I used to do a slightly different ender with vajra. after the ground bounce, I would do F+H x L blaster (as high as you could off the bounce) then S+Vajra, into j.L etc. I think that would add a little bit of damage compared to just ground bounce into L bomb, S. And like Nos said, you can get a j.S on the way down, but I found it to be hard to do consistently, so I normally would omit it in a match.
If you want, you can also try adding an L cube after you land after the last air series, although that may require you to do j.H instead of j.MM for the air series.
But it’s pretty much optimized.
Hullo again MODOK people!!!
I’ve been playing around with a second team of Dok(Blaster)/Frank(Cart)/Dante(Jam Session)
At the moment I’m using this combo to level frank to lvl 4:
cr.J, s.M, cr.H xx jump, adf j.M, land, S, sj.MMHS, land, cr.M xx fly xx j.H addf land, dash back + frank call, cr.M, F+H xx L bomb, F+H xx jump, adf xx j.S, land, L bomb, S + Dante call, sj.L xx j.L blaster xx Air Hyper Psionic Blaster xx Survival Techniques (whiff) camera to level up.
I was wondering however if there is an opportunity to get a boatload of cubes in there to bump the damage up on the HPB.
Thanks for the help.
Not a frank player but you can do this combo as well:
(Cr.h, adf j.m) x2, S, sj mmhs, cr.m, fly, j.s(bounce), l cube, S, sjmm, m cube, hpb, dhc survival techniques (whiff), jam session~camera, camera for lvl 5. I could be off with my notation cause im at work but with jam session you can do almost any combo for lvl 4 or 5. Not sure about cube combos with this setup, though.
It says in the MODOK guide by LTP that if you hit someone with the top of HPB, you can combo after it; is it possible to combo after it if you DHC from Viper’s Burst Time to HPB?
I DHC to HPB early to make sure they fall on top of the HPB but it seems like I have to cr.M very fast afther the HPB and there’s no way Burning Kick assist can come out in time.
What DHCs/assists/whatever let you combo after HPB like that?
You can combo after Burst Time into HPB. The timing just takes awhile to get used to, but you should be able to do something along the lines of (HPB, back dash + Burn Kick, cr.M, L blaster, f.H, etc). I played Viper/Dok at one point, so I guarantee that it works. You can always get a cr.M after HPB when the enemy lands on top of HPB.
Sounds awesome, thank you so much!
Answered.
There’s a guard break setup in that vid… can’t really hit-confirm off it or anything, but it might give you some ideas?
Can anyone provide me with a 9 cube combo off of:
throw and j :l:
using :
:a1: = hypergrav :a2: = hidden missiles ?
Thanks in advance.
I checked LTP’s guide but it only has 8 :\
Edit : Also can anyone give me tips on the timing of the HBR juggles? I know it’s :f::df::df::db::f: but the timing is giving me trouble. Where should I delay? Where should I speed up? Also at what height should I start the HBR after :l: blaster.
For anyone looking for a way for modok to combo into his wallbounce/groundbounce extension with only drones, here is a corner carry that is pretty consistent:
j.L,crL, M, crH, jM, crH xx jump ADDF, S, sjMM delay H, S, trijump, cr.H xx Fly, jH xx ADDF, S, sjH xx L blaster, ADD(F), sjS, backdash cr.M+Drones xx Hyper Battering Ram (auto forward, DB), Drones hit, F+H (Wallbounce) xx L bomb, F+H xx jump xx ADF, jS, L bomb, F+H xx M Blaster xx Hyper.
Also works with throw starters into cr.M xx Fly xx etc.
It builds one bar during the corner carry so you can hyper battering ram mid combo for the drones extension. This also lets you corner carry into the unblockable/airthrow reset, so I find it pretty useful.
Not at home but i think you can do launch, j.m, j.m, blaster, addf j.h, cr.m, cr.h, f+h, addb, f+h, adf j.s+drones, cr.m, blaster (drones hit), l bomb, l bomb, f+h, adf j.s, f +h, m blaster, super
Hitstun really affects the addf j.h part so you can’t do the normal relaunch and as such makes this combo screen dependent only working from midscreen. You may be able to alter your relaunches for it to be stable I nevertried. Also my notation for the above could be off or where sent is called but the idea should be apparent.
Thanks man, I’ll give that a try.
Random find. I was experimenting with Doom’s Molecular shield assist. I always thought I couldn’t combo into wallbounce if I did a full relaunch combo, but then it occurred to me to try this:
Normal corner carry combo ending in an air blaster, ADD(F) j.S, Call rocks, cr.M xx Fly, ADDB, F+H.
This also wallbounces them from high enough to combo a jamming bomb. I might try and give this assist another chance in some casuals soon now that I know its possible to corner carry and still combo into wallbounce/ground bounce enders. The hitstun decay was always the dealbreaker for me before.
I put a couple hours into Dok/Dante/Doom, and here’s the notable stuff that I found:
Jamming bomb with jam session (in corner after wallbounce): L bomb/cube, f.H, IAD j.S, pause, call jam~f.H, jamming bomb, snapback/S/etc. (f.H not possible after the jamming bomb unfortunately)
To be able to combo after the jamming bomb, you need to do the jam session call right before the f.H, but not at the same time. You also need to make sure that the opponent is low enough to the ground. This works when HSD is maxed out (tested after a full relaunch combo into THC).
OTG into f.H with jam session (in corner): S, j.MM, L blaster, addf, j.S, call jam, back dash, slight pause, cr.M, L cube, f.H, etc.
Here, jam session and L cube should hit at the same time. It’s possible to do a jamming after the f.H, but getting the f.H to hit the opponent high enough off the ground isn’t consistent, so I wouldn’t recommend it.
Dok corner incoming with beam: cr.M + beam, M cube, etc.
Dok corner incoming throw on pushblock with beam: M cube, aduf + beam, adf, grab/j.H, etc.
Dok corner incoming with jam: M cube, call jam, L blaster, etc. (on hit: super jump, j.HS, add, j.H, S, j.MM, L blaster, etc.)
Dok corner incoming throw on pushblock with jam: M cube, aduf + jam, adf, grab/j.H, etc.
The throw setups fail on hit, but you can continue pressure on block with something like: (cr.H, jump, j.L (no IAD), etc). The non-throw setups provide decent options on M cube hit/block/pushblock. Training the opponent to block M cube using the non-throw setups will give you access to the more powerful throw setups.
Midscreen incoming setup with Dante/Dok: acid rain, DT, DHC to HBR(forward[auto], back), st.M, etc.
By delaying or not delaying the burst back, the opponent will appear on one side of the screen or the other and will be hit by the acid rain.
Jamming bomb setup+reset (given 1 cube): relaunch into corner, back dash + beam, cr.M, L cube, f.H, jamming bomb, S + jam, j.L, M blaster, addf, j.S, wave dash back twice, big barrier, hold forward slightly, st.M, cr.H OR fly, IAD j.L, etc.
The big barrier will force all ground techs to be in front of the big barrier. st.M will be in range of all techs, but I don’t know if it’ll prevent people who neutral tech from jumping (probably not). This isn’t too big of an issue, since they are jammed. st.M hits the other techs meaty. The big barrier will protect you from any raw tags on wakeup.
It’s also nice that assist extensions don’t really change in XF or for 2-for-1s.
With Jam, I muchly prefer doing these instead of a couple things you’ve listed:
Corner pickup: blah blah air combo jS, land, Call Jam + cM xx L Blaster, SJ Towards jS xx AD DB jH(wiff), 6H xx L Bomb, etc etc. It’s much more consistent than the Jam -> Wallbounce string, in my experience. However, on tiny characters, ( jMMS -> land -> dash back + call jam -> cM xx M Cube -> 6H) is actually very consistent, because they don’t hit the M cube until jam ends and pops them up half an inch into it, which gives you that extra bit of hit stun.
And for incoming mixups, you can use the Sentinel/Jam mixup of Fly -> Move up -> Call Jam Session -> Crossup or not crossup. It’s a completely filthy 50/50 on anyone midscreen, and anyone without a double jump in the corner, and once you get good enough with it, you can turn failed mixups(blocked jam session -> blocked jS) into further pressure by punishing pushblocks to the jS with airthrows, or mixing them up on the ground(with something like the Pope Select, 6H~Up+Dash -> 4H, to get a rapid Ground Throw -> Grounded Air Dash -> Air Throw sequence option select).
If you are using a corner setup that just hopes they get hit by jam session at jump height, though, you can confirm with,
(SJ jS xx AD D jL, sLLS), to catch them before they land and keep your groundbounce for extensions, etc.
There’s a LOT of room for experimentation and growth, with Modok/Jam, though, that much I can already tell. It’ll be a long time before I’m getting blockstring -> Grounded Air Dash UF+Jam -> AD F crossup setups consistently, etc.
Yeah, I typically use the corner pickup that you notated, since it’s the easiest and I’d only be using jam session for the corner pickup when plasma beam is already used, which means I’m likely not going to kill anyway. I’ll definitely look into using cr.M, M cube for the OTG into f.H… perhaps it’d make landing a jamming bomb afterwards consistent too.
The jam session 50/50 incoming mixup is great, but after playing Dok/Strange for so long, I like having the meaty M cube into unblockables/mixups. It’s nice to know that it’s impossible to get helm breaker’d when they come in and I generally get good results off of meaty M cube setups in the corner. I do like using the jam session + fly around setup midscreen though. And what is the Pope Select?
For the corner guardbreak setups I posted above, it’s pretty easy to unblockable about half the cast on M cube block (the half that can let cr.M go over their head in standing blockstun). For most of that portion of the cast, once you land, do: (hold back for a moment, cr.M, fly, j.H, add, S, etc). This is especially easy with jam session, since the last hit of jam session pushes the opponent back a little bit, even in the corner, right into the low cr.M. For the following characters, you don’t even have to hold back and can just go for cr.M point blank: Ammy, Chris, Hawkeye, Thor.
Pope select in simple terms: A way to option select between a ground throw if it works and a jump into whatever you want if it doesn’t. Two methods to do it: (~=plink, +=sameframe)
1.) 6or4H~7or9+DashButtons
2.) 7or9+H~DashButtons
The first method is generally “more lenient”. For some reason some methods are easier with some characters, though(Chris’s best methods, for example, are 7+H~Dash for back throws and 6H~9+Dash for forward throws).
For most characters, it just translates to getting a normal jump faster than the somewhat-accepted plinkdashthrow into jump sequence. For Modok, however, it’s actually considerably more useful than usual, because Modok doesn’t get a jump. He gets a grounded air dash.
What this means is that, for modok, if you’re trying to do a grounded air dash without any sort of input buffer, it’s actually easier to do H~Up+DashButtons, because the H in of itself gives you 2 frames or more to do it, instead of one(plink dashing in marvel isn’t actually 1 frame, it’s more than that). AKA, with modok, you can plink dash in upward directions pretty much the same way you’d plink dash forward/back, making grounded air dashes more reliable and allowing certain dangerous setups(like ground throw attempt xx airdash up/toward -> airthrow).
Video example:
As much as I’m not a fan of the hitbox propaganda/advertising disguised as tech/tutorials, it goes over it in a variety of ways that would explain it to non-button-box-users as well.
TL;DR - pope select is godlike, but execution intensive.
Also, a good flight+jam session mixup on incoming doesn’t give time for helm breaker or anything. It’s basically guess a direction and block, or double jump. It’s pretty solid. Unblockable setups are also solid, of course, not to say they aren’t. Just mentioning what I use, because I’m very accustomed to similar options with sent/dante :]
Ah, ok. I’ve never been consistent with plinking, but I’ll mess around with it. I’ve love to combine it with the (j.L, wave dash, throw) setup, but I don’t think that’ll happen. Right now for that throw setup, I buffer a grounded air dash just in case they tech. If the throw whiffs, that likely means they jumped, so I can cancel a f.H into a special or b.H will get me a barrier out relatively safely. The only other ways for the throw to whiff are if they raw tag or use invincibility.
Hey guys, I have been trying to develop a combo that I think might be impossible. But before giving up on the concept I was hoping maybe some of you guys might help me out and see if you can think of a way to make it work. Sometimes I can be quite short sighted, so any extra eyes can maybe help solve a problem that I can’t normally see the answer to clearly.
I have been playing Dok second with Drones, and I personally find that it fits my play style in a really satisfactory way. But comboing into Drones can be a bit problematic after a full corner carry/relaunch combo. at first I had been doing it like this:
Build 1 bar by doing corner carry/relaunch combo, land, backdash + drones, cr.M xx L blaster xx HBR (auto fwd, DB), F+H … wallbounce/ground bounce etc.
Then I noticed that I could also do this:
Build 1 bar by doing corner carry/relaunch combo, land, call drones, cr.M xx L cube xx HBR, (auto fwd, DB), F+H xx jamming bomb… then snap or reset
The first problem with this is that snapping means I am at a full meter deficit with this combo. The second is that the only way I like to jam and not snap is if I can make my opponent air tech into the big barrier. So I have been trying to figure out a way to make my bnb work with these objectives:
- Corner carry
- Build one bar for the HBR
- Net two cubes
- be able to jamming bomb
- end with j.S (ground bounce), F+H xx Big Barrier
If this is possible, then I think Dok/Sent as a pair become pretty crazy. The closest I seem to be able to get to this, concept wise is;
Build 1 bar by doing corner carry/relaunch combo, land, call drones, cr.M xx L cube, HBR (auto FWD, Down) jamming bomb, backdash, F+H xx L cube, F+H xx jump xx ADF, j.S, F+H xx big barrier.
the farthest I have made this combo work was up to the second cube. I can’t seem to consistently hit the jamming bomb with enough time to backdash and wallbounce, and it seems to work inconsistently between characters. I think the second cube might have too much hitstun decay to hit the second F+H, but I have been so unable to consistently even get to that point that I am not sure. The big problem is that HBR ends so close to the corner that jamming bomb won’t track upward fast enough on most characters to connect off the drones. So I feel like the key is somewhere in making the spacing correct at that point somehow.
Sorry for the long winded post. Much appreciation to anyone who feels like contributing to this idea.
*edit: for reference, the corner carry that I typically do builds pretty much exactly one bar and goes like this:
j.L, cr.L, M, cr.H xx jump forward, j.M, cr.H xx jump forward, ADDF, S, jMMHS (delays before the H and S), tri jump, cr.M xx Fly, j.H xx ADDF, S j.H xx L blaster, ADD(F), j.S