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:
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
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
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.
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.