Combo for Mole Man
MasterBrian27
Member Posts: 3
What are all of the combos for Mole-Man? I really need to figure out and adapt to his playstyle.
0
Comments
If the champ doesn’t evade, I just parry heavy to around 12-20, let them hit my block and let the frenzy take over. If you use a special 2 in frenzy, probably need to throw a heavy or two to stay away from the frenzies running out.
An insane champ, he is so worth getting his play style down.
Besides for that I usually go for 4 hits combos in fights, for example MLLL then right into block so I don’t have to deal with specials. It’s also a nice way to get around champs that have annoying SP1’s like OG Spider-Man, Falcon, etc
This also give you a bit more damage in mediums if he is duped. Also another interesting trick if he is duped is you can block a hit, medium, then instantly sp2 to get a lot more damage from the sp2.
You also have the stun immune/limber rotation. Basically if you have monster mass you can block a hit, then instantly heavy attack to get one off while you are unstoppable. Generally do this with high monster mass to take less chip damage but with lower attack values you’ll be fine
Also one last thing the sp1 actually is very solid if you don’t run ouchie masteries, it can outdamage the sp2 rotation if your opponent have resistance to the sp2 damage and can also be better in crazy short fights like this months side quest
And that has been my in depth molegod guide and I wrote to much sooooooooooo oops
Molemans sp2 while in frenzy is his best attack.
Against evade champs...just don't do heavy and only use SP1. Keep it below 10 monstermass..
Against champs that gives you debuffs..no problem as long as you are not in frenzy.. all debuffs, including suicide masteries, are gone after 1/0.5 seconds..
In my opinion he is a beast. And he doesn't need to be awake.
- Parry Heavy x2
- Block, MLLLM sp1
- MLLLM
- Heavy
- Block, MLLLM sp1.
Personal preference, but not a fan of sp2. Sp1 gives me frenzy (which means fewer heavies), plus a shock which gives me passive damage per hit.