You’re right LTP. After realizing how easy/practical it is to land jamming bombs into barrier and the unblockable from most confirms from your vids I saw the light. I was thinking it would be good for a Phoenix team.
One thing that I think needs more attention is Dok rocks. That assist is prob the best in the game vs. Logan. Is the extension brainpipe found the only one for that assist?
How do you prevent opponents popping out after 2B when going for the optimal relaunch? Most of the time they pop out before my fly H dash down S; and even when they don’t they often popout before I can addf S. Do you have to backdash in the corner before you do it?
Unless HSD is pretty much in full effect, you’re just not doing it fast enough. As long as cr.M hits, you don’t need to backdash. Also, make sure that j.H actually hits before doing the addf, since you can air dash cancel j.H when cr.M hits before j.H hits.
Thanks. So speed is the key. Any tips on addf S after H blaster? I’ve tried the mash l trick but the game seems to register the addf input slower than the l.
I think you mean after L blaster? It mostly just takes practice. There are little things you can do to make it easier, such as making the opponent float higher relative to yourself or simply making the opponent higher above the ground. For example, (S, delay, j.MM, L blaster) gives you more leeway than doing (S, j.H, L blaster). In some cases, it is pretty much required to delay your super jump or to delay pressing buttons after the super jump to get something like (j.H, L blaster) to connect (like against heavier characters like Ammy). (j.MM) floats the opponent much higher than j.H, but it is affected more by HSD.
Hello, I just recently just picked up Modok and I was wondering how I could optimize my combo’s with him. I play him behind a Doom Shuma shell (very underrated) and I think with these assist he become a monster. What optimal combos should I be looking for, I am using missiles and mystic ray. How can I utilize both assist effectively?Also I would like to know the best combo that would lead to jamming bomb set ups.
I look forward to the responses and hopefully I can contribute soon
Best of luck learning MODOK! I don’t think Mystic Ray is going to be useful in MODOK’s combos, at least late in a combo. Here’s a few combos I do with missiles.
Full/midscreen combo
IAD j.L, cr.L, st.M, cr.H, IAD j.M, S, j.MMHS, call missiles, wave dash twice, cr.M, S, j.MMS, (missiles OTG), (dash if necessary), L bomb, (back dash from corner if necessary), f.H, L bomb, f.H, IAD j.S, f.H, H blaster
That’s something general that works from any starter, as long as you don’t extend the starter too much. If you get to the corner for the relaunch, you can do the following instead.
Corner missiles extension
S+missiles, j.H, L blaster, add, j.S, land, L cube, (L bomb)x2, back dash, f.H, L bomb, f.H, IAD j.S, f.H, H blaster
When the missiles OTG in either of these combos, you can also do a jamming bomb instead into pretty much anything (f.H or snapback, etc). Here are some more examples:
(in corner): missiles OTG, L bomb, back dash, f.H, jamming bomb, into (st.M, snapback) or S, j.L, L blaster (opponent techs during L blaster and blaster catches all techs… don’t use if opponent has anti air assist)
(in corner): S+missiles, j.H, L blaster, add, j.S, L cube, jamming bomb, back dash, f.H, L bomb, IAD j.S, pause, f.H, big barrier into reset
If you can only use missiles and looking for damage, something like the following is pretty good.
IAD j.L, cr.L, st.M, (cr.H, IAD j.M)x2, dash, cr.LM, L cube, S, j.MMHS, dash in, cr.M, fly, j.S, f.H, L bomb, call missiles, f.H, jump, addf, S, j.L, (missiles hit), M bomb, L blaster, add, j.S, cr.M, L blaster
For the (IAD j.S, f.H, H blaster) ender, note that this only works in the corner and if you input the sequence reasonably quickly, but it’s certainly not difficult. It doesn’t work on the smaller characters however. Also, if you really want more damage out of it, you can do (IAD j.S, L bomb, f.H, M blaster). This works on everyone and is practical, but it involves much tighter links.
There’s also stuff you can do with missiles and HPB, but it’s usually a waste of meter. HPB starts doing more damage than HBR at level 4 (4 cubes). If you want to use up cubes for HPB, here’s a couple of ways to go about it.
HPB ender (any level)
(in corner) IAD j.S, f.H, M blaster, HPB, cr.M, L blaster
HPB ender with missiles (any level)
(in corner after knockdown) back dash, cr.M + missiles, HPB, etc
HPB ender (level 3 and level 5+)
(in corner after knockdown) cr.M, L blaster, HPB, cr.M, L blaster
Note for that last HPB ender that getting the cr.M after HPB is generally easier the higher the level is.
Hey guys! It has been a while for me, I kind of retired from Marvel back in the spring. I had a bit of an itch to play again lately though and decided to think about a new team. Was thinking Dok/Sent(drones)/Doom(beam). Basically gives me plasma beam, which is my favorite assist, and Drones for additional lockdown and comboability. I am putting Sent second for specific utility. First, it gives me an easy happy birthday DHC off a beam. Second, it gives me hard drive to avoid the incoming mixup if Dok dies. Then I can just DHC or raw tag to Doom and play Doom with drones which is a tried and true duo.
One thing seems problematic with this team though, the timing to do a full combo with beam and extended into drones is really tight in the way that I typically want to do it. Does anyone have any good combos with these two assists? I have been out of the loop for quite a while and I assume I am overlooking something.
my current combo is:
ground series, launch, relauch, backdash, cr.M + Plasma beam xx beam, F+ H xx L bomb, Drones, F+ H xx M beam, dash, L bomb, L bomb, F+H xx M beam xx hyper.
This combo is doable, but it gets way too tight for me to consider consistent. Drones basically becomes available at a near frame perfect timing after using beam to get the wallbounce.
Hey that’s the exact team I’ve been using since beginning to learn DOK a few months back. Personally I think it’s the best DOK team for the current meta if you use beam +drones with the team. Crazy ground control if you put up a barrier with drones.
And ironically I’ve been having problems with the bnb too. I use the same except I do LTP’s extension of plasma extension then 6h L bomb 6H IAD S 6H drones l blaster standing m 2 l bombs 6H m or h blaster super.
Honestly I usually miss the IAD S but even when I connect they pop out of the 2 l bombs. However this version doesn’t have the frame perfect assist call issue of your bnb. My personal execution issues may be the only issue with this version of the combo.
Hey, by chance is there video of this drones extension? I’ll take a look at LTP’s channel.
I honestly am not big on playing sentinel, but I’ve always liked Drones. This team order really adds a lot of functionality, and helps circumvent the bullshit incoming mixups that made me feel like quitting back in April/May. My Mag/Dok/Doom team is still my favorite team in terms of characters that I like to play, but having just plasma beam, or just missiles for Dok can be problematic (since my other assist is hyper grav). He really excels when he can get some prolonged lockdown, and I have to play more constant hit and run with just beam, or more straight up zoning with just missiles. Plus after all the experimenting with teams and assists, Plasma beam is unquestionably my favorite assist for Dok overall. So it was either add Jam session, Drones, or cold star, and Sent’s hard drive escape and the extra combo options that drones provide felt like the best option for me. And I don’t care for playing point Doom even though I’ve done it for so long, but Doom with Drones is a whole different beast.
Not sure how much tech I’ll be doing as I’ve been quite busy lately, but I figured this team might help me rekindle some interest in the game. I still feel like I left a lot unlearned with Dok and never played him to maximum potential… or even near 50% potential really.
After trying that out a bit, I think I got that combo down. That really helps. I was worried there for a second that I’d have to learn my super tight timing combo, or just go for risky resets. I think this combo can easily setup an jamming bomb into air tech into the big barrier as well =D
Glad you got the combo down. What are you doing to consistently land the IAD S? For some reason I’m whiffing the S more often than not.
Since you landed the combo you probably don’t need the video anymore but LTPs general DOK bnb video showcases the extension as well as the jamming bomb big barrier setup you correctly deduced as being easy. Also remember that you can get a jamming bomb off plasma beam without too much trouble.
And honestly I think Sentinel is a useful character these days–especially for DOK. You mentioned the strong incoming options but he also has that crossover counter. With Zero unblockables and people just rushing Dok down non stop in general that’s an invaluable tool. And drones is really useful vs. ground based derp characters like Spencer,Wolverine, and Wesker IMO.
Haha! I was actually just talking with my Zero playing friend last night about Sent also giving Dok the CC into hard drive has a get off me that he sorely needs. (I always thought Quantum Omega’s Chris CC was quite clever for Dok) But my friend was like, that is probably less useful than you think… to which I disagreed.
And yeah, when i do still play, I practice most against our Zero player (Tsumuji), and Angelic. And in particular, Angelic’s team always required that I ran beam to try to keep Shuma assist off the map. Missiles get wrecked by Mystic Ray. But when I ran Mag/Dok/Sent for a bit, I found drones to be super useful as well against wolv/spencer or nova. I just always felt that Drones only were a bit too slow for a lot of situations, or Sent was too easy to hit and make them disappear. Where Plasma beam makes Doom difficult to even touch, and can act like a get off me. Not to mention it will counter call other assists that would normally hit Sent. So I feel like this team gives a lot of best of both world’s assist-wise. I enjoy being able to pick and choose based on the scenario. Ideally, I wish I could squeeze Mag in there, but I will likely just find myself alternating point characters for fun instead.
Also yeah, plasma beam gives easy jamming bomb combos, but I sort of cut bombs out of my play if I can’t have the option for an air tech into a big barrier. Unless there is a scary anchor to snap in, I always try to just use plasma beam for a protected unlbockable/airthrow reset whenever possible. I don’t trust other jamming bomb resets at all compared to that reset. But if I can force an air tech into a big barrier, then bombs are back =D
oh, and to land the IAD jS… I dunno really, I guess I am just used to it. A lot of it depends on sight from when you hit the f+H. If you do it high, you will have to delay a bit, but not too long or they will tech. If you do it low, you will need to do it quicker to hit them in time before they touch the ground. So yeah, largely it is dependent on when you hit he f + H. I still drop it from time to time myself. My execution is rather poor, I still will often get a beam when I want a bomb, or a bomb when I want a beam after cancelling a F+H.
**edit: just now after seeing the video of this combo, I realize I am doing a slightly different one. I was doing the sM variation. I thought you were just talking about the IAD into ground bounce, and whiffing the j.S.
** edit 2: After trying out that variation, I find it doable, but hard. My best guess is that to do it consistently, you need to delay the S an almost uncomfortable amount of time. it looks like they are going to drop, but then they don’t.
Maybe I’m remembering the combo in the video incorrectly but I am doing IAD S. To be specific: plasma relaunch, 6H, l bomb, 6H, IAD S, 6H + drones, light blaster, standing M, 2 l bombs, 6H, M/H blaster depending on opponent’s size, HBR/HPB ender.
I have more trouble with DOK combos than I do with Magneto or Viper combos. His combos are difficult in a very unique way to me. They often involve very precise timing rather than special techniques like plinking (which I’m more accustomed to). Hopefully with time I’ll get better with them.
Where LTP does and S and cancels into super jump to connect the drones. my last edit was in regard’s to the combo in that video.
If you are just talking about how to not whiff the ground bounce jump S after your IAD forward, then it has to do with how high they are when you hit them with F+ H like I said earlier. This can vary some depending on the opponent’s character size. but if they are too high, you’ll whiff under them without the delay, if they are too low, they’ll hit the ground first.
And yeah, Dok isn’t the easiest =/
Also, do you have any good incoming setups with drones. It has been too long since I’ve used them with Dok, I don’t recall any particularly strong ones that are consistent.
Yeah I was talking about not whiffing the jump IAD into S combo. Honestly, I just started seriously using stick in August so I will probably just have to grind it out. Kinda annoying though. I also need to get plinking down. I saw someone plinking with MODOK during a button check and it was unreal how fast he is. Honestly, he didn’t look much slower than Magneto.
As far as incoming I honestly just planned to rely on LTP’s strong plasma beam + meaty cube setups that you can see in his Dok/Dante/Doom video. Other than that I could see a similar thing working with drones (i.e. 2M + drones, meaty m cube or maybe a meaty 3H followup depending on opponent’s reaction to m cube).
Ah right, I do a similar beam mixup on incoming. Though I often prefer to just do a cross up 50/50 with beam instead, as I tend to botch getting them to land for an unblockable, or I react incorrectly to a pushblock, etc. Just do call assist + Air Dash Up, and then body attack up-forward. Or Air Dash Up, call beam, and then body attack up-forward. I honestly forget which way you block, but one is a cross up and the other is a fake cross up. The assist will not really be visible on screen, and the timing is super hard to tell based on the call sound whether you called it as you dashed up, or after you dashed up. This setup can leave Dok a bit in danger on the way down though if they block correctly. Normally I just come down with an Air S to get a ground bounce confirm, and people will wait for that S to x factor and punish. But its a solid 50/50 that is really easy to perform.
And yeah good luck learning stick. I prefer them to pads solely because they put less stress on my fingers after long hours of playing, but they can take a while to transition to. You’ll probably just have to grind out that part of the combo, it will come with time for sure, so no worries. As for his plink dashes, they are quite fast, I often get a barrier with pink dashing back on accident, but I also map an extra L button for plinking with L into MH for certain things (Doom air plink dashes mostly) and that helps with Dok’s plink dashes as well, you just lose out on the H into LM throw option select. Keep in mind though, Dok’s got that big body, so even though he can move fast, he still can’t get around things the way Mag can.
So I’m getting more consistent with the IAD S but the opponent is popping out of the light bombs after drones connect. I thought bombs always caused a spinning knockdown. Any tips?
Hey been a bit. I haven’t had much time to play marvel at all, so I haven’t made much progress with the team myself. Last weekend Angelic ran a pretty big tournament by our standards. Had A lot of socal guys come out, along with some New Mexico and Vegas players. I think Cloud won it if I recall. I didn’t enter the tournament myself, but I got to play some casuals with people.
I did get the chance to chat with Hitbox Dustin some about the Dok/Sent/Doom team. I didn’t get a chance to play him, and I wound up leaving pretty early to get schoolwork done. (apprently people were playing way into the morning at Angelics house.) Anyway. He mentioned he had messed with this team some and had some combos, and today I saw this video pop up in my youtube feed. So you might enjoy it.
Glad you are getting more consistent. I noticed I get the same problem at times. I want to say you are comboing the bomb right before the last drone hits. The bombs do cause soft knockdown, so they will spin until they hit the ground. if I do the bomb too early, they will pop up, and get hit by the drone and then pop out. Since I can’t see exactly what you are doing I have to guess that would be where it is going wrong.