Sorry to bother, but I’m rather interested on putting modok on my main team. I don’t know any of his combos though. Are the first page combos still ideal?
I’m looking for his optimal solo combos off of various hits:
j.S
Optimal hit confirm combo
And also optimal combos off of whatever other practical starters he has.
Lastly, does Modok benefit more from Jam Session, or Vajra? (I know this isn’t the team thread, sorry!!!)
Edit: do his moves have any special properties (e.g. hit low, otg, jump cancellable, dash cancellable, etc. )
Something to keep in mind with Modok is that how optimal you want to make his confirms comes down to how comfortable you are with hit stun scaling. His most optimal confirms will become a bit of a gamble depending on the quality of your execution.
My personal bnb, is a bit character specific. I have to shorten it for a few characters like arthur, raccoon, ammy and maybe one or two more that I forget off the top of my head. But it corner carries, gets near max damage, and I have little difficulty executing it. but it goes:
Off j.L or j.M:
cr.L, M, cr. H xx UF, j.M, cr. H xx UF, ADDF, S, jMM delay H, delay S, dash up(or tri dash up depending on relation to corner), cr.M xx fly, j.H xx ADDF, S, slight delay, jump H xx L blaster, ADD(F if needed), j. S.
then you are in position to pick up with your assist into wall bounce and do Modok’s combo enders.
off j. H:
you can just go right into cr.H and maybe get another hop in before the first launch.
off. j.S:
it is basically the same, but don’t try to get any extra hops like you would with a j. H starter. (the added time of the bounce gives too much HSD to try reliably) . cr.H xx UF, cr. H xx UF, ADDF, S, etc.
So yeah, my combo is not fully optimized, I know some people can perform slightly better combos. But this is the one that I have little difficulty in executing. once you get a feel for his combo progression, you can start to figure out more for yourself on how much you feel comfortable squeezing in. but before his wall bounce, you want them to go something like:
starter, ground series, cr. H hops, launch 1, air series, dash up, otg, launch 2, then either jMM, or jH xx L blaster, ADD(F), j.S being able to corner carry and end in a blaster, ADD, jS means you will be in place for any combination of assists to get your wall bounce.
There are even ways to get three launches, but again, it all comes down to your own comfort levels. Three launches is way too tight for me to do.
Got a question for MODOK players, Im using Morridan MODOK Doom, and after a corner bnb dhc into HPB I can do the shadow blade extension but when I try to do the hidden missiles one they flip out before the j.L, any ideas or different extensions I can use in that scenario?
Yeah, in that situation, HSD usually makes it impossible to do S into j.L. And unfortunately, I don’t really have any good extensions with missiles in that situation, unless you have access to both bounces, but I don’t think you can do that, since the only Morrigan extension I know after a hard knockdown uses a groundbounce. You can extend combos with HPB and missiles, but I don’t really think its worth the meter.
Starters:
Down: addf, fly, j.H, L cube, j.MH, L cube, down, j.MH, L cube, j.H, delay, adf, j.LM
Up: addf, j.H (whiffs), L bomb, j.H, L cube, j.M, fly, (j.MH, L cube, adjust)x3, j.H, delay, adf, j.LM
Side: cross up j.H, delay, L cube, j.LM, L blaster, addf, j.M, fly, j.M, delay, j.M, L cube, adjust, (j.MH, L cube, adjust)x2, j.H, delay, adf, j.LM
You can adjust your height between the (j.MH, L cube) reps. You want to position Dok so that the very bottom of the blue flame is touching the ground, or almost doing so. It’s definitely easiest getting a feel for it doing the down TAC first. The other two starters take a little more time to get used to. For the up starter and the infinite reps, you’ll typically will be moving downward when adjusting height. For the side starter, you’ll typically be moving forward and down. If you don’t hit the opponent the right way, you sometimes will want to float the opponent higher. That’s when you’ll want to throw in an extra j.M.
The infinites work on pretty much everyone except the big bodies. You’ll have to adjust for the smaller characters and the floaty or heavy characters.
What’s up LTp?? I browse the forum every day but rarely post. Convince me here! I have been trying out my cap/modok/doom team only thing is I don’t like modok second, prefer him point.
So I’m thinking of running haggar/modok/Shuma or something. Just don’t know if there is combo synergy here. Any hints u can give me on how lariat and mystic ray can extend my modok combos?
Basically you have to have the opponent land on the very top of HPB so it’ll give you enough time to otg. This is why the common ender for Mags in that team is S> delay> j.H> disruptor L> magnetic tempest> HPB. Immediately after, do 2M + hyper grav> psionic blast L and take the combo from there.
I actually lurk this place semi-regularly lol, but I don’t really have any new tech to share because college, etc. I think for your Cap team, you’ll probably want to stick with that order. I don’t like Cap second, and even more so on anchor.
You can get some pretty nice and easy extenders with lariat. You can pretty much do anything with it off of a hard knockdown in the corner. You probably can do something like (back dash, cr.M+lariat, L cube, L bomb, f.H, L bomb/cube, etc). At the very least, you can get rid of that first L bomb. Unforunately, I don’t have anything for mystic ray that I can remember.
I forgot to mention this awhile back, but when you have no assist that you can easily use to get a f.H after an OTG in the corner, you can do something like this:
With Drones: starter into cr.H, IAD j.M, cr.H, IAD j.M, S, j.MMHS, dash in, cr.M, fly, j.S, move to one character space away from the corner, f.H, L cube, call drones, f.H, M blaster, dash, jamming bomb, f.H, L blaster, snapback
This requires that you don’t use the groundbounce in your starter, but it corner carries. A combo like that is pretty good if you only have access to one assist and/or can’t easily go into assist extensions after the double air series BnB. For example, when you only have missiles, going into the combo above and using the j.L + missiles extender will do more damage than going for the double relaunch BnB where missiles OTG after the last air series (though you wouldn’t get the easy jamming bomb options).
If you reach the corner early enough, you can conserve your groundbounce and do something like this (with Jam Session): cr.M, fly, j.H, add, cr.MH, f.H, L bomb, HBR(4 bursts into L bomb), f.H, IAD j.S, f.H, L blaster, S+jam session, j.L, M blaster, addf, j.S, cr.M, L blaster, hyper
Stuff like this works well for shells where you have Dok second, like Dok/Dante, Dok/Strider, Dok/Sentinel, and the like. It’s especially nice for Dok/Drones, since that means you can get a jamming bomb into big barrier setup from most clean hits (the same combo notated above, except you swap the second [cr.H, IAD j.M] with [dash, cr.LM, L cube] and go for a big barrier after the last f.H).
Very nice stuff. :] I might implement this into my midscreen jam session conversions, to get more use out of drones than just OTGing into them for a wallbounce.
Has anyone messed around with 3C loops near the end of corner combos? I seem to be able to get 2 or 3 off regardless of HSD. Just wondering if it’s worth exploring…might be a good route for damage while saving bounces for DHC’d characters.
I also need to find a good 3C x 4~7 loop combo with missiles into jamming bomb for those incoming mixups against airdashers…
I can’t seem to do 3C loops near the end of a combo. That’s after 2 air combos into an OTG pickup with an assist.
For doing a jamming bomb with missiles, you can always do: (S+missiles, j.H, L blaster, add, j.S, L cube, L bomb, backwards wave dash, f.H, jamming bomb). That works on the whole cast. You just have to watch that you aren’t too close to the corner when you do your launcher against the big bodies, or some missiles might hit on the way up.
I want to play this team. Does it still hold up? And if so what should I start working on first? Dormmamu happens to be my best character and my Doom is solid, but I’m new to Modok.
Dok/Dorm/Doom is really solid, and it’s one of the best point Dok teams imo, alongside Dok/Doom/Strange. With Doom on missiles, you get really good damage output and easy jamming bomb combos. With Doom on beam, you still get easy jamming bomb combos, but damage goes down. I haven’t played the team in quite awhile, so I’m not sure if there are great jamming bomb combos with Dark Hole, but I think there are some decent ones. The DHCs work well enough, and you can even do HBR into Stalking Flare into meteors, though I haven’t seen anyone besides Full Schedule get those down consistently.
For starters, I’d focus on getting a feel for MODOK’s movement and tools in neutral. IADs are a must and grounded air dashes help greatly in applying pressure (I find that knowing how to buffer them after specials is good enough). Combos take a little while to figure out, but they aren’t too bad.