That is certainly some good info to keep in mind. Thanks!

Getting the Anchor in, in general is a good idea. Even if you can’t kill him, you put your opponent in a desperate situation as to get him out asap. Usually they will want to tag in the 2nd guy being that he’s not the one thats jammed. Which still messes them up being that if they want to save their 2nd character, they can’t by DHCing unless they know how specifically to do that with jammed controls. Which is a mindfuck if you are unaware. By the time they get back to their original order, so much damage could have potentially been done to their team and mind that the rest of the match is usually cake due to their frustration. If anything it makes them go hard at modok the next round and this open’s them up to make stupid mistakes or better, burning X-factor just to kill him lol. Just way more advantages than a simple reset where they didn’t even know the were jammed. You want them to know it and fear it!

The guy in the back is also usually a good assist… tatsu, vajra, missiles, etc. Put the point character on the back-burner, and have a go at the assist character. It can really cripple their team.

Jamming a whole team is fun too. :slight_smile:

Since we’re talking about Jamming folks…I have a question.

Say my opponent is down to two characters. I hit character A with a jamming bomb, and snap him out for character B. Now, if character B does a super and tries to DHC back to character A, does he have to input the super input in reverse direction to DHC properly, or will it stay normal? I’m new to MODOK so I’m just thinking that if they DO have to do the DHC motion backwards, that’s just another way for them to accidentally screw up. Someone trying to DHC to Photon Array and getting Blender instead sounds juicy.

They do have to do the motions completely reversed, so a :qcf: (236) DHC would turn into a magnetic blast motion (874). :qcb: (214) would turn into the other magnetic blast motion (896) and :dp: (623) would turn into (487).

Thanks for the speedy reply! And also, thanks a lot for your MODOK guide! Seriously, best character guide I’ve read for any game on this site! (Karsticle’s Dormammu thread is the only other that comes close, that I’ve seen anyway)

I feel kinda bad for shamelessly stealing so much info that you put in there, but reading the MODOK 101 tutorial in general gives me a much larger understanding of how to play MODOK, and for that I thank you, sir!

http://cdn.memegenerator.net/instances/400x/24349227.jpg

Thanks and you’re welcome! :slight_smile: It’s always nice to have more people playing the character.

Can someone give me the most basic (hard to drop) jamming bomb combo I can do with Doom plasma beam and Phoenix tk overdrive? I don’t even care about getting much damage and I don’t want to use a super. Just something reliable for a casual player.

I don’t think you can get much off of those assists for jamming bombs, but I’m not that sure. If there is, it’s definitely corner only. In the corner, something like this might work if the opponent is high enough when you high f+H: after a knockdown: back dash, cr.M and TK overdrive, f+H, jamming bomb. Finding a way to do a st.H, f+H, jamming bomb in the corner after a small combo in the corner works.

Switch to missile bro, and voila! Jamming bomb combos and twice the derp!

Thanks you two. I think I will end up switching to missiles as much as I like plasma beam (people get hit by it like crazy when you play MODOK because of how quick it is and how much they chase you down while you’re flying; they forget about the assist since you’re in the air lol).

So I don’t have to ask this repeatedly, is the basic principle behind comboing jamming bombs: combo ending in knockdown, otg, assist, forward Hard and then jamming bomb? So what would a missiles jamming bomb combo look like?

Connecting jamming bombs are really something that you need to be a bit more creative with, since getting them in are assist dependent and can be impossible given certain assists. You are able to get a jamming bomb to connect in the corner off a wallbounce (f+H, jamming bomb) IF you hit f+H when the opponent is high enough off the ground. Many assists after a knockdown don’t let you get a jamming bomb since many don’t float the opponent high enough. This is a general formula for getting in a jamming bomb in the corner with 2 assists after a knockdown in the corner: back dash, cr.M and A1, L blaster, f+H, L cube (for jamming bomb), f+H, jump, adf, j.S, f+H and A2, jamming bomb. Throw in blasters, bombs, cubes, or remove/replace certain parts and the timing of your assists to see if you find something that works. I’ll see what I can find with plasma beam and TK overdrive in the near future :slight_smile:

As for a jamming bomb combo with missiles, it usually looks something like an air series, land, call missiles, dash in, relaunch, j.MMS, dash, jamming bomb. This requires that you have a cube already stocked, but it works anywhere. A similar variation midscreen is: starter/cube gain, f+H, jump, adf and call missiles, j.H (whiffs), dash, S, j.MMS, dash, jamming bomb.

The video below shows a few ideas derived from the above paragraphs, specifically at 2:00-2:22. Know that in these cases, if you have a cube built, you can just do a jamming bomb right away when the missiles OTG.
[media=youtube]a44PO8QTTFM[/media]

I found a jamming bomb combo that works anywhere with TK overdrive :). You can also use plasma beam to help build a cube and perhaps make relaunching easier, but if you have a cube, all you need to do is the normal relaunch combo. This works anywhere, but you need to make sure that you are a back dash away from the corner when doing the wallbounce into jamming bomb. In most cases you will need to back dash, but at fullscreen, you might need to dash forward to achieve that spacing depending on the starter. You also don’t want to dash forward in the corner either, since it may make cr.M or L cube whiff.

starter, S, j.MH, delay, j.S, dash and call plasma beam, cr.M, L cube, dash, S, delay, j.MMS, back dash and call TK overdrive, cr.M, f+H, jamming bomb

Unfortunately, since you probably want to save meter, you only have one meterless reset from here that I know of. It is: S, j.L, L blaster. The opponent techs during the startup of L blaster and catches all techs. When it hits, you can do: addf, j.S, into your combo of choice or even the one notated above.

You can also learn the unblockable reset, which would probably greatly help out with the meter gain of the team and is stronger than jamming bomb in your case (since you probably won’t use snap back).

LTP: thanks a lot you went above and beyond. That’s everything I need to know to get my jamming bomb combo/MODOK casual gamer level reset going. MODOK is a blast to play. I remember him back from when I was a kid watching the Iron Man animated series–and people online REALLY hate him lol.

Oh yeah, fill free to throw out Jamming Bomb like you throw out a ballon bomb because there is nothing the opponent can do to MODOK that prevents it from being active. They need to use anti-projectile move or a more powerful projectile to destroy it. All of MODOK’s projectiles do not go away if MODOK is hit.

It’s great on Incoming character or people who like to mash on incoming. Especially Doom/Vergil players, because if they try to press buttons whilejamming bomb is out…they will risk getting jammed.

I have deadpool a quick work and ammy cold star is there a jamming bomb combo with either of these. I’ve tried and the bomb comes out a little too late compared to the balloon bombs. Is there something I’m doing wrong? Perhaps I’m not executing jamming bomb fast enough?

This is something that’s crossed my mind b4 and I’d love to hear other opinions on it.

If you have excess cubes I think that raw jamming bombs can be excellent deterrents against the bulldog type characters. Think about it:.let’s say you’re facing a Spencer who likes zipping like a madman or a Hulk gamma charging like crazy, if you get a barrier up or get a safe beam assist call and then let a raw jb rip, they take a huge risk by continuing to derp you out. It’s almost like giving Dok’s balloon bomb assist to himself. Maybe better. And in Hulk’s case his armor may ignore the knockdown but he’s still jammed. Not a bad strategy for slowing down your opponents’ offensive pace and giving Dok more time to set up his. Potentially life saving vs. Spencer, Hulk, and maybe Logan.

To me one of Dok’s strongest assets is his ability to turn the screen into a minefield. Raw jb aid that when used wisely.

Lol at raw jamming bomb

Lol at wasting a post on that.