most consistent/damaging version, and this is what I have:
jump, (j.MH, L cube)x2, j.MM, adu, j.L, j.M, fly, (j.MH, L cube, adjust height)x3, j.H, pause, adf, j.LM

This does about 300k per rep and you have a lot of time adjusting height, since you are mostly floating down. I’ve tested this on VJoe and regular sized characters. This is nicer than the original infinite reps, since for smaller characters, its really hard to float up to gain enough height for another rep without the character falling out and it does more damage.

any advice for using an akuma extension in MODOK combos? My 6H seems to wiff only sometimes and I can’t figure out a consistent setup for it.

I came up with a new side TAC starter that is a bit more consistent, since it pushes you closer to the corner, making it easier to get that last j.L in. The problem with the old one I’ve been using, even though it is reasonably consistent, is that you don’t get the full forward dash, since you are running into the opponent when you do so. This new starter separates you from the opponent so you get the most out of dashing forward (or up forward, in this case).

Side TAC corner starter: crossup j.H, L cube, j.LM, slight pause, M cube, aduf, j.L, j.M, fly, j.M, H cube, etc.

Damn trying to fit MODOK into my team but figuring out combos is killing me! Playing Haggar(lariat)/MODOK(Beam)/Skrull(Stone Smite)

I think i got a pretty decent BNB with both assist and got a pretty good jamming bomb combo into snapback with both assists but i can’t seem to find a good jamming bomb combo with just Skrull assist! Any help?
(Would also love to find a jamming bomb combo after a Haggar bnb s.l>s.m>hoodlum launch>j.m>j.m>j.h>pipe>raw tag to modok)

I finally came up with a more consistent Eye assist combo extender! Before, I did: back dash, cr.M, release EoA, L blaster, slight delay, st.H, f.H, etc, but it has some manual timing. The following extender does a bit less damage, but you get more consistency, since there is no manual timing and it works on the whole cast.

The new extender: back dash, cr.M + EoA, L blaster, jump ub, j.L, land, f.H, etc. You can switch the j.L with j.S, but the hitstop on j.S can mess with hitting f.H on time when you land. j.L on the other hand has minimal hitstop, so it doesn’t make much of a difference if it hits or whiffs.