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

I just figured out that you can do a f.H after doing the jamming bomb with jam session that I notated above. So you can do something like this with Dante/Doom assists: BnB to corner, back dash + beam, cr.M, L cube, f.H, L cube, f.H, IAD j.S, pause, f.H~jam session, jamming bomb, f.H, big barrier, back dash, cr.M, fly, IAD j.L, etc.

The following is also possible as well: j.H, L blaster, addf, j.S, call jam session, back dash, pause, cr.M, jamming bomb (or H bomb), snapback/S (no f.H)
The key part here is to get the jamming bomb quickly after cr.M. This is easiest by doing cr.M during the DP input (ie. 62M3S).

And @brainpipe, for Dok/Sent, you can do something like this: IAD j.L, cr.L, st.M, cr.H, IAD j.M, dash, cr.LM, L cube, S, j.MMHS, dash in, cr.M, fly, j.H, addf, S, j.H, L blaster, addf, j.S, back dash + drones, cr.M, L cube, HBR(forward[auto]), jamming bomb, f.H, jump, addb, f.H, IAD j.S, slight delay (so forward air techs don’t go over the barrier), f.H, big barrier

You are also able to back dash after the jamming bomb and do f.H, L cube, f.H, etc, like you notated above, so you can potentially get three cubes (and use two).

If you use EMD with Magneto, you can also do something like: (dash + EMD, H cube, aduf, adf, j.L, cr.LMH, jump, addf, S, etc). This would also net you a cube early on.

Hey thanks a lot man. I couldn’t quite make it work the way you have it, but after fiddling with your notations some, I think I found a really consistent way to do it:

AD j.L, cr.L, st.M, cr.H, IAD j.M, dash, cr.LM, L cube, S, j.MMHS, dash in, cr.M, fly, j.H, addf, S, j.H, L blaster, addf, j.S, back dash, call drones, cr.M xx L cube, HBR(forward[auto], down), jamming bomb, f.H, jump, addb, f.H, IAD j.S, slight delay (so forward air techs don’t go over the barrier), f.H, big barrier

I think this really opens up some big possibilities for x/Dok/Drones teams.

Once again, just when I think something is impossible, it turns out to be possible.

  • edit - Actually it seems like the timing on the drones call is character specific. sometimes it is like how you wrote it, sometimes like how I’ve done it. and some I find it connects if I do back dash, drones+cr.M xx L cube. At the very least, it seems to be possible on most characters with the correct timing. Also, man this works really easily with missiles.

So I’ve returned to my base team DOK/DORM/DOOM.
I’m trying to figure a way to optimize my DOK to DORM Cube tac so that I can kill without meter.
Also IS it possible to combo into stalking flare from HBR and get meteors out? I only seem to get 2 hands MAX.
I’m basically trying to stack the deck severely having a MAX POWER DOK in the back + a fully spelled out DORM.

Right now I’m ending with Dorm Extension, but wondering if it’s possible to also do the doom extension after
the TAC.

As for my current combo with TAC:
So I do a simple Dorm BBCs, BBC TAC (insert DOK Cube Combo) DOK Dorm extension to HBR 2 thrusts forward, U, F, F into
stalking flare…now it does do a million, but I can’t seem to my durn hands up.

I know it’s possible to combo into stalking flare from HBR and charge 3 hands, but I don’t know the notations. I’ve seen Full Schedule do it consistently enough.

u can charge 3 hands, but u can’t combo the meteors after. the only way i have been able is to do 1r and 1b and then release it.

the last hit of HBR u have to dhc into flare, like while the spark from the hit animation is still on screen. u can do either HBR, f,f,f,u/f or f,u,f,f … basically u want modok at around that level.

im unsure about using the doom extension after the TAC, even if u have access to both assists.

For like a month I was really trying to get a consistent DHC into stalking flare+liberation so its somewhere on this thing. I remember I downloaded an entire hour worth of full schedule playing to learn it too.

Yeah I have no problem hitting the flare and by then most characters are dead anyway. I just want to get all stupid fancy. Maybe I should put more energy into other characters instead people are now XFing my DOK :frowning:

out of curiosity, what are your inputs for your dorm extension? crM+dark hole, qcf+L, st M f+H? or do u use somethign aside from st M? I am looking for the most reliable way. I drop waaaaay too many combos because of small execution errors

C.m now if they’re almost dead I just f+h…anything in between is pretty negligible at that point.

I changed my side TAC infinite starter to something I find consistent enough to use in a match. This works even when you TAC at a low height (ie. Strange’s S, impact palm, TAC), excluding the big bodies.

side TAC, delayed j.H, delayed L cube, j.LM, L blaster, addf, j.M, fly, j.M, delayed j.M, L cube, etc.

You just delay the last j.M so that the opponent hits L cube as late as possible, so you have time to float around to get into position for the TAC infinite.

I need some combo optimization help. I actually haven’t tested this full combo, but I’m pretty certain it works. I know the beginning works, I just don’t know if the relaunch portion with modok works because I"m not at my console.

anyway vergil (rapid slash)/modok (beam)/doom (missiles)

Vergil: DP+H, activate Spiral Swords (charge round trip L), H, f+H, M teleport, cr M, release round trip HARD TAG MODOK
MODOK: S, sj MHS, land crM (otg)+ doom missiles, S, sj MMS, land L bomb, missiles otg, qcf+Lxx HPB, DHC to VERGIL SWORDS (charge round trip M) SH, judgement cut L, release round trip, judgement cut L (charge round trip L), lunar phase, cr H, f+H, opponent flies over head, release round trip, crH, swords etc.

my concern is the modok part. When I sub modok with doom I can build like almost 1.5 bars with two doom loops. Problem is, with my team makeup, if I hard tag doom from Anchor, when I dhc, i dhc into modok and its practically like wasting a bar. So i’m trying to come up with a modok hard tag to alleviate this issue.

Is there a way to use an assist so that when u DHC u skip the second character? I’ve done it before, but don’t know what causes this. Ideally, I"d rather just hard tag doom and then idk, launch while calling modok assist (causing it to whiff) and hopefully be able to DHC from point(doom) straight to anchor (vergil)… ideas?

Edit: you Dont have to save the ground bounce or wall bounce. If u wnt u can hard tag modok and do a full combo with missiles. (Can’t use rapid slash, think it isn’t hit stun immune)

You can get like 200k more damage probably with 1 meter and the classic modok bnb with assists but this shit is so cool off of a vergil rapid slash into swords.

Does anyone have any Nova, Dok, Strange combos?

I don’t off the top of my head, but I am assuming you can use bolts to get your wallbounce, and then ground bounce, and call F+H + Nova assist to get a double ground bounce ender.

I’m assuming you are using Bolts assist with Strange? I use 4 different combo pieces with Strange bolts in the corner with Dok after a hard knockdown, depending on the situation. All of these can be done after a double launcher BnB, provided the starter is kept to a minimum (pretty much anything outside of intricate air-to-air confirms).

Basic extension: back dash + bolts, cr.M, L cube, L blaster, f.H, L bomb/cube, etc.

2 for 1 extension: back dash, cr.M, bolts, L blaster, L blaster, f.H, L bomb, etc.

Optimized extension: (during second air series) L blaster, add, j.S, hold back a bit + bolts, cr.M, L cube, delay, cr.H, L bomb, f.H, L bomb/cube, etc.

Jamming bomb variant 1: back dash + bolts, cr.M, L cube, delay, cr.H, f.H, jamming bomb, etc.

Jamming bomb variant 2: (during second air series) L blaster, add, j.S, hold back a bit + bolts, cr.M, L cube, delay, cr.H, f.H, jamming bomb, etc.

The optimized extension lets you call your assists again earlier compared to the other variants, but I don’t think that’s too important for your team. The first bolt in that extension essentially causes a soft knockdown, so that should give you an idea of how much you can delay the cr.H. But it’s also important to note that Bolts isn’t immune to HSD.

Nova’s centurion rush has some easy combo extenders and is immune to HSD. There’s easy jamming bomb combos with it.

I love you guys I’ll do some experimenting of my own.
But before I go just a quick question what is the best thing I can do with nova extension if I used my gb and wb?
Also el gato does something along the lines of
S sj.up sj.m blaster add h cr.m + bolts (I’m not sure exactly when the bolts are called) l blaster etc…
If this is a worthwhile extension can someone give me the notation?

Nova assist is one of I believe two assists in the game that will always give a ground bounce. The others is one of Deadpool’s. So, if you have used your ground bounce, you can still call nova and get another.

Oh yeah you’re right about that but what can I do as an extension?
right now I’m doing wall bounce ground bounce f.h + nova m blaster l bomb f.h m blaster HBR.
Can I do better?

That sounds good. Personally, I’d also try to see if you can get a jamming bomb in that situation, provided that you already have a cube.

I’m really struggling with the Bolts extensions :
but LTP I tried a bunch of different options and at higher HSD you can’t get a jamming bomb from what I can tell.
You can however at low HSD do wallbounce groundbounce f.h + nova m cube jamming bomb.

They work as long as confirms are kept to a minimum. And for the jamming bomb, there is a little bit of timing, but it isn’t bad.

Something like (IAD j.L, cr.L, st.M, cr.H, IAD j.M, S, j.MMHS, relaunch, j.MM, L blaster, add(f), j.S) into any of the extensions I notated will work. They work after minimal air to air confirms like (j.MS, add, j.H, S, etc) too.

Weird, that’s exactly what I was practicing with. It was very iffy and not 100% consistent. It’s probably just my execution.
Do you have anything that works at higher HSD?