Have you tried using Doom, Akuma/Ryu? They are really good to continue combos with. On the 9 cubes thing, I made a transcript of the video if that will help. Other then that Bowser probably made the best possible way to do the 9 cube loop.
Dude, I am Bowser.
I tried Doom and the shotos, but they don’t really do it for me. I’d rather someone who knocks them up, rather than away… But who knows, maybe I’m not using them right? Argh. It’s frustrating… like a puzzle, but I don’t know which pieces to use. :looney:
My apologies. ;p Like you said, Haggar and Sentinel seem to be the best for him. Haggar’s lariat is so good for the gtfo+combo, and Sentinel’s drones hold so much space for you to work with.
Best Assists for Cube loops
**Iron man **
is really good with juggling and doing at least 3 S combos. If I have a specific combo ill post it but Iron man is really good at helping modok keep space with repulsor blast. plus its at least 2 free cubes
More coming soon…
Ahh! Yeah, Iron man repsulsor blast does hold them there for a long ass time. Maybe that’s the ticket?
I have a Mid-screen one to add that is so incredibly easy I can’t believe I haven’t seen it when playing agains other M.O.D.O.Ks or in videos yet:
Midscreen: :f: + :h:, :qcb: + :h:, :qcb: + :h: :qcb: + :atk::atk:
I think it’s base damage was 319,000 and it was around 400,000+ if all of the battering ram hits. Simple combo for two cubes and only costs one level.
Also, after a standard launch you can do , :h:, :qcb: + :l:, :l:, , :qcb: + :h: xx :qcb: + :atk::atk:.
The simpler version after launch is , :h:, :qcb: + :l:, :l:, :qcb: + to :qcb: + :atk::atk:.
Sorry, I don’t remember the damage for either. Well, I guess it depends on what you do before the launcher anyway. Both variations have two cubes.
If you start off with a j.S you can add in a L Cube before doing your combo, netting you an additional cube.
For new players looking for something extremely basic which does not require wave dashing or any difficult timing.
IAD j.:s: qcb.:l: s.:s: j. j.:h: qcb.:l: df.:l:+:s: qcb.:atk::atk:
Does about 520k. It’s suboptimal but is very easy to execute and may give you something to work with until you get to grips with the more advanced combos in this thread.
fantastic thread meng :tup::tup::tup:
Everyone, I will update the OP once I get back, currently at Winter Brawl.
Note: chun legs is also really good…
However, I find that Dormammu, Iron Man, and especially Chun, really increase the hit-count and in turn, add a shitload of hit-decay.
For example, I’ve come across a 9 cube midscreen combo with modok/sent/chun, but on the 9th cube I can’t combo anything afterward because they immediately pop out of it.
long as I can combo into jamming bomb i’m good to go ;]
I had a M.O.D.O.K. epiphany last night, and I’m not sure it’s a good one. I posted a simple BnB (F + :h:, :qcb: + :h:, :qcb: + :h:, :qcb: +:atk::atk:). Recently I’ve been trying to get :db: + :h: in to play more to keep people honest about blocking. Something simple like :l:, , :db: + :h:, :qcb: + :h: for example.
So it occurs to me that in theory, I should be able to do :l:, , :db: + :h:, :qcb: + :h:, :qcb: + :h: and combo two anal cubes off each other, just like in the first combo above. The opponent is being juggled a little lower, but it still should be doable. It’s not. So the big thought process (and you can tell me if this was obvious to all of you from the begininng) leads me to realize that **M.O.D.O.K’s cube properties change depending on the state of your opponent. ** You can combo two cubes if the opponent is in a wallbounce state, but not in a knockdown juggle state like :db: + :h:.
Am I completely off base on this one? I’d like to test it more with some combos that combo cubes together or :l: cubes, which I know precious few of. Like :s:, , :h:, :qcb: + :l:, :qcb: + :l: does combo, but I don’t know of any other way of getting them into the air with a different setup to see if it still combos.
I really think that understanding what’s going on here is going to be the key fully realizing M.O.D.O.K.'S potential.
How integral is building understanding early? I’ve been able to come up with some combos that get 4-5 cubes in at one time but they aren’t very high in damage (350k-400k, maybe.) Should you consider learning understanding building combos to use at the beginning of a match or is understanding just really not that important beyond a few levels?
Not sure if it’s been posted but just for style points this is a funny loop
(:uf:+:l: is just jump canceling into his feet, there’s a large window for connecting this too)
:l:, , :h: xx :uf: + :l:, :l:, , :h: xx :uf: + :l:, repeat
IAD:m:c.:l:s.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’s the recommended Haggar assist for cube loops?
Double Lariat. …It’s really strange to NOT pick that assist with Haggar actually?
It’s great for cubes because they cannot air recover once they get hit by it… So it’s especially helpful at the end of a long combo, where other assists wold just cause them to immediately air recover. You can usually get at least 2 cubes from it. The range isn’t so hot though.
Modok can do launcher + doom’s hidden missiles, then j.M j.H j.S, land, missiles hit, jamming bomb (LoU), corner only.
Unfortunately (fortunately?) yes, I think you may be off on this one.
I think a lot of what you’re talking about is whether you hit meaty with the cubes or not.
After the f+H wallbounce, you’ve almost completely recovered, and are tossing out the second cube inside of them instantly… basically they’re landing on two cubes together.
The second combo has you recovering later, and bouncing them on top of two consecutive cubes (and has more hits for more hit decay), so they’re more likely to pop out… I think it works in the corner anyway?
Try this missile assist combo from just outside the corner:
f+H and Doom missile, wallbounce, L-Cube, launch, jump straight with immediate L, modok kicks like crazy, missiles hit, air M-balloon bomb, air dash d/f S (spike), OTG c.M into HBR/HPB/assist into whatever.
The sweet part is that I don’t think they can air recover out of the air L (I’ve never seen it at least), so at the end of a longass combo when all your hit decay runs out, I think you can always still finish with this sequence, rack up a ton of hits for damage (80k-ish?) and still get to OTG into super/assist/whatever afterward.
…and it looks ridiculous too. lol
My execution is terrible, you mind posting the damage for that?