(cr.M, L cube, S) does work as a relaunch on all characters, provided that your starter is minimal. I just tested it out on all characters. It’s slightly harder to do on heavier characters, but as long as you relaunch as quick as possible after a hard knockdown, it’s pretty consistent.
It’s a nice option to get a cube in before going into assist extensions without throwing it into your starter, which generally forces you to use the (cr.M, fly, j.H, add, j.S) relaunch if you’re going for the double air series BnB. One useful thing you can do with it when you have hidden missiles is that it always gives you the option to go for a jamming bomb into big barrier reset off a grounded throw, no matter where you are on screen.
(Fullscreen variant): grounded throw, dash in, cr.M, L cube, cr.LS, j.MHS, dash, cr.M + missiles, L cube, S, j.MMS, (dash if needed), jamming bomb, f.H, jump, addb, f.H, IAD j.S, f.H, big barrier
On another note, I’ve been taking a page out of Hitbox Dustin’s book and have tried coming up with stronger unblockable oki options in the corner for the opponent on wakeup after a hard knockdown. As a reminder, his setup was (HKD, back dash, cr.M, j.H, adf, j.L, etc). For neutral and back techs, cr.M would hit meaty, letting you go for the overhead right afterward. Note that you are able to dash cancel j.H even if j.H whiffs as long as cr.M hits. It’s a rather bizarre property that has messed up my combos more than once, but it’s good to see that it has at least one good application… I wonder if there is more we can do with it? Anyway, when the opponent forward techs, j.H hits meaty this time, and the (adf, j.L) pushes the opponent into the low.
From there, I ended up finding a couple of setups, one of which is pretty general. The setup is (HKD, back dash, cr.M, fly, addb, cr.M, fly, IAD j.L/M). The timing is a bit tricky, but if you get it right, the first cr.M will catch neutral and back techs and the second cr.M will catch forward techs. Against characters that can’t crouch under IAD j.M, this means you can pretty much setup a solo unblockable. It’s something I need to look into more, but I believe the number of characters that can crouch under IAD j.M may increase if they crouch but don’t block (they flinch, causing them to duck). At any rate, throwing in a beam assist certainly helps for confirms/pressure and can let you use j.L instead.
This one is more specific, but much easier to pull off. It uses Strange’s Eye assist, but there’s probably similar stuff you can try with other lockdown assists. The setup goes as follows: (HKD, back dash, cr.M + Eye, fly, IAD j.L). For neutral and back techs, you get an unblockable. For forward techs, they land in the Eye, letting you get a mixup in or go for a point-blank unblockable, if the opponent is susceptible to one.
That’s all I got for now. Here’s just a couple of things I want to look into/follow up on.
check that meaty cr.M after a HKD prevents raw tags on wakeup (I forget if it does)
find assist based unblockable oki setups that punish the wakeup raw tag option
find more sophisticated oki options after a HPB hits full/midscreen (I usually just wave dash twice, cr.M, IAD j.L, or something like that)
Being able to whiff-cancel normals due to something else hitting is not exclusive to Modok (not that you suggested so, just adding some info in case you weren’t aware)
IIRC, something like Multi-Lock hitting allows Dante to Bold-cancel a whiffed Stinger, etc.
But uh, I don’t have anything to add about Modok so I’m just gonna steal all your stuff instead, cheers
Edit: Actually I lied, I posted this in the other topic asking for Vajra help but might as well put it here too. Optimal (?) Vajra extension if you have the groundbounce available, rather than doing j.S > L Bomb > s.S + Vajra > j.L > ADD j.S:
j.S > immediate f.H > Vajra > Blaster L > s.S > slightly delayed jump-cancel Cube L (should not hit before they’re in hard knockdown) > c.M > Blaster L > hyper
My team is gonna be weird lol, but I’m trying to make Jill/Modok work and strider might be just what I need. They both have infinites so it works out okay between those two. I also like Modok and Shuma together.
I think you are better off doing Modok/Jill/x. Jill has an invincible cross over counter assist right? also you can do Killer illumination into jill’s gun hyper and x factor for a kill. Though I guess that works the other way around a little bit as well, Guns into HPB x factor.
Yeah it works pretty good either way, I start Modok for characters Jill has problems against, like hulk. I just zone him. Do you guys think strider assist will help Modok with the Dorm match up? Sure you could zone him with H cube, but if he push blocks wouldn’t you be back across the screen all over again with pillars and chaotic flame to deal with. He seems like a tough match up for Doks, I see a lot of Dok users lose this one.
You can’t zone Dorm particularly well, I don’t think. You need to play aggressively. Strider doesn’t really help you play aggressively against him. I think your Cold Star team would work better.
If he starts Dorm, you shouldn’t have an excuse for not getting in his face immediately unless he has Lariat. If he doesn’t, you need to make sure your pressure on incoming is good. Dorm has a big body and meh ground throws with slow normals, he fares poorly against strong rushdown.
Got my own question though. Any tips on the df.H + Missiles > HBR incoming setup (or is the HPB one better beyond easier confirms if it hits? I’m unsure)? Like what to do if they pushblock, or on hit? If they just block, it’s beautiful with Jam Session available, similar to the Missiles and Cold Star setup, but I’ll outline it for anyone who hasn’t seen it. You can wait until the Missiles are almost done, then do: c.H+Jam > jump ADDF. If it hits, confirm with the following, building more than a bar:
sj.MS > ADD j.H > s.S > j.MM > Blaster L > ADD j.H > s.S+Missiles > j.H > Blaster L > ADD j.S > Cube L > Bomb L > dash back > f.H > Jam or finish however
If it’s blocked, or pushblocked, very slight adjustments will put you in perfect range for an unblockable (usually slime in front if they pushblock, slime behind if they don’t; they have to be crouching if they blocked the initial c.H of course) or you can continue to mix up normally.
Strider gives you a crossover counter x factor against dorm. I used to do it to Angelic all the time to punish pillar or chaotic flame. Otherwise, I found if i messed that up, I’d often lose the match, you can’t really Zone Dorm all that well because of how he can control all the space Dok want’s to zone from. Blaster xx HPB x factor helps a lot. I also just like having plasma beam assist, so that helps me move forward against Dorm a lot.
Personally, I’m not a big fan of that setup. It costs a meter and its weak against pushblock. You can definitely get something on HBR hit, but it’s been a long time since I’ve tried it out and I don’t remember the confirm. But whatever you do, I don’t recommend using HPB. It’s easy to get punished, since timing it just right is really difficult.
Yeah, I can see some drawbacks. But still, a lot of people are unfamiliar with Modok, and I’m finding it reasonably successful so far. Definitely not something to rely on tho. Thanks for the tip on HPB.
Jam Extensions:
hard knockdown > c.M + Jam > Blaster L > SJ toward > j.S > ADDB whiff j.H > f.H > Bomb L > f.H > Blaster M
(this is sort of tight, depending on starter) hard knockdown > backdash + Jam > c.M > Cube L > f.H > Bomb L > f.H > jump > ADF > j.S > f.H > Blaster H or M
s.S + Jam > happy feet > Bomb M (optional, tighter, works midscreen without followup Blaster) > Blaster L (M if you skipped Bomb) > ADD/ADDF j.S
after groundbounce in corner: f.H + Jam > slight delay > Jamming Bomb
For that particular extension, you can switch L cube with M cube. I took that from ProzacStylings (sp?), and it gives you a little more hitstun to work with against many characters, since Jam Session can push the opponent into the cube after the last hit.
Another extension: air L blaster, add(f), j.S, call jam session, cr.M, jamming bomb/H bomb
To do the (cr.M, jamming/H bomb) part, I do the following motion: 62M3S
Dok with Doom rocks can work. He gets some combo extensions from it, but I’ve never really messed with it beyond that, mainly because his other two assists always seem to be better for any Dok/Doom team. I’m not really familiar with Jill or Dok/Jill synergy, so I can’t say much about that team, but it looks like it could be in trouble if Dok goes down. Jill/Strange seems like it doesn’t have a consistent source of damage (though you can setup the FoF loops in the corner without a TAC, I believe?) and looks free to incoming mixups. The team lacks a nice air control assist too. You have good DHCs out if Dok is hurting though.