After a DHC Glitch whats the best combo to use with MODOK? I guess I should get the c.M in IAD loops, I tried it but maybe I’m too slow?
@Ryuga: Check out Caveman’s MODOK channel. Generally, MODOK relaunch combos are more reliable than cube loops. In fact, if you have the right assists you can do relaunch combos INTO a cube loop. With my team, I can do a relaunch combo into Iron man’s Repulsar blast assist into a cube loop and deal 900K+ damage with 2 supers from anywhere on the screen. The execution level is steep, but if you’re planning to stick to MODOK, it’s necessary.
@WorstPlayer: the grab combos that Caveman has in his channel can be applied directly to MODOK’s DHC glitch combos.
Thank you very much Shinquickman. Guess it might be time to learn Ironman then haha. I’ll be sure to try and learn this stuff.
EDIT: This was exactly what I was looking for, can’t thank you enough.
Nah, don’t thank me. Thank Caveman. He’s the the guy who pieced together the MODOK technology after all.
Just in case anyone doesn’t know, if you’re using a point char w/ MODOK on deck, and your point doesn’t have a DHC trick, try to at least get a super that DHCs well with Hyper Psionic Blaster. The higher the super gets your opponent before the DHC, the better. The goal is to try to hit Hyper Psionic Blaster as late as possible. This way you can continue a combo after Hyper Psionic Blaster as long as you have a decent assist. I can land 950K+ with Ironman DHC to MODOK with no DHC tricks involved and with BNBs only just because I can follow up after Hyper Psionic Blaster.
After the DHC glitch, imo, its best to take inspiration from Nos’s combos and adapt them to whatever team you are running. I think there is no concrete combo to just give someone with modok for his big big damage, he relies on assists, and generally thats different for each player.
Eg. My Mags/MODOK/Tron TOD below. When i first started making it i watched Nos’s combos for inspiration. Id never seen air beam air dash S, or f.H IAD S without wall bounce and they worked well in my combo.
[media=youtube]C2gE6ZeFbA4[/media]
Good stuff, I’m over a mill with the DHC glitch now. Awesome. Gotta tweak the team a bit and if I have time I’ll post up.
MODOK can in fact start the DHC glitch with K.I., but it’s a little random. You have to wait as late as possible to otg them off the ground with the followup character.
I play a wierd assed team of Deadpool/MODOK/Dorm, I start it with Deadpool.
Ideally, DeadPool…
j.S, c.l, c.m, c.h, S, j.m, j.m, j.h, j.s > H. Katanarama > Balloonbomb > Katanarama Chimichanga > Happy Trigger > Black Hole > Happy Trigger XX Cutting Time, DHC Glitch C. M into instant airdash loops and death.
It’s a little tight but kills pretty good.
Is 6 cubes in a solo combo good? I have no idea about MODOK.
kinda dead here… so here’s me thinking out loud:
I’m trying to find the perfect “combo assist” for MODOK, someone I can use after the relaunches to start the corner bombs/blasters mess. Cap is normally what I use for that now, but I’ve been trying to find better ones, and it turns out that only a select few can meet the criteria (not affected by hitstun decay, quick enough to combo, allows me to combo into wallbounce, exits fast enough to let me call my other assist, bonus if I can incorporate cubes, etc)
These few seem awesome for it:
Magneto - hypergrav
Wesker - jaguar knee
Dante - jam session
…that’s a pretty buff team! Coincidence? :looney:
Dante jam session seems to take the cake though… Soooooooo unbelievably good for MODOK combos. I guess I’ll have to learn how to use the the cocky douchebag after all? Christ, that’s gonna take forever… lol
…and yes Jamheald, 6 cubes solo is great!
I use Wesker gunshot assist, mainly because you can easily hit jamming bombs midscreen (and my point character is Dorm at the beginning). But yes, Jaguar Knee is amazing for huge corner combos.
If anybody is consider on how MODOK does starts the DHC glitch trick…
@3:50 in this video.
@ Nos: Wow!
Anyways here are my BnBs for MODOK, really easy to do:
:u::s::qcb::l::d::h::f::h::uf:(AD:df:):qcb::l::s:Superjump :h::s::d::qcb::l: XX Hyper Battering Ram.
Damage: 630k -660k varies on the mashes you get from the hyper battering ram.
Cubes: 3
:u::s::qcb::l::d::h::f::h::uf:(AD:df:):qcb::l::s:Superjump :h::s::d::qcb::l: XX Hyper Psionic Blaster :d::qcb::l: XX Hyper Battering Ram.
Damage: 800k
Cubes: 1
You can also start the combo off of a superjumped :dp::h: (Homing Bomb) which makes is pretty safe if the opponent is below you. You just have to drop at the right time for the bomb to hit the opponent after you ground bounce him with the SJ. S.
What’s the best way to utilize Jaguar knee in combos to add cubes?
Edit: does cold star work well for MODOK? I’m thinking of using ammy instead.
(Corner only) MODOK with Super Skrull (tenderizer assist) do a basic launch combo>air S >call skrull>slime otg> lp analyze cube>jamming ball.
After this i normally go for air S and repeat the combo till they block in the right direction (or till they die).
Can anyone tell me the directional inputs for maximizing the damage for HBR? I just started picking him up, and he’s a lot of fun to play.
Honestly you can just watch the numbers and mash casually, when the numbers stop make sure you start pressing immediately. Frankly you can practically press buttons all of 6 times and get max damage if you push the buttons until you see the counter stop. Wild mashing can get unpredictable results.
I meant to set it up so you can dhc after somewhere near the ground. I know you can mash it and get it that way. I want to know how to do it like in this vid:
EDIT: nvm, figured it out…
I haven’t really been playing much lately, but I did stumble across a way to HBR loop against the smaller characters in the corner. It’s basically the same as the normal loop, but do a towards battering ram instead of down-towards ram for the last ram.
For midscreen, I find that [hyper battering ram, down-torwards ram (crossup), down ram, down ram (hits late), down-towards ram]xN works on all the standard characters if you want to keep looping rams midscreen.
After all ram loops you can end with a reset jab or something too, if you want to sacrifice the full hits HBR for the reset.
Have you guys been toying with this at all? It seems like there could be a lot of other sequences too… just as long as you end with a late ram close to the ground you’re good to go. The only tricky part is timing the rams, as the startup animation of each ram can vary (and hit different areas) depending on how he is oriented from the previous ram… You’ll still get the same direction ram, but he may turn into it from the bottom instead of the top, and you’ll whiff, etc. Gotta take that into account (take advantage of it even?)
I have been trying to do HBR myself, but I’m just having trouble getting it to work with smaller characters in corners.