This Is All For Killing!: The M.O.D.O.K Combo Thread

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  • Vongo1aVongo1a Dr Expendable Joined: Posts: 200
    IAD:m:c.:l:s.:m:c.:h:IAD:m:c.:h:IAD:m:c.:h::f::h:IAD:s:Light cube:s:s.j:m::h:Light Cube, Battering Ram.

    Notation may be a bit messed, but basically do the loop until corner launch into basic SJ cube combo to super.


    What is the notation for instant air dashing? What I do is jump -> Hold forward -> and press two buttons. Is this the correct way of doing instant air dashing?
    If you want to see how smart you are Click Here
  • DietDiet Garbage Day Joined: Posts: 1,287
    What is the notation for instant air dashing? What I do is jump -> Hold forward -> and press two buttons. Is this the correct way of doing instant air dashing?
    You dont need to hold forward, pressing the 2 buttons in air does the airdash forward automatically. you only need to press a direction when going in the other directions.
    youtube.com/dietplain
    2w6ge50.jpg
  • CheshireMooseCheshireMoose Joined: Posts: 40
    619,900 DMG, midscreen, 3 cubes
    j.:s:, :qcb::l:, :f::h: xx :qcb::h: (Dash) :s:, j.:m::h::s: (Land and dash) c.:m: xx :qcb::l: xx :qcb::atk::atk:

    500,000 DMG, midscreen, 3 cubes
    :m:, :f::h: xx :qcb::h: (Dash, jump and ADF) j.:s:, :qcb::l:, :s:, j.:m::h::s: (Land and dash) c.:m: xx :qcb::l: xx :qcb::atk::atk:

    674,300 DMG, corner, 4 cubes
    c.:h:, :f::h: xx :qcb::l:, c.:h: (jc and ADF) j.:m: (Land and re-jump) j.:m::h: xx Air :qcb::l:, j.:m::s:, :qcb::l:, :s:, j.:h::s: (Land) c.:m: xx :qcb::l: xx :qcb::atk::atk:

    714,100 DMG, corner
    (Place :dp::l: bomb) c.:h:, :f::h: xx :dp::l:, :qcb::l:, c.:h: (jc) j.:h::s:, :qcb::l:, :s:, j.:h::s: (Land) c.:m: xx :qcb::l: xx :qcb::atk::atk:

    I love these combos. For the first one though, how are you dashing up to get the S launcher? I've tried wave dashing twice but I can't get it.
  • KinXBinXKinXBinX KIDE Joined: Posts: 146
    does anyone know anything better than:
    2A,2B,2C,[ j.B,C,214A]x3, j.B,D,\/, 214A, 6C,214A, j.C,214A or B, 236XX
    if you're slightly outside the corner, you can do this:
    2A,2B,2C, iad.j.B,\/, j.B,j.C, ....
    for the cube loop?
    "I'm not in danger, I AM the danger!" Walter White (Breaking Bad)
  • batmanuelbatmanuel Joined: Posts: 137
    I found a "glitch" awhile back that really helps MODOK's pressure game. If you cancel out the recovering frames of any IAD normal into flight mode, that move cannot be advanced guarded. MODOK will land right in front of them, and they will be at severe frame disadvantage if they try. You're basically Unflying automatically by activating flight mode so low to the the ground that it wont startup. Not sure why this works conceptually but whatever ...i'll take anything I can get haha.

    So I've been trying this out in the lab and I get pushblocked everytime. I tried IAD forward m and l. Does this not work on the AI? maybe a little more explanation on how you set it up
  • SupercidalSupercidal Mr Option Select Joined: Posts: 54
    I have a 5 Cube (4 cause of JB) Jamming Bomb Combo in the corner with Doom missiles that is so easy and practical to do. Plus it leads to a free mix up since their controls will still be reversed when the combo ends.

    I'm gonna experiment some more to see if I can get more cubes and jamming bomb as well, I might be able to get 7 (6) w Jamming Bomb
    Vote = Ultron For Marvel vs Capcom 3's New Sentinel
  • Aftermath1349Aftermath1349 God's Drippy Crevice Joined: Posts: 211
    does anyone know anything better than:
    2A,2B,2C,[ j.B,C,214A]x3, j.B,D,\/, 214A, 6C,214A, j.C,214A or B, 236XX
    if you're slightly outside the corner, you can do this:
    2A,2B,2C, iad.j.B,\/, j.B,j.C, ....
    for the cube loop?

    What does \/ mean?

    And for the loop are you doing j.B then landing and doing C? or j.B to j.C?
    3S: Oro, Q, Dudley
    Skullgirls: Peacock/Double
  • ironboy89ironboy89 Beep Boop Beep Joined: Posts: 4,665
    @0:08.
  • Nos99Nos99 Science Scrub Joined: Posts: 4,652
    \/ means "land", or "touch the ground" basically..

    Old XvSF terminology. :P
  • LoocidLoocid Joined: Posts: 15
    Combo masters of MODOK, i need your help. Im working on a midscreen combo with hagger atm but im stuck. It looks like this right now.

    Using numpad + LMHS notation

    L, M, 2H, 6H, dash, IAD, j.S, l cube, HAGGER, l cube, dash, l cube, S, j.Mx2, S

    The problem is, the last S doesnt connect cause hitstun isnt long enough, anyway to get around this?
  • Nos99Nos99 Science Scrub Joined: Posts: 4,652
    You have a few options:

    Instead of M-M-S, try H-S?
    Do the combo faster, or cut out a part (histun decay is based on time)

    I like to get my launchers out of the way at a beginning of a combo, while I have some hitstun to play with, and save my wallbounces/groundbounces/etc for the end of the combo.
  • LoocidLoocid Joined: Posts: 15
    Oh ok, didnt realise high stun decay was based on time, always thought it was like BB and GG where it depended on the moves used o__o. Thanks for the info, will definatly help for future combos.
  • Cletus KasadyCletus Kasady The Alarm Clock Joined: Posts: 284
    Not sure if anybody else has discovered this, but you can solo combo Jamming Bomb in the corner. Worth it? Not totally sure.

    C.H /\ Airdash Forward, M \/ C.H /\ M -> H XX L-Cube, S, H, F+H XX Jamming Bomb. Pretty sure you can dash under and L (or stay on the same side and L) for the reset.
    herd dat urien is going 2 b in ssf4ae. put this in ur sig if ur down.
  • ironboy89ironboy89 Beep Boop Beep Joined: Posts: 4,665
    I think it's discussed in Levels of understanding thread that it's worth it because most won't instantly adapt to the controls. To me the only way that would be deemed crap is if in high level people manage to to adapt to it.
  • owoowo :3 Joined: Posts: 248
    Hello everyone :) long time M.O.D.O.K enthusiast, first time posting in the forums. Just wanted to contribute with a little bit of technology I found while messing around with M.O.D.O.K's anti-air force beam (3H using keyboard notation). This might already be known, but you can combo out of it anywhere on the screen (on everyone!) with 3H, Dash Diagonally Up Forward, j.S, land, Dash Forward, S, j.M, j.H, j.S, land, c.M, HBR. Depending on the first hit, the timing on the dash forward can be a bit tight, however, so strive to delay that j.S as much as possible. That should give you enough time to get in and continue the combo.
    On another note, M.O.D.O.K's anti-air force beam is great for surprising people that try to escape M.O.D.O.K's corner pressure by jumping or attacking in the air. I usually just use it in conjunction with a big barrier because it is pretty unsafe on block, but sometimes it works on its own. In the corner I do 3H, Dash Diagonally Up Forward (or just Dash Up if I am near the wall), j.S, land, c.H, f.H, S, j.M, j.H, j.S, land, c.M, L Cube, HBR for 660,000 or so damage. Not too bad, I think. M.O.D.O.K's anti-air force beam can also stuff annoying super jumping approaches (like Akuma's tatsu or that sword smash thing that Dante players spam online) if the opponent is at the correct height (anti air beam's hitbox hasn't got much horizontal range). I still need to practice with it more, but I think its got quite a bit of potential.

    P.S: I only play online because there is no scene here, so take this with a grain of salt. I'd love to hear someone else's input on the move, especially someone that plays offline regularly. Also, forgive me if my notations are weird. I get confused with it a lot D:
    PSN: SleepAnglerfish (now available!)
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  • Nos99Nos99 Science Scrub Joined: Posts: 4,652
    I think it's discussed in Levels of understanding thread that it's worth it because most won't instantly adapt to the controls. To me the only way that would be deemed crap is if in high level people manage to to adapt to it.

    There would have to be tons of Modok players for people to get completely used to being jamming bomb'd. Also, a top player may learn how to switch up their block, but they still won't be 100% IMO. I think it is a very crippling move to get hit by.

    - They will probably struggle greatly with specials/anything requiring a motion like a noob, so Modok can breath a sigh of relief right there
    - They can forget combos, so it's like playing against a total noob in terms of their damage output.
    - Any instinctive attempts at movement/whatever will result in them jumping everywhere not blocking, again reduced to a total noob status.
    - So they will probably just be trying to maintain control/block the entire time.. there's your in

    I do think they can try mitigate the effects, by keeping it simple, block and pushblock, punish with throws/team supers/simple combos, etc, but they still won't be 100%
  • Cletus KasadyCletus Kasady The Alarm Clock Joined: Posts: 284
    Also worth noting is that you might be able to catch them the second Jamming Bomb goes off.
    herd dat urien is going 2 b in ssf4ae. put this in ur sig if ur down.
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,690
    ok I'm just getting my feet wet with modok. I'm using him with storm and I'm trying to maximize my dhc reset glitch.
    right now I do my storm bnb dhc modok command hyper, 2BS ^ jMMHS land dash 2B xx 6(S+Atk) xx HeadButt Hyper.

    you guys got some tips for better options.

    also as of now the only combo I can manage to land in battle is:
    jS land Lcube S ^ jMMHS land dash 2B xx head butt xx head butt hyper.

    sorry I hate typing on this iPod
    AV by Savaii64
  • Surging ChaosSurging Chaos Less QQ, moar pew pew Joined: Posts: 391
    ok I'm just getting my feet wet with modok. I'm using him with storm and I'm trying to maximize my dhc reset glitch.
    right now I do my storm bnb dhc modok command hyper, 2BS ^ jMMHS land dash 2B xx 6(S+Atk) xx HeadButt Hyper.

    you guys got some tips for better options.

    also as of now the only combo I can manage to land in battle is:
    jS land Lcube S ^ jMMHS land dash 2B xx head butt xx head butt hyper.

    sorry I hate typing on this iPod

    After you DHC modok in from the DHC glitch, do c.M xx fly and then go right into j.S for the groundbounce since Storm doesn't use groundbounces in her combos. Then you can go c.H -> f+H and do whatever the hell you want from there if you're in the corner (which you likely will be). This is much more damage than just going slime into launcher.

    Don't do the battering ram special in combos. For some reason, you won't get the max amount of hits from HBR (at least from what I remember, I stopped using battering ram outside of runaway a long time ago). Use L Psionic Blaster or a L Cube right after the slime OTG.
    VS: B.B. Hood | TvC: Saki / Roll | MvC2: Team Scrub / Team Watts | UMvC3: Dr. Strange (γ) / MODOK (β) / Sentinel (α) | Skullgirls: Peacock (QCF + MK) / Parasoul (d/u + HK)
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,690
    After you DHC modok in from the DHC glitch, do c.M xx fly and then go right into j.S for the groundbounce since Storm doesn't use groundbounces in her combos. Then you can go c.H -> f+H and do whatever the hell you want from there if you're in the corner (which you likely will be). This is much more damage than just going slime into launcher.

    Don't do the battering ram special in combos. For some reason, you won't get the max amount of hits from HBR (at least from what I remember, I stopped using battering ram outside of runaway a long time ago). Use L Psionic Blaster or a L Cube right after the slime OTG.
    thanks man. this Modok thing is tuff work.
    your suggestion was just what I needed I wanted a way to get them in a low flying cube loop but all I could manage was that slime launch.
    AV by Savaii64
  • Surging ChaosSurging Chaos Less QQ, moar pew pew Joined: Posts: 391
    thanks man. this Modok thing is tuff work.
    your suggestion was just what I needed I wanted a way to get them in a low flying cube loop but all I could manage was that slime launch.

    No worries. MODOK is obviously a very unorthodox character. Even I'm still trying to figure him out completely given my limited access to the game.

    Also, try going for a relaunch after the first OTG slime by hitting S as soon as the slime hits. Once you get the timing down on connecting with the relaunch, you can then go sj.MMS or sj.HS for a bit of extra damage and meter before finally going Slime OTG xx cube/beam xx HBR.

    The BnB I use with MODOK is j.S -> cr.H -> f+H -> cube (L or H cube depending on where you are on the screen) -> S -> sj.MHS -> dash up cr.M -> S -> sj.MMS -> cr.M xx L psionic blaster xx HBR. The damage output rivals that of Wolverine's BnB (around 670,000 or so), which works for me given that every character in this game gets killed after getting touched twice.
    VS: B.B. Hood | TvC: Saki / Roll | MvC2: Team Scrub / Team Watts | UMvC3: Dr. Strange (γ) / MODOK (β) / Sentinel (α) | Skullgirls: Peacock (QCF + MK) / Parasoul (d/u + HK)
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,690
    No worries. MODOK is obviously a very unorthodox character. Even I'm still trying to figure him out completely given my limited access to the game.

    Also, try going for a relaunch after the first OTG slime by hitting S as soon as the slime hits. Once you get the timing down on connecting with the relaunch, you can then go sj.MMS or sj.HS for a bit of extra damage and meter before finally going Slime OTG xx cube/beam xx HBR.

    The BnB I use with MODOK is j.S -> cr.H -> f+H -> cube (L or H cube depending on where you are on the screen) -> S -> sj.MHS -> dash up cr.M -> S -> sj.MMS -> cr.M xx L psionic blaster xx HBR. The damage output rivals that of Wolverine's BnB (around 670,000 or so), which works for me given that every character in this game gets killed after getting touched twice.
    kool. the relaunch is all I had before.
    but now I can tact on what you've showed me to the beginning of my combo.

    I only had a breif moment to work on the DHC reset glitch combo you posted and I was having trouble timing, the crM xx Fly, jS
    when I do get it im golden after the bounce... The timing will come eventually. I still even miss OTG crM, S sometimes.
    AV by Savaii64
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,690
    ^
    snipped

    air M
    Fly~H-cube
    air M

    Im wondering if there is any trick to this link.
    im just slightly confused by the notation.
    Is it possible to cancel the start-up animation for MODOK's Flight with a Cube.
    Or is it that there is simply enough hit stun after that j:m: to cancel into Fly and still combo into a Cube?

    Sorry for posting twice in a row
    AV by Savaii64
  • QuetzalcoatlQuetzalcoatl Joined: Posts: 53
    Do the command for fly and then just press H immediately after, he will do fly directly into cube without having to do the inputs separately. You are almost pressing the buttons together but fly must come first if that makes sense.
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,690
    Do the command for fly and then just press H immediately after, he will do fly directly into cube without having to do the inputs separately. You are almost pressing the buttons together but fly must come first if that makes sense.
    yeah I follow; I just plink it.
    I saw this work for some specials into hypers during week1.
    This helps alot man, makes some of the 'Magical' Modok things Ive seen make alittle more sense.
    AV by Savaii64
  • Mr.NannieMr.Nannie Friends with Kl'rt Joined: Posts: 1,690
    OK so that cube cancel from flight is the bee's knees.
    Really opens the door to some serious destructive potential.
    Love you guys
    AV by Savaii64
  • QuetzalcoatlQuetzalcoatl Joined: Posts: 53
    If you are looking to get practising on the flight~cube combos, start with Nos99's downward air exchange in the corner combo:

    Direct copy paste of his combo:
    Down Exchange [if Up Exchange, do an air L first for spacing]
    air H
    L-Cube
    air H
    L-Cube
    air M
    Fly~M-Cube
    air M
    air H
    L-cube
    L-cube
    air M
    L-cube
    air M
    L-cube
    air M
    L-cube
    air M
    L-cube
    air S (spike)
    OTG c.M
    L-blaster
    Super of your choice..

    This combo won't work on larger characters like Sentinel and Tron.
    Plus his video: http://www.youtube.com/watch?v=iLM5moOLPnU&feature=player_embedded
  • JamhealdJamheald Get it? Joined: Posts: 459
    Just playing around with DHCing to Dante Devil Trigger, using the untechable knockdown from Hyper Blaster. Pre DHC combo is a bit lackluster (I don't play MODOK) so one of you guys can improve on it if you like. Doing this does more damage than DHCing to million dollars and lets you build some more meter from assists used after DHC. Here it is:

    cH xx qcb+L cH xx qcb+L cH xx qcb+L cH-fH xx qcb+L S super jump H-S land cM+Dante xx qcb+L qcb+M xx qcf+AA DHC qcb+AA dp+M xx dp+M Sentinel qcb+L xx H (drones hit) jump S land dp+M xx dp+M xx(before last hit) qcf+AA

    I know you could get more leaving MODOK in a letting him use the ground bounce, but it looks cool.
  • Nos99Nos99 Science Scrub Joined: Posts: 4,652
    If you are looking to get practising on the flight~cube combos, start with Nos99's downward air exchange in the corner combo:

    Direct copy paste of his combo:
    Down Exchange [if Up Exchange, do an air L first for spacing]
    air H
    L-Cube
    air H
    L-Cube
    air M
    Fly~M-Cube
    air M
    air H
    L-cube
    air M
    L-cube
    air M
    L-cube
    air M
    L-cube
    air M
    L-cube
    air S (spike)
    OTG c.M
    L-blaster
    Super of your choice..

    This combo won't work on larger characters like Sentinel and Tron.
    Plus his video: http://www.youtube.com/watch?v=iLM5moOLPnU&feature=player_embedded

    If trying to learn this stuff, I would actually recommend omitting the 4th/5th cube in this combo (as I've done in the quote) to make it MUCH easier.. that particular extra cube is pretty tight (impossible?) against a lot of characters.
  • Nos99Nos99 Science Scrub Joined: Posts: 4,652
    Another video for y'all

  • AstarothAstaroth lol Super Armor Joined: Posts: 1,651
    Nos, you are my hero. I love the crazy MODOK combos you come up with.
  • Nos99Nos99 Science Scrub Joined: Posts: 4,652
    That's what I'm here for! :)

    As for the vid.. in the last part, I do a some c.H hopping. I used to think this technique was too hard to be useful.. but you know what? I'm actually sort of getting the hang of it. Seems like a really useful technique to learn.
  • AstarothAstaroth lol Super Armor Joined: Posts: 1,651
    I use a pad, so a lot of what you do seems extra difficult for me. Still cool to see what MODOK is capable of though.

    And look, I sent a tip to Eventhubs and your video was featured on the front page. Very nice! :tup:

    http://www.eventhubs.com/news/2011/may/30/crazy-modok-mvc3-combos-borawserboxer/
  • Nos99Nos99 Science Scrub Joined: Posts: 4,652
    Haha yeah, I saw that it was you! Thanks man.

    It also got front paged here at SRK as well. I know Keits likes dat MODOK. :P
  • MAGUNITOMAGUNITO Brokeback Lover Joined: Posts: 95
    pretty fun/easy corner combo:

    j.:s:, qcb.:l:, cr.:h: x qcb.:l:, cr.:h: x qcb.:l:, cr.:h: x qcb.:l:, cr.:h:, f.:h: x qcb.:l:, dash :s:, sj.:h: x qcf.:l:, ad.df j.:s:, cr.:m: x qcf.:l: xx HPB, cr.:m: x qcf.:l: xx HBR

    971K, works on mediums and up probably (tried it on ryu, viper and morrigan)
  • ironboy89ironboy89 Beep Boop Beep Joined: Posts: 4,665
    That's what I'm here for! :)

    As for the vid.. in the last part, I do a some c.H hopping. I used to think this technique was too hard to be useful.. but you know what? I'm actually sort of getting the hang of it. Seems like a really useful technique to learn.
    Yeah I honestly think it's worth learning especially since chain Hs=good damage, and it pushes people into a corner pretty fast.
  • WorstPlayerWorstPlayer Calm Yourself Joined: Posts: 4,913
    Hmm I have to try that instead of my normal IAD loop, but it's harder to hit with a naked c.H though. Hmmm....
  • AstarothAstaroth lol Super Armor Joined: Posts: 1,651
    I just wanted to give people a heads up on possible problems they may have when first practicing the corner down-exchange cube loop.

    1. Cancelling one of the first two air H's too fast. Use your hearing to verify the j.H's hit, because the active frames actually occur a little bit after the pink burst comes out.

    2. The Fly ~ M-cube, j.M part. The toughest part of the combo, but once you get it down, it's a breeze. The real input you'll see in training is :d::db::b::s::m:. Simply "piano" S and then M after the qcb.

    3. Flight coming out as a down exchange. I still have this problem every now and then. Pressing S before the last backwards direction causes a down exchange whiff, ruining the combo. Be sure to press S right after the backwards direction. You actually have more time in this part of the combo than you think, so don't stress it too much.

    4. Moving back a few frames after flight. So far, this is my biggest problem. In order to prevent getting a down exchange (as mentioned above), I emphasize the back direction right before flight. As a result, there are a few frames where my holding of back causes MODOK to hover backwards just a bit before the j.M, j.H, L-cube part. This ruins the spacing, causing some of the last cubes to whiff.

    5. Losing count of the loop. Remember, you only get 4 loops of j.M, L-cube. Any more, and you won't get the ender for the easy kill. Either count in your head while you do it, or just remember the combo counter number in training, which varies depending on your team.
  • RyugaRyuga Emperor Time Joined: Posts: 3,325
    Hi guys, interested in learning Modok. From the cr.H>IAD>j.M>cr.H and repeat loop, once I reach the corner, what would be the best combo for stacking cubes, like, say 7-9? Or does hitstun decay kick in and prevent this?
  • WorstPlayerWorstPlayer Calm Yourself Joined: Posts: 4,913
    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?
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