I have narrowed my character investment for ultimate to
doom
captain america
phoenix wright
dr strange
i’m very comfortable with captain america and doom but i just have trouble grasping how i should be playing with modok. liek i dont understand how i should be opening my opponents up and what my main objectives per combo are. And i can’t wave dash for shit. midscreen if i do f+h wall bounce thingy into H-cube, i almost always whiff the follow up dash/launcher if not in corner. It is mistakes like that which really make me feel that I’m missing some integral secrets of movement with teh character. if there was a fairly simple bnb with my assists that i could use midscreen and one in the corner, it would be a good stepping stone for me. obviously i should just go and experiement for myself but i’m jsut not that smart lol. i really dont’ know how you gusy are doing shit like casting 3 light cubes while calling a shield slash assist or whatver (not sure if u are doing flight mode right off the ground etc)
also this goes out to all MODOK players on 360:
If you guys have any time to get some games I really would like some. I mean I can post vids of my modok but my dazzle is terrible at getting decent youtube quality. I just need some critique
XBOX Live: I WorstPlayerI
but honestly I’m so horrible online you’d think I couldn’t do anything but BBCS series with MODOK.
Seriously simplest stuff I just can’t do online : /
Don’t know who else tried this but on crouchers, well standard crouchers, j.h overhead dash cancel forward crosses up over them.There’s probably some shenanigans there…but if you cross up with baby kicks you can get them to hit as a cross up, i was trying on captain america but I’m not the greatest modok player but I don’t know if you can combo from it, it seems too far to combo into cr.jab and it doesnt always hit either.
GOOD NEWS! Don’t know if anyone has found this yet but in the corner it’s insanely easy to combo into jamming bomb with most assists and your wallbounce, im sure phoenix wright press the witness is in that category,as is eye of agamotto,peekaboo,doom beam,doom rocks or just alot of assists in general
Combo into jamming bomb off of your groundbounce can be done anywhere but it’s much harder to time depending on the assist. Doomrocks still works in the corner after a hard knockdown but it’s much harder to do i find
while i’m not 100% certain this is the case, i found some issues with HBR air x factor into another HBR. seems that it doesn’t work? if you get the full hits from the first HBR, none will come out during the second. half hits from first HBR means you get the second half from the second HBR. no idea if this has been discussed before, but it seems to be the case. you guys want to help me look into it?
yeah, five total button presses/boosts during HBR, i can do two during the first, x factor, three during the second.
i’m probably just spouting some stuff now, but you CAN do normals after x factor after a full HBR. got an on ground combo (no floor bounce from j S) into otg slime into HBR, air x factor, air dash forward j S, otg slime into another hbr.
Kinda late on this… but I just tested this again in Vanilla (The brady games guides showing air H as going from 13 startup to 16) because I’m testing Sentinel stuff, and it turns out that the vanilla guide had the wrong startup value. It’s actually 15 startup in Vanilla.
Prejump is also exactly the same from Vanilla to Ultimate.
Hey guys, I’m in the same boat as kensanity. Just started playing MODOK but having some trouble with him. Trying to read through the thread here. I’m starting out by playing a keepaway heavy MODOK while learning to use his movement. Mostly L blasters and air runaway mines/blaster with assists. I’ve been trying to hit confirm air mines into dash j.S but I don’t know what my combos should be. Can you guys recommend good reliable BnB’s for after j.H both at ground level and high up? Not looking for super complicated, just something basic and reliable for no until I get the hang of him. Simple Jamming bomb combos would be appreciated too.
I’m still deciding on my team. I start out Nemesis as my point and was putting MODOK in 2nd to keepaway and battery, but I haven’t found an anchor yet. I’ve been using Cap shield slash but I think I need a better anchor. I was thinking about Sent, as he helps out Nemesis quite a bit and MODOK as well as being a solid anchor. Also possibly Dorm, I believe his pillar could help keep MDOK safe and annoying at SJ height. Thoughts?
If you don’t mind playing Sent, I would use him. Sentinel gets the job done as an anchor, and he has what is probably the best assist for either MODOK or Nemesis.
Also, Nos, I think I’m going to just start using your team. Vergil/MODOK/Dormammu is my secondary, but yours is just too good.
Ok… sort of late again with this I guess, but I was doing a little bit of testing… and I can’t find any evidence of cubes being buffed at all from vanilla. (the better frame advantage on block buff).
Sounds weird I know, but I went back into Vanilla, and try to punish a point blank blocked cube (which was supposed to be -5) and I couldn’t. Tried with Ryu 3-frame DP = MODOK could block. Tried with throw = MODOK could jump out.
So, from Vanilla to Ultimate :
Flight is exactly the same ?
Cubes are exactly the same ?
Can anyone confirm/deny? This also really makes me wonder about the other supposed buffs… The s.jab nerf, was it really that way all along? etc.
Also, I don’t know if you guys noticed, but air HBR was also nerfed in Ultimate. Thankfully I never do air HBR (only by accident) but now in Ultimate you get one less repetition if you do it in the air.
Wow, that’s interesting. Another thing I’ve noticed is that all of his normals cannot be kara-canceled immediately, just certain ones. This limits the application of flight blocking quite a bit. Not sure if it was the same in vanilla.
^ I believe it’s the same way in Vanilla (at least from what I noticed when fooling around with flight-blocking back in Vanilla).
Even more interesting however, is that I believe (if I’m remembering correctly) they can still be kara-cancelled into body attack during the can’t-be-cancelled-into-flight moments. Apparently it’s selective cancelling?
I really have no idea why they would put that restriction on his normals… shrug
I think there’s a mention of a nerf to S-Barrier, in that it lost 4 active frames in the transition to Ultimate. I wonder if there’s anything else mentioned in there?
Anyone want to practice their japanese translating?
Jesus this is some real MODOK love with this depth of research. Anyway I plugged in a bunch of the forum messages on google translate. I translated some that I understood. Just copy and paste into the google translate boxes. From what I’ve gathered I think they’re talking about someone’s match using modok and them criticizing his performance along with Modok changes. It would be cool to see that video. I feel like some kind of detective
message 7) I also go with JS. After the guy, just not fast until you move from the usual flight. Can be flown from the ground from an altitude dash (should not be normal). I think it was interesting to be able to attack more variety.
JS low altitude dash 6> canceled flight> JS> is empty 6> JS> is empty 6> JS> is empty 3> like 2C.
Later, I’m only feature he can cancel the attack is empty
Is empty can be disabled in the attack advertisements.
**message 12)**MAX is also non-2M Did 繋Garanaku hyper blaster P
**message 15)**The raccoon can be covered by the barrier to assist out slow, but I just wanted to go with a combo of taste and this should accept it even if there were hits unexpectedly … You think may have found a \ Modokku and new possibilities of Raccoon, w whether it was neither unexpected
(batmanuel: thinking about it now, raccoon does get good barrier coverage because of his height)
**message 20)**I compared with the previous work the duration of the barrier from Mook arrived.
Previous work
4H 122F
4S 184F
This work
4H 122F
4S 180F
4F has been sustained in that short.
When I first saw you also feel like it was shorter.
I think there is little affected, there was no such thing … apart from a shorter
**message 21)**I’m doing it for ten thousand 45-50 Nogeji tightened tighten the jam combo and then bomb the Sukuraru Tendaashi
Kore no longer stable and lost in the middle of the pond Did album.
I would not do something similar that can assist in the character of something other.
A strong tea guy’m always stopped by tightening the jam.
(batmanuel: ??? maybe they’re talking about jamming bomb being really good)