UMVC3/M.O.D.O.K.: Difference between revisions

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{{UMvC3Header}}
<div style="display: flex; flex-wrap:wrap-reverse;">
<div style="display: flex;flex-direction: column;flex:5;min-width:300px;padding: 10px;">
{{Character Subnav UMVC3|name=M.O.D.O.K.}}
==Introduction==
Previously a technician named George Tarleton, the organization of criminal scientists A.I.M. experimented on him, transforming him into MODOK. The Mental Organism Designed Only for Killing is a living supercomputer with immense intelligence, psionic powers that can be channeled into destructive beams, and telepathy. As a consequence of his oversized brain and head, MODOK's body can not support itself, and he moves around using his highly advanced Doomsday Chair.


{{UMvC3CharacterHeader|M.O.D.O.K.|modok|
'''In UMvC3,''' MODOK is an unorthodox character, as his movement options are quite different from the more standard ones, and his normal attacks include several unorthodox projectile attacks besides the standard regular hits. MODOK has several tools to support a keepaway playstyle, including beams, projectiles, flight, and a defensive barrier. He also can use his movement tools and delayed-hitting projectiles to support a more aggressive playstyle, with dangerous mixups and several strong solo combo extensions.
<youtube>OiIihuMtnA4</youtube> <br>
|
MODOK is unorthodox in both character design and fighting style. While the Mental Organism Designed Only for Killing’s plethora of projectiles, defensive command normal, and unprecedented length of flight time would immediately suggest a zoning character, the meta-game points to a different strategic standpoint: that of technical rushdown. By understanding and combining the diverse properties of MODOK’s moves in combos, particularly those with jump cancels or S modifications, players can surprise opponents with a relatively large character that can swiftly yet mysteriously decimate most any other character’s health points.
}}
 
=== Players to Watch ===
 
TA|Moonz, El Gato, Rubeks


== The Ultimate Transition ==
{{ProConTable
MODOK received only two character-specific changes, and they’re both buffs: Cancel air normals into air dashes (a corollary to MODOK’s jump-cancelling ground normals), and Killer Illumination is now mashable.  
| pros =
 
*'''Powerful Mobility:''' Mobility tools include two flight modes at 5 seconds duration each, an 8-Way airdash, and Battering Ram (X+S) for additional mobility.
Note that the game-wide “no blocking during air dashes” and “Down-back air dashes are slower” rules impact MODOK as well; however, most of the time effective MODOK players are air-dashing close to the ground against a blocking or stunned opponent, rendering tactical alterations minimal.
*'''Excellent Zoning:''' Large arsenal of projectile tools for a strong zoning game. MODOK has a fast, standard beam projectile in Psionic Blaster (236X). He can also control space with Balloon Bomb (623X) and Analysis Cubes (214X). This is supported by his unique Barrier (4H) and Big Barrier (4S) moves, which destroy enemy attacks, block movement, and generally hamper the opponent's ability to counter MODOK's keepaway game.
 
*'''Great Support Assists:''' Two choices of powerful assists in Psionic Blaster and Barrier, as well as some strong DHC options, give MODOK solid support capability.
<!--{{ UMvC3CharacterDataBox | 950,000 | Stronger+ | No | Yes, 8-Way | 1 |
*'''Good Damage:''' MODOK has good damage and meter-build both with and without assists.
35 | 60 | 85 |
*'''Strong Snowball Potential:''' MODOK has several tools for oncoming mixups and corner pressure, including his 2M "Snot Puddle", his extremely fast j.5L overheads, and his ability to repeatedly jump-cancel or dash-cancel attacks. Despite being strong as a keepaway character, if MODOK gets momentum in the corner, his rushdown game can be equally scary.
? | ? | ? |
*'''Unique Special Tactic:''' Can use his unique "Jamming Bomb" (623S) move to scramble the controls of an opponent's character, making it much harder for them to defend themselves.
? | ? | ? |
| cons =
20 | 20 | 20 | 20 | 50 |
*'''Exclusively Bad Defense:''' Because of MODOK's unique jump (or rather, his inability to jump normally), MODOK is the only character in the game that cannot Chicken Block, or hold up-back to escape pressure from the ground. In this sense, he is uniquely bad at defending himself from enemy rushdown.
35 | 35 | 35 | 35 | 50 |
*'''Rough Normals:''' Awkward normals that often have specific spacing requirements or niche use. Many of MODOK's normals whiff on crouching characters, whiff if the opponent is too close, don't hit airborne opponents well, or have other issues.
35 | 35 | 35 | 35 | 50 |
*'''High Execution:''' High execution requirement in order to deal good damage, with multiple difficult extensions featured in his standard BnB routes.
35 | 35 | 35 | 35 | 50 |
*'''Requires Buildup:''' Needs to build up Levels of Understanding in order to access his most powerful moves.
}}-->
 
{{ UMvC3CharacterDataBoxExpanded | 950,000 | Stronger+ | 1 | No | Yes | Yes, 8-Way | Yes, __ sec | No | No | Yes, 2 | Yes | No | No | No | No | No | Yes | No | Yes | No |
35 | 60 | 85 |
? | ? | ? |
? | ? | ? |
20 | 20 | 20 | 20 | 50 |
35 | 35 | 35 | 35 | 50 |
35 | 35 | 35 | 35 | 50 |
35 | 35 | 35 | 35 | 50 |
}}
}}


== Video Walkthrough ==
=== Unique Mechanics ===
[[File:UMVC3_Modok_Levels.png|thumb|right|As MODOK gains Understanding, his headband glows. Here he is shown with zero, one, five and nine levels of Understanding.]]
MODOK does not have a regular jump. Instead, holding up (or up-forward / up-back) will cause MODOK to enter flight mode. MODOK can also enter flight using the standard command (214S) and, in fact, MODOK can fly twice in the same "jump" by using his jump flight and then entering flight normally once the first one expires. MODOK also automatically leaves flight (either version) if he uses his Battering Ram special or performs an airdash. MODOK using up to enter flight provides some key differences from other characters. Most characters have three pre-jump frames during a jump before they are actually considered airborne, but MODOK is airborne the next frame after he inputs an upward direction. This allows MODOK to escape some grab setups that other characters could not evade. Conversely, most characters can cancel their prejump frames into other actions, and also attack as soon as they are airborne. MODOK's flight activation takes a total of 5 frames to complete, during which he can not act. MODOK's flight is also unique in that it lasts 300 total frames, more than twice as long as most other flight modes in UMvC3.


<youtube>MSr8L-SvEqY</youtube>
MODOK has a unique resource called "Levels of Understanding" (usually abbreviated to "Understanding" or "Knowledge"). MODOK gains Understanding by hitting opponents with his Analyze Cube (214X) special. Understanding is displayed in game on MODOK's headband, which starts to glow more and more intensely as he gains Understanding. MODOK can store up to 9 levels of Understanding at once. MODOK can spend Understanding on one of three enhanced special moves:


[http://youtu.be/a-C6H96u3FI Normals, Specials and Hypers] <br>
*Big Barrier (4S) - an enhanced version of his normal 4H Barrier. Is physically larger and stays on screen for longer, but is otherwise the same.
[http://youtu.be/vDUGkAWRRjg Aerial abilities and Grabs] <br>
*Psionic High Blast (236S) - an enhanced version of 236X Psionic Blast. Deals more damage, has more durability, and is easier to combo after than the standard beam. Unlike the regular version, can only be performed on the ground.
[http://youtu.be/FxnVEI63XaQ Hit confirms, Block strings and Mixups] <br>
*Jamming Bomb (623S) - an enhanced version of 623X Balloon Bomb. The Jamming version lasts much longer than the regular version, slowly homes in on the opponent, and reverses the opponent's controls if it hits. Unlike the regular version, can only be performed on the ground.
[http://youtu.be/BxlQKf3M20w Resets and X-Factor] <br>
[http://youtu.be/oUFVZi20uTM Neutral game and Assists] <br>


=== Technology ===
Besides spending one level to use any of these three moves, MODOK can spend all of his current Understanding by using Hyper Psionic Blast (236XX). This Hyper always consumes all of MODOK's current Understanding in order to increase the number of hits, and thus the total damage dealt. Note that while a powered up HPB is visually different from the 0 Understanding version, the move's hitbox is always the same.
</div>
<div style="display: flex;flex-direction: column;flex:2;min-width:350px;padding: 10px;">{{UMVC3_Character_Query|reversals=623XX}}</div></div>


[http://youtu.be/5Ci6T8ELlCg full screen punish with beams and dhc] <br>
== Move List ==
[http://youtu.be/kGaO6LUfLBo strong incoming mixups with strider] <br>
[http://youtu.be/xBps9lKx1yA jamming bomb snap back set ups] <br>
[http://youtu.be/vcXwunoFb9U jill and modok set up] <br>
[http://youtu.be/Hp8wlhFaZlI using low assists to set up offense] <br>
[http://youtu.be/LLxsDwr-iwM full screen zero level 3 buster dhc to modok] <br>


=== Combos ===
=== Assists ===


<youtube>ryi_EzpT5oU</youtube> <youtube>VuGZQ4q7OUo</youtube> <br>
{{MoveData
|image=UMVC3_Modok_AssistA.png
|caption=
|name=Barrier
|input=Assist A
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=54
|active=122
|recovery=107, 77
|onhit=-
|onblock=-
|properties=-
|description=
THC Hyper: Hyper Psionic Blaster. Recommended assist. MODOK appears and creates a barrier which floats in place. The barrier will absorb and destroy both physical and projectile attacks from the opponent, preventing them from harming characters on the other side. Even attacks which can normally pierce multiple targets, like beams, are fully negated by Barrier and hit other targets. Barrier is also not considered a projectile, and does not have durability to be exhausted. Any hyper attack will destroy the barrier, but it can absorb any number of non-hyper attacks.


[http://www.youtube.com/watch?v=0B8XZ8LqYro Team Spencer/MODOK/Doom combos] <br>
Barrier lasts for 122 frames after appearing. This is actually longer than the cooldown for the assist call itself, so MODOK can be continually re-called to maintain 100% uptime on barrier so long as MODOK is not sniped as he enters. Only one Barrier can be active at a time. Barrier disappears if MODOK is hit, but not if the point character is hit.


=== TAC Infinite ===
The barrier also blocks enemy movement, preventing an opponent's characters from passing through it while active. The barrier reaches up to just below regular jump height, so airborne characters can pass over it.


<youtube>u5WGvbBhDSY</youtube> <youtube>Wt3PGs8fngk</youtube> <br>
The protections from MODOK's barrier are entirely one-sided. Your characters can freely attack through the barrier and hit opponents on the other side, and they can also walk back and forth through the barrier freely.
}}
}}


== Move List ==
{{MoveData
|image=UMVC3_Modok_AssistB.png
|caption=
|name=Balloon Bomb
|input=Assist B
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Mid
|startup=64
|active=182
|recovery=117, 87
|onhit=-
|onblock=-
|properties={{otg}}, {{strk}}, Ignores* other projectiles
|description=
THC Hyper: Hyper Psionic Blaster. MODOK deploys a floating bomb, which shoots forward fairly quickly before slowing down to a complete stop. In total, the bomb travels roughly halfscreen distance before running out of speed and floating in place. The bomb will explode 182 frames after being deployed, or explode automatically if an opponent enters proximity.


=== Assist Types ===
Balloon Bomb as an assist is unique because - despite appearing as a projectile - it ignores the typical Durability/Priority system and does not have projectile durability. The bomb ignores other projectiles that make contact with it, including hypers. Although there is a "hit" effect when the bomb makes contact with another projectile, it has no effect, and the bomb can not be destroyed by projectiles (it is also immune to physical hits). Conversely, the bomb's lack of durability means it lacks any ability to block or destroy other projectiles itself. This property only applies to the assist version of Balloon Bomb, not the point character version.


{{UMvC3CharacterAssists
The bomb's proximity trigger can be activated by an opponent who is knocked down, and the explosion can hit OTG. However, it is a very impractical OTG tool due to the slow speed and slightly inconsistent spacing requirement.
  | Barrier | shot front | 0 | Creates a shield | Hyper Psionic Blast
}}
  | Balloon Bomb M | shot front | 80,000 | proj <br> strk <br> otg | Hyper Psionic Blast
  | Psionic Blast M | shot front | 30,000 X 4 <br> (103,000) | proj <br> strk | Hyper Psionic Blast
}}
}}


=== Normal Moves ===
{{MoveData
|image=UMVC3_Modok_AssistY.png
|caption=
|name=Psionic Blast
|input=Assist Y
|data=
{{AttackData-UMVC3
|damage=30,000 x4
|guard=Mid
|startup=44
|active=20
|recovery=108, 78
|onhit=-
|onblock=-
|properties={{strk}}, Priority: Low, Beam Durability: 3 per frame for 4 frames
|description=
THC Hyper: Hyper Psionic Blaster. Recommended assist. MODOK fires a beam from his forehead, which travels directly forward.


{{UMvC3MoveListHeader}}
Psionic Blast is a standard beam assist with very good startup, comparable to Doom's Plasma Beam and Iron Man's Unibeam. At 12 total durability points, it actually has more durability than those two beams. However, if called at the same time as one of those beams, Psionic Blast will actually lose due to how the durability is distributed. It is still a very good screen clear, pressure tool, and combo extender. As a bonus, it only hits 4 times, which has a smaller impact on Damage Scaling.
{{MoveListRow | Standing Light | l | 45,000 | rpdfire }}
}}
{{MoveListRow | Crouching Light | d + l | 45,000 | rpdfire }}
}}
{{MoveListRow | Standing Medium | m | 20,000 X 5 <br> (67,100) | proj <br> chipdamage }}
{{MoveListRow | Crouching Medium | d + m | 60,000 | If the initial <nowiki>shot</nowiki> does not hit, a puddle is created that hits low <br> otg <br> chipdamage }}
{{MoveListRow | Standing Heavy | h | 80,000 | strk jcancel}}
{{MoveListRow | Crouching Heavy | d + h | 80,000 | low strk jcancel}}
{{MoveListRow | Special | s | 80,000 | launch nocancel }}
{{MoveListRow | Force Beam | f + h | 80,000 | wallbounce jcancel <br> softknockdown <br> occasional strk }}
{{MoveListRow | Anti-Air Force Beam | df + h | 80,000 | strk jcancel}}
{{MoveListRow | Barrier | b + h | 0 | * Creates a shield that lingers for a short time  
* Absorbs physical and projectile damage if active player character is not blocking
** Is instantly destroyed by supers
* Inhibits enemy pass-through while permitting active player character pass-through
** Requires single jump or move equivalent to bypass
** Has no effect on teleports }}
{{MoveListRow | Big Barrier | With Understanding Charge: <br> b + s | 0 | * Creates a shield that lingers for a longer time
** Expends 1 Understanding Charge
* Absorbs physical and projectile damage if active player character is not blocking
** Is instantly destroyed by supers
* Inhibits enemy pass-through while permitting active player character pass-through
** Requires double jump, super jump, or move equivalent to bypass
** Has no effect on teleports }}
{{MoveListRow | Jumping Light | air l | 25,000 X <nowiki>N</nowiki> | high <br> Move lasts until he hits the grounds or cancels into another move}}
{{MoveListRow | Jumping Medium | air m | 70,000 | high }}
{{MoveListRow | Jumping Heavy | air h | 80,000 | high }}
{{MoveListRow | Jumping Special | air s | 90,000 | high aircombofinisher <br> groundbounce }}
{{MoveListFooter}}


=== Throws ===
=== Ground Normals ===


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Forward Throw | f + h | 80,000 | throw hardknockdown }}
|image=UMVC3_Modok_5L.png
{{MoveListRow | Back Throw | b + h | 80,000 | throw hardknockdown }}
|caption=
{{MoveListRow | Forward Air Throw | air f + h | 80,000 | airthrow hardknockdown }}
|name=Stand Light
{{MoveListRow | Back Air Throw | air b + h | 80,000 | airthrow hardknockdown }}
|input=5L
{{MoveListFooter}}
|data=
{{AttackData-UMVC3
|damage=45,000
|guard=High
|startup=7
|active=6
|recovery=11
|onhit=-1
|onblock=-1
|properties={{rpdfire}}
|description=
MODOK produces a short-range burst of energy from his forehead. Normal-sized characters can crouch underneath this hit, so be careful about using it as a pressure tool against grounded opponents.


=== Special Moves ===
Can be used an a mashed anti-air due to its relatively fast startup and Rapid Fire property. Repeated 5Ls can chain into each other to catch an opponent at regular jump height and then confirm into 5S.
}}
}}


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Psionic Blast | qcf + atk | l version: 30,000 X 3 <br> (81,200) <br> m version: 30,000 X 4 <br> (103,000) <br> h version: 30,000 X 5 <br> (122,600)| airok <br> proj <br> softknockdown <br> Air H version fires at a <nowiki>downward</nowiki> 45-degree angle }}
|image=UMVC3_Modok_5M.png
{{MoveListRow | Psionic High Blast | With Understanding Charge: <br> qcf + s | 40,000 X 5 <br> (163,600) | proj <br> stagger vs grounded <br> softknockdown vs airborne }}
|caption=
{{MoveListRow | Balloon Bomb | dp + atk | 80,000 | proj <br> softknockdown <br> atk determines angle <br> h version tracks opponent }}
|name=Stand Medium
{{MoveListRow | Jamming Bomb | dp + s | 80,000 | proj <br> softknockdown <br> Tracks opponent <br> Reverses enemy controls: <br> b becomes f <br> u becomes d }}
|input=5M
{{MoveListRow | Analysis Cube <br> Analyze Cube | qcb + atk | 50,000 | proj <br> atk determines location <br> Adds 1 Understanding Charge on hit }}
|data=
{{MoveListRow | Flight | qcb + s | 0 | airok <br> Initiates Flight mode. }}
{{AttackData-UMVC3
{{MoveListRow | Battering Ram | atk + s | 90,000 | airok <br> Can be aimed in any direction }}
|damage=20,000 x5
{{MoveListFooter}}
|guard=Mid
|startup=10
|active=9
|recovery=17
|onhit=+3
|onblock=+3
|properties={{chipdamage}}, Priority: Low, Durability: 3 per shot.
|description=
Modok fires 5 bullets at a down-forward angle, striking the ground at about 1/3 of fullscreen distance. Has very good range, beating out all of MODOK's other normals in terms of pure horizontal reach. It is a strong poke against grounded opponents, but struggles to hit anyone airborne. It also has a deadzone immediately in front of MODOK where some character can crouch underneath the bullets.
}}
}}


===Hyper Moves===
{{MoveData
|image=UMVC3_Modok_5H.png
|caption=
|name=Stand Heavy
|input=5H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=High
|startup=16
|active=10
|recovery=20
|onhit=+1
|onblock=-4
|properties={{strk}}, {{jcancel}}
|description=
MODOK fires a burst of energy above his head. Normal-sized characters can crouch underneath this attack.


{{UMvC3MoveListHeader}}
Can be jump-canceled on contact - hit or block, which places MODOK into his Flight mode, giving 5H effectively only 5f of recovery. On hit, the opponent is popped into the air, which MODOK can pursue with a Jump Cancel to perform extended combos.
{{MoveListRow | Hyper Psionic Blast | qcf + atk + atk | 0: 8,000 X 22 (129,100) <br> 1: 8,000 X 26 (145,100) <br> 2: 8,000 X 34 (177,100) <br> 3: 8,000 X 40 (201,100) <br> 4: 8,000 X 50 (241,100) <br> 5: 8,000 X 58 (273,100) <br> 6: 8,000 X 68 (313,100) <br> 7: 8,000 X 76 (345,100) <br> 8: 8,000 X 85 (381,100) <br> 9: 8,000 X 100 (441,100) | airok <br> proj <br> Consumes all Understanding Charges <br> (Number of charges determines strength blast) }}
}}
{{MoveListRow | Killer Illumination | dp + atk + atk | 300,000 at 30 hits <br> 372,000 at 66 hits | throw <br> hardknockdown <br> Mash for more hits }}
}}
{{MoveListRow | Hyper Battering Ram | qcb + atk + atk | 25,000 X 3 ~ 15 <br> (72,700 ~ 305,000) | airok strk <br> Can be aimed, first attack always aimed forward <br> Timed button pressed leads to another 3-hit "burst", for up to 5 on the ground and up to 4 in the air <br> Scales by 97%}}
{{MoveListFooter}}


== Strategy ==


=== Tips and Tricks ===
{{MoveData
*Once you've struck with Analyze Cube, deploy a Big Barrier, park M.O.D.O.K. inside of it, consider entering low flight, and then shower your opponent with more Analyze Cubes. If they fall for this tactic, you may be able to easily whittle down their health while recycling Big Barriers (regularly re-deploying them as they run out), while also building meter and Levels of Understanding. Remember what tactics your opponent uses to attempt to overcome this, so you can exploit holes in their attack plan later in the match.
|image=UMVC3_Modok_2L.png
|caption=
|name=Crouching Light
|input=2L
|data=
{{AttackData-UMVC3
|damage=45,000
|guard=Mid
|startup=5
|active=6
|recovery=10
|onhit=0
|onblock=0
|properties={{rpdfire}}
|description=  
Note: Not a low. MODOK ducks down slightly before attacking with an energy burst similar to his 5L. This attack hits low enough that it can not be crouched by normal characters, unlike 5L, and starts up slightly faster.
}}
}}


*After AIR Hyper Battering Ram during a Launcher combo, try a Down Aerial Exchange to switch M.O.D.O.K. out, continue a damaging combo, and even bring M.O.D.O.K. back in during the same combo for a Flight-sustained Analyze Cube spree!
{{MoveData
|image=UMVC3_Modok_2M.png
|image2=UMVC3_Modok_2M_Puddle.png
|caption=
|name=Crouching Medium
|subtitle=Snot
|input=2M
|data=
{{AttackData-UMVC3
|damage=60,000
|guard=Mid / Low
|startup=10
|active=-
|recovery=25
|onhit=0
|onblock=0
|properties={{chipdamage}}, {{otg}} (puddle)
|description=
MODOK fires a gross-looking green blob from above his head. It quickly arcs downward, landing on the ground about two character lengths in front of MODOK. If the projectile reaches the ground without touching an opponent, it creates a puddle on the ground for a short duration. The initial projectile hits Mid, but the puddle hits Low and is OTG-capable.


*Learn how the air versions of MODOK’s specials operate. The lack of self-visibility can make things confusing for an opponent while MODOK is in air, so a quick transition to a higher altitude may make formerly insignificant Bombs and Cubes suddenly effective.
2M is MODOK's only OTG attack and is an important combo tool. Tossing a puddle onto a knocked down opponent can be chained into an H normal or canceled into a special to solo pick up. It can also be hyper canceled into Hyper Psionic Blaster as a combo ender. At higher levels of Hitstun Deterioration, 2M canceled or chained into other attacks may not combo, but this can be compensated for with assist calls.


*If you deploy a Barrier and your opponent attempts to super-punish, try activating Command Flight. The opening frames of Command Flight will change to ground blocking frames against an incoming attack.
The Low hit of 2M's puddle can be used for dangerous mixups if you can set up a way for the opponent to block it. By placing down a puddle where a knocked down opponent is tech rolling (easiest to do in the corner), you can fly and attack with a fast Overhead attack while the opponent is forced to block the Low puddle meaty. This can create powerful High/Low mixups or even solo Unblockables.


*The secret to full-screen poking as MODOK is not Psionic Blast L. That special, while fast, drops an opponent too quickly to hit-confirm into a combo or hyper move. Instead, use Psionic High Blast, which expends 1 LOU with each use. It puts a grounded opponent in a stagger state if struck, allowing MODOK to do whatever is desired.
When doing an OTG pickup in the corner, this move can sometimes fail to connect. This is more common against small body characters and against Dormammu (?!?), but can happen against any character in certain circumstances. This can be compensated for by performing a small backdash before 2M to adjust the spacing where it lands.
}}
}}


*Open a match with Killer Illumination to surprise trigger-happy opponents.
{{MoveData
|image=UMVC3_Modok_2H.png
|caption=
|name=Crouching Heavy
|input=2H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Low
|startup=15
|active=10
|recovery=21
|onhit=+3
|onblock=-5
|properties={{strk}}, {{softknockdown}}, {{jcancel}}
|description=
MODOK shoots a burst of energy from his cannon, similar to 5H but fired from below MODOK rather than above him. This is MODOK's only Low attack besides the puddle created by 2M, and thus the only incentive you can give opponents to block low.


=== Basic Strategy ===
Pops up opponents on hit, and can be jump-canceled on hit or block. 2H jump-canceled into Flight, which itself is dash-canceled into an air normal, is both a staple combo route for MODOK and an important pressure tool. MODOK can repeatedly cycle between 2H and j.5L when close to attack with Overhead and Low attacks as an offensive option.
Players can and must take advantage of down-time (the period between when one opponent partner is defeated and the next partner hops in). What projectile to use? You could certainly try Balloon Bomb L near the corner and then double dash underneath it as the opponent hops in for an easy cross-up. Perhaps a Big Barrier could pen them in or absorb their attacks.
}}
}}


If the player is not establishing/maintaining an advantage as MODOK, he might ask himself this simple question: am I using every single move available to me? Common to most fighting game keepaway players is a tendency toward only the one or two simplest projectile options, which telegraphs attack patterns and leaves the character open to counterattacks. Know and use all of MODOK’s moves to maximize dominance. In particular, many opponents become frustrated by the repetition of only one or two moves and will rush in after being hit more than twice. Prepare another version of the move you’re using to disrupt them, use a different projectile, use a super, or empty-jump/crouch randomly to fool an opponent and bait an unsafe move.


=== Advanced Strategy ===
{{MoveData
|image=UMVC3_Modok_5S.png
|caption=
|name=Launcher/Special
|input=S
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Mid
|startup=10
|active=12
|recovery=22
|onhit=Launch
|onblock=-8
|properties={{launch}}, {{nocancel}}
|description=
MODOK attacks with the propulsion system of his hoverchair. The attack is not as large as the graphic would suggest, but is still fairly large. Fairly standard launcher.
}}
}}


== Combos by LTP ==
=== Aerial Normals ===


Check out the online guide here: http://forums.shoryuken.com/discussion/161455/the-comprehensive-modok-tutorial-written-and-video-tutorials <br>
{{MoveData
|image=UMVC3_Modok_jL.png
|caption=
|name=Jumping Light
|input=j.5L
|data=
{{AttackData-UMVC3
|damage=25,000 per kick
|guard=OH
|startup=6
|active=Until grounded
|recovery=1
|onhit=+11
|onblock=+11
|properties={{airdashcancel}}
|description=
MODOK repeatedly kicks with his stubby legs. He will continue to kick while traveling through the air indefinitely, until he reaches the ground or cancels the move into a Special/Hyper. Upon reaching the ground, MODOK recovers almost instantly. If MODOK uses j.5L while in Flight, it instantly ends Flight and causes him to fall straight down.


For this section, I will start slow with very basic BnB’s that as a MODOK player, you want to know how to do, or at least be aware of. Gradually, we will become more advanced and throw in a couple of example of common assists or common classes of assists for combo extension. I just want to quickly note that saving your wallbounce and groundbounce for the end of combos gives you access to extra damage and/or options. <br>
Although j.5L has terrible range, it is a very strong pressure tool. MODOK's unique Flight jump automatically keeps him low to the ground, allowing j.5L to work as an extremely fast Instant Overhead attack that can be repeatedly looped into itself.
}}
}}


Before I delve into some basic BnB’s, I would also like to mention what you should be thinking when you get a combo rolling. What should be the end goal of this combo? You have three basic options. Those options are to the kill the character, jam the character for a reset/snapback, or simply go for a reset. This decision will be based on a number of factors, including what you can do after your combo starter (it might not be possible to jam), how much meter you have/are willing to spend, the health of the character you are comboing, and the threat level of the other characters on your opponent’s team. Know what you can do with your assists after any touch with MODOK so you can make a smart decision on where your combo should leave your opponent at its end. <br>
{{MoveData
|image=UMVC3_Modok_jM.png
|caption=
|name=Jumping Medium
|input=j.5M
|data=
{{AttackData-UMVC3
|damage=70,000
|guard=OH
|startup=10
|active=10
|recovery=16
|onhit=-5
|onblock=-5
|properties={{airdashcancel}}
|description=
Energy burst attack fired from above MODOK's head, similar to his grounded 5H. It is technically an Overhead, but can not hit normal-sized opponents who are crouching. Has excellent range making it a staple neutral tool, and also helps keep combos consistent.


Now, time for some combos. <br>
j.5M is also a good choice for canceling airdashes in order to preserve their momentum. Superjump up-back > airdash downback > j.5M or <code><nowiki>27 > 1XX~j.5M</nowiki></code> is a basic retreat option to gain distance from the opponent while also covering yourself with a forward-facing hitbox.
}}
}}


=== Basic BnB’s and Relaunch Variants/Info ===
{{MoveData
|image=UMVC3_Modok_jH.png
|caption=
|name=Jumping Heavy
|input=j.5H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=OH
|startup=16
|active=10
|recovery=20
|onhit=-8
|onblock=-8
|properties={{airdashcancel}}
|description=
Energy burst attack similar to MODOK's other heavy normals, but angled downwards to make it more easily hit grounded opponents. Has good range and can be used in pressure, jump loop combos, or defensively as a throw tech OS.
}}
}}


There are two basic combo outlines that, as a MODOK player, you will typically go to. One has 2 sets of basic air combos, while the other has 1. I will show the latter first. Note that when you manage to hit 2 or more characters, these BnBs will hit fully and are your go-to combos. Do not add cubes to these combos in that situation, since cubes only hit one character. <br>
{{MoveData
|image=UMVC3_Modok_jS.png
|caption=
|name=Jumping Special
|input=j.5S
|data=
{{AttackData-UMVC3
|damage=90,000
|guard=OH
|startup=13
|active=8
|recovery=20
|onhit=-
|onblock=+18
|properties={{aircombofinisher}}, {{groundbounce}} (when used outside a Launcher Combo)
|description=
MODOK flares the propulsion of his hoverchair, attacking below himself. Has a small ability to hit cross-up.


MODOK Basic BnB Structure (1 air combo)
j.5S is notable because it causes a Ground Bounce if it hits outside of its use as an Air Combo Finisher. This is helpful as a combo extension tool and can give MODOK some capability to convert air-to-airs, although it basically only hits below MODOK and has no hitbox in front of himself.
(cr.h, jump, adf, j.m )x2, fwd. h, jump, adf, j.h (whiffs), dash, st.s, sj.m, sj.m, sj.h, sj.s, dash, cr.m, l blaster, hyper
With your starter, this combo will take you corner to corner. <br>


MODOK Basic BnB Structure (2 air combos)
When falling from superjump height, airdash down canceled into a falling j.5S is a relatively safe and quick way to reach the ground, and will discourage opponents from trying to attack MODOK from below. As with all j.5S attacks on characters who have Flight mode, using j.5S in Flight will immediately end it and cause MODOK to start falling.
cr.h, jump, adf, j.m, dash, st.s, sj.m, sj.m, sj.h, sj.s, wave dash twice, cr.m, st.s, sj.m, sj.m, sj.s, dash, cr.m, l blaster, hyper
}}
With your starter, this combo will too take you corner to corner. I recommend learning this combo, or its relaunch variants, as it gives you a good feel for MODOK’s combo pieces and how his normals function, and it saves his wallbounce. <br>
}}


Before I get ahead of myself, I will break down one part that is common to both of these combos, and that is cr.h, jump, adf, j.m. Knowing to do this is critical to using MODOK. Once cr.h hits, just tap up, input a dash, then immediately press m. Practice, practice, practice this until you will never drop it. <br>
=== Command Normals ===


Once you get that down, the first combo should not be much of a problem. Just make sure you input the air series quickly enough (or shorten it to sj.m, slight delay, sj.h, slight delay, sj.s). <br>
{{MoveData
|image=UMVC3_Modok_6H.png
|caption=
|name=Force Beam
|input=6H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Mid
|startup=18
|active=10
|recovery=13
|onhit=-
|onblock=+3
|properties={{wallbounce}}, {{jcancel}}
|description=
MODOK swings his energy cannon while firing it. This creates a burst of energy similar to MODOK's other H attacks, and can be jump-canceled on contact the same way. On hit, causes a Wall Bounce which is fairly easy to combo both out of and into.


For the second combo, for the second air series, super jump up forward immediately after the st.:s:, then wait for a little bit before doing the air series. Going straight into the air series will not give you enough time to OTG afterward to follow up. <br>
If Wall Bounce has already been used, 6H still causes a large hit into a True Soft Knockdown, and so it can still be used in combos by special-canceling into certain attacks, or when paired with an assist call.
}}
}}


There are also a few variants of the second combo regarding relaunching. Some may find it difficult to relaunch by wave dashing twice. Another option is to land, tap uf, dash df, cr.m, st.s. Note that you are at the minimum dash height when tapping uf, so buffering your dash df is a good idea. This should be familiar if you are used to Doom relaunches midscreen. Another thing I should mention is that for this combo variation and the original combo, after doing cr.m, do not mash on st.s. Depending on your starter, this might not work. Remember that comboing from cr.m to st.s is a chain, and that when cr.m hits the opponent and OTGs, you can input st.s. But this is Mahvel, so you can buffer that st.s a little bit before the cr.m hits, allowing you to always get your relaunch when hitstun deterioration would make it a tight link off of some starters. <br>
{{MoveData
|image=UMVC3_Modok_3H.png
|caption=
|name=Anti-Air Force Beam
|input=3H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=High
|startup=18
|active=10
|recovery=13
|onhit=+18
|onblock=+3
|properties={{strk}}, {{jcancel}}
|description=
MODOK angles his regular H attack energy burst upward, starting from above his head. Does not hit crouching opponents, even big bodies, and will whiff on standing normal-sized characters, so it is extremely specialized against airborne opponents. Unlike 6H, does not cause a Wall Bounce, but still knocks up and can be jump-canceled.


One more variation of the second combo’s relaunch is to preform what you do to combo off of grabs, though this is inconsistent with starters that heavily effect hitstun deterioration (starting off with j.s, which groundbounces, for example). Once again, this input is: dash, cr.m, fly, adf, j.m. One more important note about this relaunch is to know your timing. If you input command flight and dash (2 buttons) right away, your command flight will plink into HBR… not what you want. Go into training mode and practice this relaunch off of normal grabs until you do not get HBR often. It is possible to circumvent this issue altogether by tapping forward twice to dash instead of using the normal 2 button dash, but you sacrifice the general ease and speed of the 2 button dash, though by all means, if you can do it, it’s certainly superior for combos in these cases where you must fly, then dash. <br>
Can be used as a meaty attack against oncoming characters.
}}
}}


One last note about relaunching: you might be noticing that cr.m does not consistently OTG against small characters (and for some reason, Dorm) after a hard knockdown in the corner. This is especially noticeable when that hard knockdown is caused by a throw, since more normal sized characters become affected by this. This is easily corrected by wave dashing back first before doing cr.m, st.s. MODOK’s launcher has a great hitbox, so though it might look like you are too far back, it will always combo. Though you do not always have to wave dash back before relaunching in the corner, it is a good habit to get into, since it will always work. <br>


Optimizing damage on the Last Air Series <br>
{{MoveData
|image=UMVC3_Modok_4H.png
|caption=
|name=Barrier
|subtitle=Dorito
|input=4H
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=30
|active=122
|recovery=15
|onhit=-
|onblock=-
|properties={{nocancel}}
|description=
MODOK creates a barrier in front of himself. The barrier negates both projectiles and physical attacks which come into contact with it, preventing those attacks from harming MODOK or his teammates. Even attacks which normally pierce multiple targets can not penetrate through Barrier. The shield has no durability or upper limit on attacks absorbed, it can negate an infinite number of non-hyper attacks, but is instantly destroyed by any hyper.


Now at this point, you should have enough information to get your basic BnB of choice going. Before I get into assist combo extensions, I will mention a quick combo optimization to your basic BnBs. If you end up in the corner or very close to the corner, you can add an extra l blaster at the end of your last air series. This is great, since at times, doing sj.s for the last air series will whiff if your combo starter was horrendously long. For the last air series, what you do instead is: sj.m, sj.m, l blaster, add or addf, sj.s. For this blaster air series, you want the opponent as high as possible, so after doing st.s, wait a bit on the ground before super jumping up forward. sj.m also floats the opponent higher, which is useful for this purpose as well. Also, be aware that you go back to neutral before tapping sj.s after doing add(f), or you will get a TAC. The main thing to learn here is when you recover from l blaster to add(f) (ie. mash j.l after doing l blaster to see when you recover). Once you figure out the timing for doing add(f) afterwards l blaster, practice. <br>
Additionally, the barrier physically blocks an opponent's movement, preventing them from moving past it in either direction. The barrier reaches to just below regular jump height, so it can be passed from above.


Tagging on an Extra Cube (2nd BnB Structure) <br>
The barrier only blocks attacks and movement from the opponent, and has no effect on MODOK or his teammates. MODOK can freely attack through the barrier and hit opponents on the other side from relative safety.


It is possible to put a cube in the very beginning of your combo without sacrificing much damage, though there are different combo routes to be taken depending on where you are on screen. In the corner, to get a cube quickly, do cr.h, l cube, st.s, etc. At midscreen, you have two options. The easier one is: cr.h, h cube, dash, st.s, etc. The harder one is: cr.h, :m: cube, dash, cr.l, st.s, etc. It is good to know both, since the second one can be done almost anywhere. <br>
MODOK's Barrier is a very powerful tool for his keepaway game that gives him an immediate edge in projectile battles, by protecting him from the opponent's non-hyper attacks while he freely shoots from the other side. It can also be used in pressure, to prevent an opponent from mashing out while MODOK runs his offense.
}}
}}


=== Basic Assist Combo Extension and Combo Enders ===
{{MoveData
|image=UMVC3_Modok_4S.png
|caption=
|name=Big Barrier
|subtitle=Big Dorito
|input=(With at least one Understanding) 4S
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=30
|active=180
|recovery=15
|onhit=-
|onblock=-
|properties=-
|description=
MODOK spends one level of Understanding to create an even larger Barrier. 4S Big Barrier is functionally identical to the normal one, with two additional benefits:
*The barrier lasts longer, remaining active for three full seconds rather than two.
*The barrier is physically larger. It can no longer be jumped over by a regular jump, requiring a superjump, doublejump, or other additional source of height to pass over. It also more easily blocks projectiles and other attacks due to its increased size.


Now, it’s time for combo extensions with assists. This is where you will build cubes for resets, do jamming bombs without sacrificing much damage, and/or optimize your damage for the kill. Usually, you want to have assists that ignore hitstun deterioration for easy combo-ability and allow you to continue the combo off of a hard knockdown in the corner. So let’s say a1 is your generic combo extending assist. After your basic BnB, do something like: dash back and call a1, cr.m, l blaster. If your assist is fast enough, it may be possible to do an l cube instead of an l blaster. From there, let your assist juggle the opponent, then tag on your wallbounce (fwd.H) or your groundbounce (j.s) at the end. Generally, try using up your wallbounce first before your groundbounce. You want to have at least one assist that allows you to get a fwd.h after a hard knockdown in the corner to have MODOK at his full combo potential. If both the wallbounce and groundbounce are already used, do fwd.h, m blaster, hyper, for your typical combo ender into damage. If you wish to snap back, a typical ender has a snapback instead of a hyper (doing l blaster instead may be easier to time). During the time your assist juggles the opponent, see if you can do extra damage by adding an l blaster or bomb. So when your a1 call is finished, do fwd.h to wallbounce. From there, you can do l cube or l bomb before calling out your next assist. The next step is to incorporate a2, another generic combo extending assist. You probably want to do fwd.h and a2 at the same time, then see what can work. Try jamming bomb, dashing up and doing l bombs, or if a2 does not hit in time after fwd.h, try calling it before fwd.h or doing an l or m blaster after fwd.h. After finding what works, try getting in another fwd.h at the end, jump, adf, j.s to use your groundbounce, fwd.h, into one of the enders mentioned earlier or the resets that are to be discussed later. If your a2 just won’t cooperate, try finding a way to be creative with your groundbounce to add it in. One quick optimization note: after using the groundbounce, it is possible to do l bomb, fwd.h, ender, but that doing fwd.h after the extra l bomb is very strict. <br>
Unlike regular Barrier, Big Barrier is considered a special move for the purposes of cancels, and normals can be canceled into Big Barrier even on whiff.
}}
}}


I will now give you a few sample enders using various assists. These combos pick up off from your basic BnB combo, and you are now in the corner, with your opponent in a hard knockdown state unless I mention otherwise. <br>
=== Special Moves ===


:a1: = Doom’s Hidden Missiles, :a2: = Magneto’s Hyper Grav
{{MoveData
cr.:m: and :a2:, :l: blaster, dash back, :f::h:, :l: bomb, :f::h:, jump, adf and :a1:, j.:s:, :l: bomb, st.:s:, sj.:l:, (missiles hit), :m: bomb, :l: blaster, add, sj.:s:, cr.:m:, :l: blaster, hyper/snapback <br>
|image=UMVC3_Modok_214L.png
|caption=L Version
|image2=UMVC3_Modok_214M.png
|caption2=M Version
|image3=UMVC3_Modok_214H.png
|caption3=H Version
|image4=UMVC3_Modok_j214L.png
|caption4=Air L Version
|image5=UMVC3_Modok_j214M.png
|caption5=Air M Version
|name=Analysis Cube
|input=214X
|data=
{{AttackData-UMVC3
|damage=50,000
|guard=Mid
|startup=10 (15 for H version)
|active=-
|recovery=25 (20 for H version)
|onhit=-
|onblock=-
|properties={{airok}}, Priority: Low, Durability: 1
|description=
MODOK causes a stationary cube of energy to appear at a location determined by button strength. For the grounded version:
*L causes the cube to appear on the ground directly in front of MODOK.
*M causes the cube to appear in the air above MODOK, roughly two character lengths in front of him.
*H causes the cube to appear horizontally ahead of MODOK, about halfscreen distance away.


:a1: = Doom’s Hidden Missiles, :a2: = Magneto’s Hyper Grav (Full combo)
For the air version:
cr.:h:, jump, adf, j.:m:, dash, st.:s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, wave dash twice and call :a1:, cr.:m:, st.:s:, sj.:m:, sj.:m:, sj.:s:, (missiles OTG), :l: bomb, :l: bomb, dash back, :f::h:, :l: bomb, :f::h: and :a2:, :m: blaster, :f::h:, jump, adf, j.:s:, :f::h:, :m: blaster, hyper/snapback <br>
*L causes the cube to appear just below and in front of MODOK.
*M causes the cube to appear directly in front of MODOK.
*H causes the cube to appear just above and in front of MODOK.


:a1: = Doom’s Hidden Missiles, :a2: = Magneto’s Hyper Grav (Full combo)
All versions of Analysis Cube remain active for 60 frames (1 second) after appearing.
cr.:h:, jump, adf, j.:m:, dash, st.:s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, wave dash twice and call :a1:, cr.:m:, st.:s:, sj.:m:, sj.:m:, sj.:s:, (missiles OTG), jamming bomb, dash back, :f::h:, :l: bomb, :f::h: and :a2:, :m: blaster, :f::h:, jump, adf, j.:s:, :f::h:, :m: blaster, hyper/snapback <br>


:a1: = Doom’s Hidden Missiles, :a2: = Magneto’s Hyper Grav (Full combo)
If an opponent is hit by Analysis Cube, MODOK gains one level of Understanding. This is the only way for MODOK to gain Understanding, a resource he can use to empower certain other attacks. Analysis Cube is easy to combo into, and can be followed up with additional attacks or even another Cube when spaced properly, so MODOK can build several levels of Understanding in a single combo if desired.
cr.:h:, jump, adf, j.:m:, dash, st.:s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, wave dash twice and call :a1:, cr.:m:, st.:s:, sj.:m:, sj.:m:, sj.:s:, (missiles OTG), :l: bomb, :l: cube, dash back, :f::h:, :l: cube, :f::h:, jump, adf, j.:s:, :a2:, :f::h:, jamming bomb, snapback/reset <br>


:a1: = Viper’s Burn Kick, :a2: = Hsien Ko’s Senpu Bu
Besides it use in combos and for gaining Understanding, Analysis Cube is a situational zoning tool, because MODOK can cause it to appear at several different locations without having to actually travel there. It can be used to move past other projectiles, such as Nova's Gravimetric Pulse, and hit a character on the other side.
dash back and :a2:, cr.:m:, :l: blaster, :l: bomb, :f::h:, :l: cube, :f::h:, :a1:, jamming bomb, :f::h:, jump, adf, j.:s:, :f::h:, :m: blaster, hyper/snapback <br>
}}
}}


:a1: = Strange’s Eye of Avocado, :a2: = Sentinel’s Drones (Charge)
dash back and :a1:, cr.:m:, :l: blaster, :l: blaster, :f::h:, :l: cube, :a2:, :f::h:, :m: blaster, dash, jamming bomb, :f::h:, jump, adf, j.:s:, :f::h:, :m: blaster, hyper/snapback <br>


:a1: = Firebrand’s Demon Missile (Charge), :a2: = Dante’s Jam Session
{{MoveData
dash back and :a1:, cr.:m:, :l: blaster, :f::h:, :l: bomb, :f::h:, jump, adf, j.:s:, :f::h:, pause, st.:s: and :a2:, sj.:l:, fly, :m: blaster, add, sj.:s:, cr.:m:, :l: blaster, hyper <br>
|image=UMVC3_Modok_236S.png
|caption=
|name=Psionic Blast
|input=236X
|data=
{{AttackData-UMVC3
|version=L
|subtitle={{qcf}} + {{l}}
|damage=30,000 x3
|guard=Mid
|startup=12
|active=20
|recovery=14
|onhit=-
|onblock=-4
|properties={{airok}}, {{softknockdown}}, Priority: Low, Beam Durability: 3 per frame for 3 frames.
}}
{{AttackData-UMVC3
|version=M
|subtitle={{qcf}} + {{m}}
|damage=30,000 x4
|guard=Mid
|startup=20
|active=20
|recovery=16
|onhit=-
|onblock=-4
|properties={{airok}}, {{softknockdown}}, Priority: Low, Beam Durability: 3 per frame for 4 frames.
}}
{{AttackData-UMVC3
|version=H
|subtitle={{qcf}} + {{h}}
|damage=30,000 x5
|guard=Mid
|startup=28
|active=20
|recovery=18
|onhit=-
|onblock=-4
|properties={{airok}}, {{softknockdown}}, Priority: Low, Beam Durability: 3 per frame for 5 frames.
|description=
MODOK's beam special. Fires a beam from his forehead, which travels horizontally across the screen. All versions are fired directly horizontally forward except for the aerial H version, which is fired at a down-forward angle.


Find out what you can do with your assists and get creative! <br>
Psionic Blast is very quick, especially the L versions. It is a foundational part of MODOK's zoning plan and ability to deal chip damage. It is a low-risk, low-reward callout against opponent's assist calls to snipe them as well.


=== Corner Combos – Optimizing Damage ===
Air Psionic Blast also has uses for MODOK's extended corner combos. It has very high hitstun on hittin an airborne opponent, basically forcing a Soft Knockdown. When spaced properly, MODOK can cancel into j.236L off an air chain, the airdash down to catch the opponent with a falling attack before they reach the ground.
}}
}}


Even though your basic BnB with adjustable enders will be your staple BnB, you should know that your combos can be optimized for damage when in or near the corner before you do your assist based combo ender. Here are two sample combo starters that go for optimal damage (provided by Caveman). <br>
{{MoveData
|image=UMVC3_Modok_236S.png
|caption=
|name=Psionic High Blast
|input=(With at least one Understanding) 236S
|data=
{{AttackData-UMVC3
|damage=40,000 x5
|guard=Mid
|startup=28
|active=20
|recovery=18
|onhit=+17
|onblock=-9
|properties={{stagger}} (vs grounded), {{softknockdown}} (vs airborne) Priority: Low, Beam Durability: 5 per frame for 5 frames
|description=
Enhanced version of Psionic Blast, which costs one level of Understanding to perform. Unlike regular Psionic Blast, it can not be performed in the air.


(cr.:h:, jump and float up for a moment, j.:h:, adf, j.:h: )x2, cr.:h:, jump, j.:h:, add, cr.:h:, st.:s:, sj.:m:, sj.:m:, :l: blaster, add(f), sj.:s:, ender <br>
High Blast has identical frame data to 236H. In exchange for spending one Understanding to empower the move, it gains additional damage and durability. Additionally, High Blast does not knock grounded opponents into the air on hit. Instead, it causes a lengthy Stagger animation.
}}
}}


(cr.:h:, jump, adf, j.:m: )x2, cr.:h:, jump and float up for a moment, j.:h:, adf, j.:h:, cr.:h:, jump, j.:h:, add, cr.:h:, st.:s:, sj.:m:, sj.:m:, :l: blaster, add(f), sj.:s:, ender
This combo works from the match start position. <br>


Note that you must float up for a moment after doing cr.:h:, so you can do j.:h:, adf, j.:h:. Simply tapping up and doing adf, j.:h: whiffs. By floating up for a moment, adf, j.:h: can hit if you input j.:h: quickly after dashing forward. <br>
{{MoveData
|image=UMVC3_Modok_623L.png
|caption=L Version
|image2=UMVC3_Modok_623M.png
|caption2=M Version
|image3=UMVC3_Modok_623H.png
|caption3=H Version
|name=Balloon Bomb
|input=623X
|data=
{{AttackData-UMVC3
|version=L
|subtitle={{dp}} + {{l}}
|damage=80,000
|guard=Mid
|startup=30
|active=-
|recovery=25
|onhit=-
|onblock=+1
|properties={{airok}}, {{softknockdown}}, Priority: Medium: Durability: 1
}}
{{AttackData-UMVC3
|version=M
|subtitle={{dp}} + {{m}}
|damage=80,000
|guard=Mid
|startup=40
|active=-
|recovery=25
|onhit=-
|onblock=+1
|properties={{airok}}, {{softknockdown}}, Priority: Medium: Durability: 1
}}
{{AttackData-UMVC3
|version=H
|subtitle={{dp}} + {{h}}
|damage=80,000
|guard=Mid
|startup=50
|active=-
|recovery=25
|onhit=-
|onblock=+1
|properties={{airok}}, {{softknockdown}}, Priority: Medium: Durability: 1
|description=
MODOK fires a bomb from his chair's cannon, which travels in a direction dependent on button strength. The bomb moves fairly slowly, and slows down as it travels, before coming to a stop:
*L version on the ground appears at MODOK's feet and floats straight up, stopping in the air just above and in front of him.
*M version on the ground appears above MODOK's head and travels at a down-forward angle, stopping just above the ground at halfscreen distance.
*L and M version in the air appear just below/above MODOK respectively, and travel horizontally forward to roughly halfscreen distance.
*On both the ground and in the air, H version fires in the current direction of the opponent's point character, and tracks them across the screen.


=== Corner Combos – Building Up Your LoU (Cube Combos) ===
All versions remain active for 180 frames before exploding. MODOK can only have one Balloon Bomb active at a time, and using another will immediately explode the previous one. This restriction is shared with Jamming Bomb.


When in the corner, you can also opt to build up your LoU and go for a cube corner combo. Doing this however is heavily reliant on your assists and what characters you are performing the combo on (read: these only work on normal sized characters), so I will give you two basic combo parts that one typically sees at the start of cube combos as guidelines before you need to find a way for your assists to contribute in tandem with your wallbounce and groundbounce. Both your wallbounce and groundbounce should usually net you one more cube (ie. :f::h:, :l: cube and j.:s:, :l: cube). <br>
Balloon Bomb is a powerful space-control and zoning tool whenever MODOK can manage to cover its lengthy startup. It is very difficult for most opponents to approach MODOK when a bomb is active between the two of them. Additionally, because Balloon Bomb is considered Medium Priority, it will block and nullify almost all non-hyper projectiles that come into contact with it, protecting MODOK from long-range retaliation as well.
}}
}}


The first basic combo part is simply cr.:h:, :l: cube. You can usually get at least two reps in before you have to use your assists. <br>
{{MoveData
|image=UMVC3_Modok_623S.png
|image2=UMVC3_Modok_623S_Effect.png
|caption2=An opponent hit by Jamming Bomb has their controls scrambled, indicated by a fuzzy effect over the character.
|name=Jamming Bomb
|input=(With at least one Understanding) 623S
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Mid
|startup=50
|active=-
|recovery=25
|onhit=-
|onblock=+1
|properties={{softknockdown}}, Priority: Medium: Durability: 1
|description=
Enhanced version of Balloon Bomb, which costs one level of Understanding to perform. Unlike regular Balloon Bomb, it can not be performed in the air.


The second basic combo part is the one I usually turn to and seems more consistent. It goes like this: cr.:h:, jump, (j.:m:, j.:h:, :l: cube)x3, j.:m:, j.:s:, assist extension <br>
Jamming Bomb has identical frame data to 623H Balloon Bomb, and tracks opponents across the stage in the same way. It lasts 300 frames (5 seconds) rather than the normal 180 frames. If Jamming Bomb hits an opponent, it applies a debuff to that character, reversing their directional controls:
*Left and Right inputs are switched
*Up and Down inputs are switched


Now, I will give you a sample cube corner combo. See what your assists can do for you. <br>
The debuff lasts for 4 seconds, and makes it very difficult for an opponent to effectively control their character or even defend themselves for the duration.


:a1: = Doom’s Hidden Missiles, :a2: = Magneto’s Hyper Grav
Despite the extremely long startup, it is possible to combo into Jamming Bomb, and this is the recommended way to use the move in order to ensure its debuff is actually applied. A common strategy is to combo into Jamming Bomb and then immediately perform a Snap Back on the jammed opponent. The debuff while remain on that character and not lose duration while they are on the backrow. When that character re-enters the stage, their controls will still be reversed, which will make it much harder to defend against any oncoming mixup you have ready for them.
(8 cubes and does 1,239,200 damage with 2 bars, builds over a bar)
}}
cr.:h:, jump, (j.:m:, j.:h:, :l: cube)x3, j.:m: and :a2:, j.:m:, :m: cube, (hyper grav connects), :l: cube, j.:s:, wave dash back, :l: cube, :f::h:, :l: cube, :f::h: and :a1:, jump, addf, st.:s:, sj.:l:, :m: cube (when missiles hit), :l: blaster, add(f), sj.:s:, cr.:m:, :l: blaster, HPB, cr.:m:, :l: blaster, HBR <br>
}}


=== Corner TAC Combos ===


As you probably already know, MODOK has some crazy TAC combos. These combos have the goal of getting 9 cubes to have a fully powered HPB and make MODOK a serious threat in the second slot. I will write down notations for simple up, down, and side TACs in the corner that maximize damage while minimizing difficulty. <br>
{{MoveData
|image=UMVC3_Modok_XS.png
|caption=By default, Battering Ram travels directly forward.
|image2=UMVC3_Modok_1XS.png
|caption2=Battering Ram can be aimed in any direction.
|name=Battering Ram
|subtitle=Body Attack
|input=X+S
|data=
{{AttackData-UMVC3
|damage=90,000
|guard=Mid
|startup=13 (airborne frame 1)
|active=10
|recovery=23
|onhit=-7
|onblock=-7
|properties={{airok}}
|description=
MODOK charges in any direction, using his entire body as a physical attack. Battering Ram can be steered in any of the eight directions by holding that direction during the input, but it can not be steered down when used on the ground.


'''Up TAC'''
Battering Ram can be used as a mobility tool to quickly change MODOK's aiir trajectory or cancel a badly spaced normal if needed. It has limited combo potential. Upward-angled Battering Ram allows MODOK to escape to superjump height without using superjump, allowing him to still call assists. For some reason, using grounded Battering Ram to go airborne, rather than jumping, flying or superjumping, allows MODOK to perform two airdashes instead of just one. You can consistently get a grounded upwards Battering Ram by performing any grounded normal and whiff-canceling into Battering Ram: <code><nowiki>5L~8M+S</nowiki></code>. 8X+S > j.9X+S > Airdash > Airdash is a basic mobility option that lets MODOK approach or retreat unpredictably from above while backed by an assist.
pause for a moment, :l: cube, sj.:l:, sj.:m:, adu, sj.:l:, :l: cube, sj.:l:, sj.:m:, fly, (sj.:m:, :h: cube)x4, :m: cube, :m: cube, :l: cube, sj.:l:, sj.:s:, assist based combo ender (if assists ignore hitstun deterioration) <br>


You want to pause for a split second at the beginning to ensure that you are close enough at the end to connect sj.:l: after all the cubes. You can always just try dashing forward first, then sj.:l: instead.
Activating Battering Ram while in Flight Mode cancels Flight.


'''Down TAC''' (takes away groundbounce)
Battering Ram can be used up to three times per airborne state. It shares this limit with Hyper Battering Ram, meaning that if MODOK uses Battering Ram in a combo, he loses some of the additional hits from Hyper Battering Ram in that same combo.
sj.:m:, sj.:m:, adu, sj.:l:, :l: cube, sj.:l:, :l: cube, sj.:l:, sj.:m:, fly, (sj.:m:, :h: cube)x4, :m: cube, :m: cube, :l: cube, sj.:l:, sj.:s:, assist based combo ender (if assists ignore hitstun deterioration) <br>
}}
}}


'''Side TAC''' (takes away wallbounce)
sj.:h: (delayed), :l: cube (delayed), sj.:l: (1 hit), :l: cube, sj.:l: (1 hit), sj.:m:, dash, sj.:m:, fly, (sj.:m:, :h: cube)x4, :m: cube, :m: cube, :l: cube, sj.:l:, sj.:s:, assist based combo ender (if assists ignore hitstun deterioration) <br>


These TACs, of course, are adjustable to whatever you feel more comfortable with. One thing you can do instead is plink an :h: cube after you activate fly. What this means is that you are getting an :h: cube with the same 214 motion (quarter circle back) that you use to get flight. Your inputs look like this: :qcb::s:, :h:. The :h: must be added on quickly. Though this is harder, it does give you more freedom in your TAC, since you now have 10 cubes. You can add in an extra sj.:m: during your cube reps, if you notice the opponent is not floating high enough, or you have more time to delay them, since you can scrap one of them. You could also opt to do an :l: bomb in the start of the up TAC, then find a way to get one more cube, and then plink into another cube from flight mode. <br>
{{MoveData
|image=UMVC3_Modok_214S.png
|caption=
|name=Flight
|input=214S
|data=
{{AttackData-UMVC3
|damage=-
|guard=Mid
|startup=8
|active=300
|recovery=0
|onhit=-
|onblock=-
|properties={{airok}}, 300 frame Flight Mode.
|description=
MODOK enters Flight. While in Flight, MODOK floats in place, and can perform an unlimited number of air specials (although using Battering Ram will immediately cancel Flight). Unlike other characters who have both Flight and an airdash, MODOK's airdash cancels Flight on use, preventing him from repeatedly airdashing in Flight.


=== Other Important Combo Notes ===
MODOK is unique among Flight mode characters in that he can block attacks while in Flight. However, blocking any attack automatically ends Flight mode. This means that MODOK can emergency-cancel attacks into Flight in order to block.


If you can hit the opponent with the top of HPB, you can always follow up with your assist based combo extender if your assist ignore hitstun deterioration. This builds meter and does more damage than going into HBR. <br>
MODOK can also enter Flight by using a regular jump, but the input allows him to cancel most attacks into Flight, to perform it while already airborne (such as after a superjump), or to Fly twice in the same air state - once using Jump Flight and once using the command.


Instead of the basic cr.:h:, jump, adf, j.:m: loop, you can try the execution heavy cr.:h:, jump, addf, cr.:h:, loop. Once mastered, this is more damaging and a very scary technique to have for opening up opponents, since it abuses one of his 2 lows and can beat advancing guard. Simply doing add is far easier and works only in the corner, but it won’t beat advancing guard. <br>
Flight Mode lasts for 300 frames, and is canceled if MODOK uses j.5L, j.5S, Battering Ram, or an airdash. He can also manually cancel Flight by inputting 214S again, which can Unfly-cancel attacks.
}}
}}


You can loop the HBR. In the corner, you can do: cr.:m:, :l: blaster, slight pause, HBR, forward (automatically goes forward for the first burst), down forward, down forward, down back, forward. Once you go upright, you can do another HBR with the same motion to do another rep. <br>
=== Hyper Combos ===


== SRK Forums Guide by LTP ==
{{MoveData
|image=UMVC3_Modok_236XX_Lvl0.png
|caption=Base form
|image2=UMVC3_Modok_236XX_Lvl5.png
|caption2=With 5 levels of Understanding
|image3=UMVC3_Modok_236XX_Lvl9.png
|caption3=With 9 levels of Understanding
|name=Hyper Psionic Blaster
|input=236XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=Varies
|guard=Mid
|startup=10+1
|active=120
|recovery=36
|onhit=-
|onblock=-30
|properties={{airok}}, consumes all Understanding, {{hardknockdown}}, Priority: High, Beam Durability: 5 per frame for 22 frames, scales by 0.97.
|description=
MODOK fires a larger, more powerful version of his Psionic Blaster. The beam hits several times, ending in a Hard Knockdown. It can be used as a combo ender, or in neutral to snipe assists and slower attacks. The beam causes a Hard Knockdown, and MODOK can sometimes link a 2M after the knockdown to continue the combo.


Check out the online guide here: http://forums.shoryuken.com/discussion/161455/the-comprehensive-modok-tutorial-written-and-video-tutorials
Hyper Psionic Blaster is notable because it automatically consumes all Understanding levels MODOK currently has in order to empower the beam, increasing the hit count and thus total damage:
*Level 0 - 8,000 x22 (129,100)
*Level 1 - 8,000 x26 (145,100)
*Level 2 - 8,000 x34 (177,100)
*Level 3 - 8,000 x40 (201,100)
*Level 4 - 8,000 x50 (241,100)
*Level 5 - 8,000 x58 (273,100)
*Level 6 - 8,000 x68 (313,100)
*Level 7 - 8,000 x76 (345,100)
*Level 8 - 8,000 x85 (381,100)
*Level 9 - 8,000 x100 (441,100)


=== Normals ===
As you can see, HSB deals pathetically low damage when used with no understanding, but if charged with enough levels of Understanding, becomes the most damaging Level 1 hyper in the game. The break point where Blaster deals more damage than Hyper Battering Ram is 4 Understanding. Additionally, higher level HSB beams cause longer Hard Knockdowns, making linking an OTG afterwards easier. Besides the increased damage and Hard Knockdown, improved HSB is identical to the Level 0 version and shares the same hitbox and frame data.
}}
}}


[[Image: l.png]] : Has short range, but functions well as an anti-air <br>
[[Image: m.png]]: Has long range, 5 hits, counts as a projectile, and is safe on block. It can be ducked under by some characters that are too close. All 5 hits will hit, no matter the length of the combo. It is a decent pressure tool. <br>
[[Image: h.png]]: Has long range and startup, but it can be ducked under. It has little purpose, even in combos. This move is jump cancellable. <br>
[[Image: s.png]]: Launcher with good range <br>
[[Image: d.png]][[Image: l.png]]: Has short range. Can be ducked under by some characters. Works decently for hitconfirms. <br>
[[Image: d.png]][[Image: m.png]]: Has long range, counts as a projectile, and OTGs. It can be ducked under by some characters that are too close. If the attack hits the ground, it persists for a second as a puddle, whose edges count as a low. <br>
[[Image: d.png]][[Image: h.png]]: Has long range and startup and counts as a low. This move is jump cancellable. Good for combos and hitconfirms. <br>
[[Image: u.png]][[Image: l.png]]: A fast, multi-hitting overhead that does not stop until it is cancelled or you land. All hits will hit, no matter the length of the combo. Excellent for hitconfirms and combo extension. This move is air dash cancellable. <br>
[[Image: u.png]][[Image: m.png]]: Has long range. Is excellent for pressure and combos. This move is air dash cancellable. <br>
[[Image: u.png]][[Image: h.png]]: Has decent range and startup. It is an okay pressure tool, but won’t be used often. This move is air dash cancellable. <br>
[[Image: u.png]][[Image: s.png]]: Has decent range and startup. It groundbounces (when not used in an air combo) and can cross up. It is a decent pressure tool and is excellent for extending combos. This move is air dash cancellable. <br>
[[Image: df.png]][[Image: h.png]]: Has long range and startup, but is an excellent anti-air. This move is jump cancellable. Will mostly be used in swag combos and on incoming characters. <br>
[[Image: f.png]][[Image: h.png]]: Has long range and startup. This move is jump cancellable and wallbounces. Once the wallbounce is used, it strikes them the enemy to the wall and forces an aerial recovery, but is still immune to hitstun. Excellent for extending combos. <br>
[[Image: b.png]][[Image: h.png]]: Summons a shield in front of MODOK to absorb non-hyper attacks. The enemy must jump over it. The move is not cancellable into supers or hypers. You can call out assists, but you can’t THC. This move can be chained into from any grounded normal. <br>


=== Specials ===
{{MoveData
|image=UMVC3_Modok_214XX.png
|caption=
|name=Hyper Battering Ram
|input=214XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=25,000 x3 ~ x15
|guard=Mid
|startup=4+4
|active=11
|recovery=24
|onhit=-
|onblock=-5
|properties={{airok}}, aimable, {{strk}}, scales by 0.97
|description=
Hyper version Battering Ram. MODOK charges forward, physically attacking with his whole body. Normally, Hyper Battering Ram performs three quick hits. By pressing additional attack buttons, MODOK can perform up to four additional 3-hit bursts. Additionally, every burst after the first can be aimed by holding the stick in any direction while inputting the hit. The first burst always goes directly forward, and can not be aimed.


[[Image: qcf.png]][[Image: atk.png]]: (Psionic Blaster) Shoots a beam projectile that causes a soft knockdown and pushes the opponent away. The grounded and aerial :l: versions are the fastest and do 3 hits. The grounded and aerial :m: versions do 4 hits. The grounded and aerial :h: versions do 5 hits and are the slowest. The aerial :h: version shoots diagonally downward at a 45 degree angle. The :l: blaster is the go to version for zoning and combos in most cases. Some enemies can crouch under the grounded versions of this beam. <br>
Hyper Battering Ram can be used as a combo ender, especially if MODOK does not have enough Understanding to make Hyper Psionic Blaster deal decent damage.


[[Image: qcf.png]][[Image: s.png]]: (Psionic High Blaster) Shoots a beam projectile that causes a soft knockdown on airborne enemies and a stagger on grounded opponents, while pushing the opponent away. Note that this beam does not hit high and hits mid. This beam does the most damage, does 5 hits, and has a startup in between the :m: and :h: versions of psionic blaster, and costs one Level of Understanding (LoU). It has little purpose, even in combos. This move cannot be done in the air.
It is possible to loop Hyper Battering Ram into itself, by angling the final hits so that it pops the opponent into the air while MODOK land-cancels his own recovery. The basic sequence for this is:
Notes: The move can combo into itself when the opponent is grounded only using an XFC. Even in level 3 XFactor, this move can’t combo into itself. When the stagger hits, you cannot follow up with :f::h:, but other normals and :l: blaster work. <br>


[[Image: dp.png]][[Image: atk.png]]: (Balloon Bomb) MODOK releases a bomb that causes a soft knockdown. The grounded :l: version goes right above MODOK’s head and has the shortest startup, and the aerial :l: version goes in front of MODOK’s feet by about 2 character spaces away. For both :l: versions, the bomb spawns by his feet. The grounded and aerial :m: versions goes in front of MODOK’s feet by about 2 character spaces away. For both :m: versions, the bomb spawns by the top of his head. The grounded and aerial :h: versions have limited homing and decelerates, with quick initial speed, while having the longest startup. For both :h: versions, the bomb spawns by his midsection. All versions do the same damage. Only one bomb can be on the screen at once. If another bomb is called, the older one explodes. This move has great durability and can exchange with beams and other projectiles. <br>
<code><nowiki>214XX > 3X > 3X > 1X > 6X, 214XX etc. </nowiki></code> <br>


[[Image: dp.png]][[Image: s.png]]: (Jamming Bomb) MODOK releases a bomb that causes a soft knockdown. It has excellent homing, moves at a constant speed, persists longer than :h: balloon bomb, spawns by his midsection, and costs one LoU. This bomb on hit jams the opponent’s controls for that character. Up is now down, and left is now right, and vice versa. Up back is now down forward. For example, doing a magnetic blast motion (896) is now your quarter circle back motion (214). Doing the magnetic blast motion on the other side is your quarter circle forward motion. This is great to know if one of your hypers that use these motions has invincibility. Turning your controller upside down “normalizes” your controls while jammed. Only one bomb can be on the screen at once. If another bomb is called, the older one explodes. <br>
[https://youtu.be/VuGZQ4q7OUo?t=169 Examples of combos that loop Hyper Battering Ram]
}}
}}


[[Image: qcb.png]][[Image: atk.png]]: (Analysis Cube) MODOK places a stationary projectile that, on hit, increases his Level of Understanding by 1. MODOK can hold a total of 9 LoUs (the current LoU is represent by the fire on his forehead). The grounded and aerial :l: versions goes in front of MODOK’s feet. The grounded :m: version goes farther out at normal jump height. The grounded :h: version goes even farther out level with MODOK’s midsection. The aerial :m: version goes above the aerial :l: version level with MODOK’s midsection. The aerial :h: version goes above the aerial :m: version right above MODOK’s head. Note that this move is safe on block and that multiple can be on the screen at once. <br>


[[Image: atk.png]][[Image: s.png]]: (Battering Ram) This move can be directed in all 8 directions and can be used to move around the screen. You can only combo off of this move if you XFC or use a hyper. Note that whenever you use this move, you count as being airborne. <br>
{{MoveData
|image=UMVC3_Modok_623XX.png
|image2=UMVC3_Modok_623XX_Cinematic.png
|caption=
|name=Killer Illumination
|input=623XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=300,000 ~ 392,000
|guard=Throw
|startup=18+1
|active=10
|recovery=40
|onhit=-
|onblock=-
|properties=Invuln until frame 24, mashable, {{hardknockdown}}
|description=
Cinematic command grab hyper. MODOK reaches out with some wires. If he grabs the opponent, they are placed into a cinematic where MODOK electrocutes them, then slams them onto the ground for a Hard Knockdown. MODOK can 2M OTG after this Hard Knockdown to pick up.


[[Image: b.png]][[Image: s.png]]: (Big Barrier) Summons a shield in front of MODOK to absorb non-hyper attacks. The enemy must super jump over it. The move is not cancellable into supers or hypers. You can call out assists, but you can’t THC. Note that this move is a special and you can cancel whiffed normals into this move. <br>
This hyper has very slow startup for command grab standards, so its offensive potential is low. It is often mashed as a reversal due to its very high amount of invincibility frames. If the reversal grab fails, MODOK can be DHC's out with a safe hyper in the backline.
}}
}}


[[Image: qcb.png]][[Image: s.png]]: (Flight) This move allows MODOK to fly in addition to his normal jump. This gives MODOK unlimited air specials for the duration of the flight, except for Battering Ram, which cancels flight mode. Other moves that cancel flight mode include j.:l: and j.:s:. Air dashing also cancels flight mode. You can always just unfly normally. Unlike most characters, MODOK can block during his flight, though blocking forces him to unfly. <br>
=== Universal Mechanics ===


=== Hypers ===
{{MoveData
|image=UMVC3_Modok_GroundThrow.png
|caption=
|name=Ground Throw
|input=6H, 4H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Throw
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
MODOK psionically grabs the opponent and slams them down. MODOK can follow up with OTG 2M. Dash up 2M is needed midscreen in order to actually convert into a full combo.
}}
}}


[[Image: qcf.png]][[Image: atk.png]][[Image: atk.png]]: (Hyper Psionic Blaster aka HPB) This move is a massive beam that eats up all the LoUs you have collected, can be done in the air, and causes a hard knockdown. The greater your LoU, the more damaging and powerful the beam, and the longer the hard knockdown state will be. The damage is initially terrible, but it begins to do more damage than HBR fully scaled at 4 LoUs. With all 9 LoUs, it is the most powerful level one hyper in the game. <br>
{{MoveData
|image=UMVC3_Modok_AirThrow.png
|caption=
|name=Air Throw
|input=j.6H, j.4H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Airthrow
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
MODOK throws the opponent fairly far away.  


[[Image: qcb.png]][[Image: atk.png]][[Image: atk.png]]: (Hyper Battering Ram aka HBR) This move has you controlling MODOK moving in battering ram bursts, with each burst consisting of three hits. When grounded, you can do 5 bursts, while when activated in the air, you can do 4 minus the number of air specials you have done so far. You can direct each burst in all 8 directions. This will be your typical hyper to end your combos with. With appropriate control of the HBR, it is possible to link this hyper into itself again. This is a level one hyper. <br>
For Back Airthrow, the standard followup is to land, wavedash twice, and OTG with <code><nowiki>2M xx 214S, 6XX, j.5M</nowiki></code> into a standard combo.


[[Image: dp.png]][[Image: atk.png]][[Image: atk.png]]: (Killer Illumination) This move is a grab with invincible startup that you can combo after. Unfortunately, the enemy can jump out if it after the hyper freeze, so you will be using this move only to punish certain hypers/moves. This is a level one hyper that is mashable for extra damage (up to 76 hits, opposed to 30 unmashed). <br>
For Forward Airthrow, MODOK can only follow up if he throws into the corner, and only from minimum airthrow height. The pickup is <code><nowiki>land, 2M xx 214S, 6XX j.5M</nowiki></code>
}}
}}


=== Flight, Jumps, and Specials: Aerial Movement and Abilities with MODOK ===


First, let’s cover MODOK’s basic aerial abilities. MODOK has an 8 way air dash and has a limit of 3 specials while in the air. MODOK also has his command flight mode, the longest in the game, which grants him unlimited use of his specials. This is indicated by a blue flame boosting MODOK up in the air. MODOK also has a special normal jump known as low flight mode. This mode is practically identical to the command flight version. MODOK once again has unlimited use of his specials. Inputting the command flight in low flight mode actually makes MODOK unfly, indicated by the flame turning back to its normal orange color. MODOK’s super jump functions like a normal super jump. <br>
{{MoveData
|image=UMVC3_Modok_2H.png
|caption=
|name=Snap Back
|input={{qcf}}+[[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=50,000
|guard=Mid
|startup=2
|active=4
|recovery=27
|onhit=-
|onblock=-5
|properties=Snapback
|description=
Animation and hitbox based on 2H.
}}
}}


There is one very important catch to MODOK’s strange normal jump. MODOK cannot block for a few frames after jumping. This makes MODOK the only character in the game that cannot “chicken block” or “up back”. Similarly, MODOK cannot use his command flight to try “bold blocking” similar to Dante on the ground. However, when airborne, MODOK can use his ability to block during his flight to perform this “bold blocking” technique, since he does not have to get off of the ground. If you whiff a normal in either flight mode, unfly to block instantly. If you whiff a normal while super jumping around, fly to block instantly. <br>


Another item I would like to note with MODOK’s low flight mode is that it gives him the ability to fly to the top of the screen at the beginning of the round. Since this is his normal jump, MODOK can call assists. Assists like Jam Session and Double Lariat allow MODOK to set the pace of the match right away in most cases. Similarly, normal jumping when given space and performing body attack once or twice in the air and/or air dashing up, then activating flight allows you to set up a similar situation, as you can call assists and flight mode grants you one extra air dash, provided that you use it during flight. <br>
{{MoveData
|image=UMVC3_Modok_HardTag.png
|caption=
|name=Hard Tag
|input=Hold 14f [[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=30,000
|guard=OH
|startup=-
|active=20
|recovery=35
|onhit=-
|onblock=-11
|properties={{softknockdown}}
|description=
-
}}
}}


It is also interesting how the aerial special limit (3 specials) interacts with the command flight, low flight mode, and HBR. First off, for this aerial special limit, activating flight mode does NOT count as a special; however, unflying DOES count as a special. For example, if you super jump up and activate command flight, do an analysis cube, fire a blaster, and then unfly, you cannot do any more specials. If you super jump up and activate command flight, do an analysis cube, fire a blaster, and wait for the flight mode to end automatically, you can still do one more special. If you super jump up and activate command flight, do 9 analysis cubes, and unfly, you cannot do any more specials. So, just to repeat, flying does not count toward the specials limit, while unflying does. During flight mode, you can do unlimited specials, but when it ends, you cannot do anymore, since the 3 specials limit has been met. Note that these rules also apply to the normal jump (low flight mode). <br>
== Team Position ==


Now, HBR is a strange hyper when it comes to the air. When grounded, you have 5 battering ram bursts. If you super jump up and activate HBR, you get 4 bursts. If you super jump up, do a special, and activate HBR, you get 3 bursts. If you super jump up, do 2 specials, and activate HBR, you get 2 bursts. If you super jump up, do 2 specials, activate flight, do another special (or however many more during flight), and then activate HBR during flight, you get 1 burst. <br>
MODOK is a very flexible character, and has seen tournament success as both in both the '''Point''' and '''Second''' positions. In the second position, MODOK can support with some solid assists, either Psionic Blast or Barrier. However, his main support comes in the form of his great DHC options. Hyper Battering Ram can be looped into itself, allowing for big (although expensive) extra damage. With the correct setup, MODOK can also pick up with 2M after a DHC to Hyper Psionic Blaster as well, making it one of the most efficient DHC options in the game in terms of damage. MODOK second is an excellent choice for aggressive teams, as they can quickly secure the first kill and transition seamlessly into MODOKs devastating oncoming mixups.


MODOK has one nice mobility trick to know and that is the ability to acquire 2 air dashes without entering flight mode. The easiest way this is done is by doing an upward, grounded Battering Ram from any grounded normal (like [[Image: m.png]]). From there, you can easily reach super jump height and still call assists by doing adu, adub, fly. I have noticed that doing: upward grounded Battering Ram, upward aerial Battering Ram, addf, adf [[Image: u.png]][[Image: s.png]] and the like causes a particularly jarring change in direction visually and could be useful for getting in with certain assists. This piece of tech is also a nice for making the very good matchups for MODOK all the more unwinnable (such as facing Haggar). <br>
As a point character, MODOK leans more towards his strengths as a keepaway character. One very unique aspect of point MODOK is his movement at round start. Characters generally can not superjump or fly at round start, but since MODOK's jump is replaced with flight mode, he can activate it right away to start ascending. MODOK can essentially start the match at superjump height (and still be able to call assists from up there), and from there his strong mobility tools ensure he never has to go near the opponent again, except on his own terms.


=== Normal Grabs and Killer Illumination ===
=== Notable Synergies ===


MODOK can combo off of all normal grabs, and 3 of them you can combo off of in all situations. Abuse these normal grabs when you can, since MODOK’s grab range is above average. Note that these grabs, as well as Killer Illumination, affect your hitstun deterioration, so be wary of this when you try going for your follow up combo. <br>
'''Magneto:''' Although EM Disruptor is Magneto's most common assist choice, MODOK teams can run with Magneto's Hyper Grav assist, which ignores hitstun deterioration and forces a Capture state, for extra combo potential. A Magneto/MODOK shell has a very strong neutral game, combining Magneto's incredible mobility with a fast beam assist in Psionic Blaster. This shell can convert almost any hit into a 2-bar kill by DHCing from a standard Magneto BnB into Hyper Psionic Blaster, then using Hyper Grav assist alongside OTG 2M to get a post-hyper extension for heavy damage.


To combo after Killer Illumination, MODOK can follow up by simply doing: dash, [[Image: d.png]][[Image: m.png]], [[Image: s.png]]. It is also possible to follow up for a little extra damage by doing: dash, [[Image: d.png]][[Image: m.png]], [[Image: qcb.png]][[Image: s.png]], adf, [[Image: u.png]][[Image: m.png]]. <br>
'''Players to Watch:''' Priest (Magneto/MODOK/Doom, MODOK/Magneto/Doom)


For his grounded grabs, MODOK can follow up in most cases by simply doing: dash, [[Image: d.png]][[Image: m.png]], [[Image: qcb.png]][[Image: s.png]], adf, [[Image: u.png]][[Image: m.png]], into combo. It is also possible (though I believe the timing is more strict) to follow up by doing: dash, [[Image: d.png]][[Image: m.png]], [[Image: s.png]]. <br>
Nova: Nova wants to be run with a beam assist, such as Psionic Blaster, that can cover him while he approaches with 2M or Box Dash j.5H. This assist covers one of Nova's biggest weaknesses by keeping the opponent locked down while he closes the distance and gets within his limited range. Additionally, Nova excels at enabling Hard Tag combos and DHC extensions, which fits nicely with MODOK, who is a stellar character to bring in using either of those methods.


For his [[Image: b.png]][[Image: h.png]]: aerial grab, MODOK can follow up in most cases by doing: wave dash twice, [[Image: d.png]][[Image: m.png]], [[Image: qcb.png]][[Image: s.png]], adf, [[Image: u.png]][[Image: m.png]], into combo. <br>
'''Players to Watch:''' TA Moons (Nova/MODOK/Ammy)


For his [[Image: f.png]][[Image: h.png]] aerial grab, MODOK can only follow up in the corner and when the grab was done at minimum height (the height when you activate low flight mode or command flight on the ground). From there, follow up with: [[Image: d.png]][[Image: m.png]], [[Image: qcb.png]][[Image: s.png]], adf, [[Image: u.png]][[Image: m.png]], into combo. Doing [[Image: d.png]][[Image: m.png]], [[Image: s.png]] also works. Timing to get the [[Image: d.png]][[Image: m.png]] to connect is strict. <br>
'''Captain America:''' Charging Star assist destroys projectiles on hit, giving MODOK an edge in zoning battles. Cap also offers high damage hypers as DHC options which MODOK can use to easily secure a kill.


For the main three grabs that you will be comboing off of, know that if you toss them in the corner and you end up right next to your opponent, going right for a [[Image: d.png]][[Image: m.png]]: will usually whiff, so it is best to recognize that you are in a corner and dash back, then do a [[Image: d.png]][[Image: m.png]], [[Image: qcb.png]][[Image: m.png]], adf, [[Image: u.png]][[Image: m.png]]. <br>
'''Players to Watch:''' Frutsy (Cap/MODOK/Doom, Cap/MODOK/Taskmaster)


It is also important to note that you should always option select your grabs. When you go for a grab, there are three possible outcomes. You get the grab (any inputs during the animation won’t buffer), the grab gets teched, or you whiff the grab. Be sure to have a plan for the last 2 outcomes. For your aerial grab, try to get the [[Image: b.png]][[Image: h.png]] grab. After attempting to grab, going for a quick [[Image: u.png]][[Image: l.png]], [[Image: l.png]] cube is a good strategy. For the first outcome, your extra inputs are ignored and you combo off of the grab. For the second outcome, you will likely beat their mashing with [[Image: u.png]][[Image: l.png]] and get a cube in the process. For the third outcome, [[Image: u.png]][[Image: h.png]] cannot cancel into [[Image: u.png]][[Image: l.png]], so that will be ignored, but [[Image: l.png]] cube will come out, which is relatively safe in most post air grab attempts. Similarly, you want a strategy for your grounded throws. [[Image: b.png]][[Image: h.png]] gives you a barrier on whiff that takes time to come out and is not cancellabe. [[Image: f.png]][[Image: h.png]] gives you a slow move, but at least it is cancellable. So naturally, you want to go for forward throws more often than not. The problem with grounded throws is that there is a possibility that your opponent will mash that shield skills and you will be teching throws all day. So there are two strategies. Either you can mash :f::h:, which takes care of the first two options, and cancel into an [[Image: l.png]] cube/blaster when you recognize that it whiffs, or you can do [[Image: f.png]][[Image: h.png]], [[Image: d.png]][[Image: l.png]], [[Image: l.png]] cube, similar to the back air throw version, if you suspect that they won’t be mashing throw. But this is Mahvel, so unfortunately, going for the first strategy is most likely better. <br>
'''Strider Hiryu:''' MODOK is well-equipped to take advantage of the Hard Knockdown causes by Strider's Vajra assist, with his fast 2M OTG that transitions easily into jump loops. As a zoning character, MODOK appreciated having an assist which can cover superjump height, something only a handful of assists do as well as Vajra can. Additionally, Strider is a very meter-hungry anchor character, so MODOK's meter-positive combo rotues and zoning-heavy gameplan are great at generating bar for him to use.


=== MODOK’s Basic Neutral Game ===
'''Players to Watch:''' Punisher (MODOK/Raccoon/Strider)


MODOK’s neutral game requires you to press a lot of buttons to put a lot of stuff on screen at the right time in order to limit your opponent’s options while keeping your pressure relatively safe. The kind of neutral game you want to play also is weighted by what kind of neutral assists you have at your disposal. <br>
'''Other Players to Watch:''' Punisher (MODOK/Hawkeye/Raccoon), Rubeks (Spencer/MODOK/Skrull), El Gato (MODOK/Strange/Doom), Flash Metroid (MODOK/Strange/Doom)


The first thing MODOK needs to set up any safe pressure is to put some space between MODOK and the opponent. If you have a good get off me assist or zoning assist, it is usually a good idea to super jump up back, air dash down back while whiffing [[Image: u.png]][[Image: m.png]] (to put a nice hitbox in front of you as you land, which can be followed up for a full combo if it hits), and calling your assist and throwing out an [[Image: l.png]] blaster. If you have a lockdown assist, calling that assist and dashing in with [[Image: d.png]][[Image: u.png]][[Image: l.png]] lets you get some really quick, relatively risk free pressure in, which you can quickly cancel into a barrier to help get your momentum started. With pretty much any kind of assist, calling the assist and crossing over the opponent head is great. When the assist is giving your opponent trouble, dash back down to the ground and apply pressure or put some space between you and your opponent for some zoning. <br>
== Alternate Colors ==


Once you have your space built and have a bit of momentum going, it’s time to start going nuts. In general, you want to slowly but surely inch forward, pushing your opponent to the corner, where MODOK’s pressure, especially with assists, is ridiculous. This is usually done by careful usage of your neutral assists and projectiles. You want to throw out lots of cubes, blasters, and cr.:m:s while abusing your neutral assist. Cancel [[Image: d.png]][[Image: m.png]] into cubes and blasters. Throw out barriers on your way forward if they help with the matchup while your opponent is distracted by your assist. If your opponent is trying to rush you down, let them try coming to you. Between the cubes, [[Image: d.png]][[Image: m.png]][[Image: s.png]], and your assist, you will get some great pressure and likely a hit in for a combo. You generally want to be grounded to really apply pressure and use your assists, while sniping your opponent’s assists with [[Image: l.png]] blaster. Every now and then, you might want to take to the air. If you are forced to do so due to rush down, try to get back down as quickly as possible before your opponent gets to use an assists, or at least try to avoid it before returning to the ground. Use [[Image: l.png]] cube, [[Image: h.png]] bomb, and [[Image: d.png]][[Image: u.png]][[Image: l.png]] in an attempt to get these characters away from you when you try returning to the ground. When they take to the air themselves, stay up there or follow them and try getting a combo going with [[Image: l.png]] cube or snipe them out of the air with a blaster and quickly dash back down to the ground while whiffing [[Image: u.png]][[Image: m.png]] to get your grounded pressure going again. The only other time you want to go airborne is to keep your assist calls safer by being in a position to punish attempts at punishing your assist on the ground with things like hypers, and it is also a really quick way of getting in on your opponent with your physical attacks. <br>
{{Chara-Colors-UMVC3}}


From there, just adjust your neutral game to whatever matchup you are facing. Know what your opponent wants to do, know what your opponent can do to fight your options, and know what tools you have that you can get away with and abuse them. If a character wants to be in your face, try as much zoning as possible with some safe rushdown pressure thrown in for good measure. If a character wants to zone, depending on your assists and theirs, try outzoning or take to the air and make a careful approach in. If you go the zoning route, know their tools and use yours to beat them. Usually just getting a barrier out will win the battle. <br>
{{Content Box|content=
 
{{Navbox-UMVC3}}
Now, I will just give a few short matchup specific examples. Wesker has nothing for you at super jump height. If he starts throwing out gunshots at full screen, jump up there with some blasters, and when he tries to throw you, use [[Image: l.png]] cube, [[Image: h.png]] bomb, and [[Image: d.png]][[Image: u.png]][[Image: l.png]] to deter that. Characters like Nova and Spencer love zipping across the screen at normal jump height. [[Image: m.png]] cube stops that easy approach. Zero and Vergil like to go nuts. Abuse your assist and go airborne. Throw out lots of cubes and bombs and be ready to confirm off of them for a combo when they [[Image: u.png]][[Image: h.png]] into them. Put a lot of space between you and them and get airborne if they get too close. Hawkeye is obnoxious. If you have the team synergy for it and your opponent’s isn’t that great, zone and throw out barriers while inching forward when you can. Use the invincibility of Killer Illumination to avoid Gimlets. Taskmaster is also annoying. Watch out for the Legion arrows super and shield skills. Inch forward, make careful assist calls, and outzone him. Morrigan backed by missiles? Don’t let it start. Call neutral assist, [[Image: l.png]] blaster, and continue with the basic neutral game while sniping the missiles assist call. Fly away if it gets started and wait it out unless you have a great DHC, but otherwise, you should be control. Hulk? Get some space and do the basic neutral game for the KO. Captain America is interesting. Watch out for Charging Star and try using your assist to get a barrier out on the ground, so it isn’t a problem. His Stars and Stripes hyper cannot be punished by Killer Illumination, so watch out for that as well. <br>
}}
 
=== Assists for MODOK ===
 
MODOK benefits a lot from pretty much every class of assist. He likes lockdown, zoning, low, get off me, and combo extension assists. When choosing the right assist, you want the assist that benefits you the most in the neutral game while providing as many of the functions listed above as possible. Arguably the best assist for MODOK is Doom’s hidden missiles, since they provide lockdown, help with zoning, act as a combo breaker, and are great for combo extension. Other notable assists include drones, vajra, double lariat, senpu bu, jam session, rapid slash, quick work, and slant shot (grapple). These all have some practical use in the neutral game and also allow for other things such as combo extension. Look at what your characters’ assists and see what works best for your team, and even check to see what THCs are attached to the different assists if it is hard to choose. <br>
 
=== MODOK’s Assists ===
 
MODOK has three very interesting assists to choose from. Find out which work best for your team. <br>
 
Barrier: This acts exactly as it does when MODOK is on point. This could be used to help zone, keep the pressure going, or with incoming mixups. <br>
 
[[Image: m.png]] Blaster: This move acts a bit different compared to when MODOK is on point. This move no longer causes a soft knockdown. This assist is great for the typical beam usage. It is great for teleport shenanigans and knocking out other assists. It can also have limited use as a combo extender. <br>
 
[[Image: m.png]] Balloon Bomb: This move acts quite a bit different compared to when MODOK is on point. This move no longer causes a soft knockdown, but it can now OTG and it has infinite durability. It takes up a nice bit of space and persists to help you out with your neutral game. It also can be used as a combo extender. This assist can be used for some nasty resets as well. <br>
 
== Strategy vs. M.O.D.O.K. ==
 
=== Heroes vs. Heralds Strategy ===
Consider special-cancelling cards to turn a stream of Cubes and Blasts into a flood. Get an HC Gauge-building card on board as well to cover the cost of special cancels.
 
[[Category: Ultimate Marvel vs Capcom 3]]

Latest revision as of 12:59, 22 March 2024


Introduction

Previously a technician named George Tarleton, the organization of criminal scientists A.I.M. experimented on him, transforming him into MODOK. The Mental Organism Designed Only for Killing is a living supercomputer with immense intelligence, psionic powers that can be channeled into destructive beams, and telepathy. As a consequence of his oversized brain and head, MODOK's body can not support itself, and he moves around using his highly advanced Doomsday Chair.

In UMvC3, MODOK is an unorthodox character, as his movement options are quite different from the more standard ones, and his normal attacks include several unorthodox projectile attacks besides the standard regular hits. MODOK has several tools to support a keepaway playstyle, including beams, projectiles, flight, and a defensive barrier. He also can use his movement tools and delayed-hitting projectiles to support a more aggressive playstyle, with dangerous mixups and several strong solo combo extensions.

Strengths Weaknesses
  • Powerful Mobility: Mobility tools include two flight modes at 5 seconds duration each, an 8-Way airdash, and Battering Ram (X+S) for additional mobility.
  • Excellent Zoning: Large arsenal of projectile tools for a strong zoning game. MODOK has a fast, standard beam projectile in Psionic Blaster (236X). He can also control space with Balloon Bomb (623X) and Analysis Cubes (214X). This is supported by his unique Barrier (4H) and Big Barrier (4S) moves, which destroy enemy attacks, block movement, and generally hamper the opponent's ability to counter MODOK's keepaway game.
  • Great Support Assists: Two choices of powerful assists in Psionic Blaster and Barrier, as well as some strong DHC options, give MODOK solid support capability.
  • Good Damage: MODOK has good damage and meter-build both with and without assists.
  • Strong Snowball Potential: MODOK has several tools for oncoming mixups and corner pressure, including his 2M "Snot Puddle", his extremely fast j.5L overheads, and his ability to repeatedly jump-cancel or dash-cancel attacks. Despite being strong as a keepaway character, if MODOK gets momentum in the corner, his rushdown game can be equally scary.
  • Unique Special Tactic: Can use his unique "Jamming Bomb" (623S) move to scramble the controls of an opponent's character, making it much harder for them to defend themselves.
  • Exclusively Bad Defense: Because of MODOK's unique jump (or rather, his inability to jump normally), MODOK is the only character in the game that cannot Chicken Block, or hold up-back to escape pressure from the ground. In this sense, he is uniquely bad at defending himself from enemy rushdown.
  • Rough Normals: Awkward normals that often have specific spacing requirements or niche use. Many of MODOK's normals whiff on crouching characters, whiff if the opponent is too close, don't hit airborne opponents well, or have other issues.
  • High Execution: High execution requirement in order to deal good damage, with multiple difficult extensions featured in his standard BnB routes.
  • Requires Buildup: Needs to build up Levels of Understanding in order to access his most powerful moves.

Unique Mechanics

As MODOK gains Understanding, his headband glows. Here he is shown with zero, one, five and nine levels of Understanding.

MODOK does not have a regular jump. Instead, holding up (or up-forward / up-back) will cause MODOK to enter flight mode. MODOK can also enter flight using the standard command (214S) and, in fact, MODOK can fly twice in the same "jump" by using his jump flight and then entering flight normally once the first one expires. MODOK also automatically leaves flight (either version) if he uses his Battering Ram special or performs an airdash. MODOK using up to enter flight provides some key differences from other characters. Most characters have three pre-jump frames during a jump before they are actually considered airborne, but MODOK is airborne the next frame after he inputs an upward direction. This allows MODOK to escape some grab setups that other characters could not evade. Conversely, most characters can cancel their prejump frames into other actions, and also attack as soon as they are airborne. MODOK's flight activation takes a total of 5 frames to complete, during which he can not act. MODOK's flight is also unique in that it lasts 300 total frames, more than twice as long as most other flight modes in UMvC3.

MODOK has a unique resource called "Levels of Understanding" (usually abbreviated to "Understanding" or "Knowledge"). MODOK gains Understanding by hitting opponents with his Analyze Cube (214X) special. Understanding is displayed in game on MODOK's headband, which starts to glow more and more intensely as he gains Understanding. MODOK can store up to 9 levels of Understanding at once. MODOK can spend Understanding on one of three enhanced special moves:

  • Big Barrier (4S) - an enhanced version of his normal 4H Barrier. Is physically larger and stays on screen for longer, but is otherwise the same.
  • Psionic High Blast (236S) - an enhanced version of 236X Psionic Blast. Deals more damage, has more durability, and is easier to combo after than the standard beam. Unlike the regular version, can only be performed on the ground.
  • Jamming Bomb (623S) - an enhanced version of 623X Balloon Bomb. The Jamming version lasts much longer than the regular version, slowly homes in on the opponent, and reverses the opponent's controls if it hits. Unlike the regular version, can only be performed on the ground.

Besides spending one level to use any of these three moves, MODOK can spend all of his current Understanding by using Hyper Psionic Blast (236XX). This Hyper always consumes all of MODOK's current Understanding in order to increase the number of hits, and thus the total damage dealt. Note that while a powered up HPB is visually different from the 0 Understanding version, the move's hitbox is always the same.

UMVC3 M.O.D.O.K. Nameplate.png
UMVC3 M.O.D.O.K. Portrait.png
Health 950,000
Invulnerable Reversal(s) 623XX
Grounded Magic Series Simple
X-Factor Damage Boost (1/2/3) 35% / 60% / 85%
X-Factor Speed Boost (1/2/3) 5% / 10% / 15%
Air Movement Options
Air Actions Air Jumps? Air Dash? Flight? WallJump?
1 No 8-Way Yes No
Minimum Attack Scaling
Normals Specials Hypers
20 20 50

Move List

Assists

Barrier
Assist A
UMVC3 Modok AssistA.png
Damage Startup Active Recovery
- 54 122 107, 77
On Hit On Block Guard Properties
- - - -

THC Hyper: Hyper Psionic Blaster. Recommended assist. MODOK appears and creates a barrier which floats in place. The barrier will absorb and destroy both physical and projectile attacks from the opponent, preventing them from harming characters on the other side. Even attacks which can normally pierce multiple targets, like beams, are fully negated by Barrier and hit other targets. Barrier is also not considered a projectile, and does not have durability to be exhausted. Any hyper attack will destroy the barrier, but it can absorb any number of non-hyper attacks.

Barrier lasts for 122 frames after appearing. This is actually longer than the cooldown for the assist call itself, so MODOK can be continually re-called to maintain 100% uptime on barrier so long as MODOK is not sniped as he enters. Only one Barrier can be active at a time. Barrier disappears if MODOK is hit, but not if the point character is hit.

The barrier also blocks enemy movement, preventing an opponent's characters from passing through it while active. The barrier reaches up to just below regular jump height, so airborne characters can pass over it.

The protections from MODOK's barrier are entirely one-sided. Your characters can freely attack through the barrier and hit opponents on the other side, and they can also walk back and forth through the barrier freely.

Balloon Bomb
Assist B
UMVC3 Modok AssistB.png
Damage Startup Active Recovery
80,000 64 182 117, 87
On Hit On Block Guard Properties
- - Mid Otg.png, Strk.png, Ignores* other projectiles

THC Hyper: Hyper Psionic Blaster. MODOK deploys a floating bomb, which shoots forward fairly quickly before slowing down to a complete stop. In total, the bomb travels roughly halfscreen distance before running out of speed and floating in place. The bomb will explode 182 frames after being deployed, or explode automatically if an opponent enters proximity.

Balloon Bomb as an assist is unique because - despite appearing as a projectile - it ignores the typical Durability/Priority system and does not have projectile durability. The bomb ignores other projectiles that make contact with it, including hypers. Although there is a "hit" effect when the bomb makes contact with another projectile, it has no effect, and the bomb can not be destroyed by projectiles (it is also immune to physical hits). Conversely, the bomb's lack of durability means it lacks any ability to block or destroy other projectiles itself. This property only applies to the assist version of Balloon Bomb, not the point character version.

The bomb's proximity trigger can be activated by an opponent who is knocked down, and the explosion can hit OTG. However, it is a very impractical OTG tool due to the slow speed and slightly inconsistent spacing requirement.

Psionic Blast
Assist Y
UMVC3 Modok AssistY.png
Damage Startup Active Recovery
30,000 x4 44 20 108, 78
On Hit On Block Guard Properties
- - Mid Strk.png, Priority: Low, Beam Durability: 3 per frame for 4 frames

THC Hyper: Hyper Psionic Blaster. Recommended assist. MODOK fires a beam from his forehead, which travels directly forward.

Psionic Blast is a standard beam assist with very good startup, comparable to Doom's Plasma Beam and Iron Man's Unibeam. At 12 total durability points, it actually has more durability than those two beams. However, if called at the same time as one of those beams, Psionic Blast will actually lose due to how the durability is distributed. It is still a very good screen clear, pressure tool, and combo extender. As a bonus, it only hits 4 times, which has a smaller impact on Damage Scaling.

Ground Normals

Stand Light
5L
UMVC3 Modok 5L.png
Damage Startup Active Recovery
45,000 7 6 11
On Hit On Block Guard Properties
-1 -1 High Rpdfire.png

MODOK produces a short-range burst of energy from his forehead. Normal-sized characters can crouch underneath this hit, so be careful about using it as a pressure tool against grounded opponents.

Can be used an a mashed anti-air due to its relatively fast startup and Rapid Fire property. Repeated 5Ls can chain into each other to catch an opponent at regular jump height and then confirm into 5S.

Stand Medium
5M
UMVC3 Modok 5M.png
Damage Startup Active Recovery
20,000 x5 10 9 17
On Hit On Block Guard Properties
+3 +3 Mid Chipdamage.png, Priority: Low, Durability: 3 per shot.

Modok fires 5 bullets at a down-forward angle, striking the ground at about 1/3 of fullscreen distance. Has very good range, beating out all of MODOK's other normals in terms of pure horizontal reach. It is a strong poke against grounded opponents, but struggles to hit anyone airborne. It also has a deadzone immediately in front of MODOK where some character can crouch underneath the bullets.

Stand Heavy
5H
UMVC3 Modok 5H.png
Damage Startup Active Recovery
80,000 16 10 20
On Hit On Block Guard Properties
+1 -4 High Strk.png, Jcancel.png

MODOK fires a burst of energy above his head. Normal-sized characters can crouch underneath this attack.

Can be jump-canceled on contact - hit or block, which places MODOK into his Flight mode, giving 5H effectively only 5f of recovery. On hit, the opponent is popped into the air, which MODOK can pursue with a Jump Cancel to perform extended combos.


Crouching Light
2L
UMVC3 Modok 2L.png
Damage Startup Active Recovery
45,000 5 6 10
On Hit On Block Guard Properties
0 0 Mid Rpdfire.png

Note: Not a low. MODOK ducks down slightly before attacking with an energy burst similar to his 5L. This attack hits low enough that it can not be crouched by normal characters, unlike 5L, and starts up slightly faster.

Crouching Medium
Snot
2M
UMVC3 Modok 2M.png
UMVC3 Modok 2M Puddle.png
Damage Startup Active Recovery
60,000 10 - 25
On Hit On Block Guard Properties
0 0 Mid / Low Chipdamage.png, Otg.png (puddle)

MODOK fires a gross-looking green blob from above his head. It quickly arcs downward, landing on the ground about two character lengths in front of MODOK. If the projectile reaches the ground without touching an opponent, it creates a puddle on the ground for a short duration. The initial projectile hits Mid, but the puddle hits Low and is OTG-capable.

2M is MODOK's only OTG attack and is an important combo tool. Tossing a puddle onto a knocked down opponent can be chained into an H normal or canceled into a special to solo pick up. It can also be hyper canceled into Hyper Psionic Blaster as a combo ender. At higher levels of Hitstun Deterioration, 2M canceled or chained into other attacks may not combo, but this can be compensated for with assist calls.

The Low hit of 2M's puddle can be used for dangerous mixups if you can set up a way for the opponent to block it. By placing down a puddle where a knocked down opponent is tech rolling (easiest to do in the corner), you can fly and attack with a fast Overhead attack while the opponent is forced to block the Low puddle meaty. This can create powerful High/Low mixups or even solo Unblockables.

When doing an OTG pickup in the corner, this move can sometimes fail to connect. This is more common against small body characters and against Dormammu (?!?), but can happen against any character in certain circumstances. This can be compensated for by performing a small backdash before 2M to adjust the spacing where it lands.

Crouching Heavy
2H
UMVC3 Modok 2H.png
Damage Startup Active Recovery
80,000 15 10 21
On Hit On Block Guard Properties
+3 -5 Low Strk.png, Softknockdown.png, Jcancel.png

MODOK shoots a burst of energy from his cannon, similar to 5H but fired from below MODOK rather than above him. This is MODOK's only Low attack besides the puddle created by 2M, and thus the only incentive you can give opponents to block low.

Pops up opponents on hit, and can be jump-canceled on hit or block. 2H jump-canceled into Flight, which itself is dash-canceled into an air normal, is both a staple combo route for MODOK and an important pressure tool. MODOK can repeatedly cycle between 2H and j.5L when close to attack with Overhead and Low attacks as an offensive option.


Launcher/Special
S
UMVC3 Modok 5S.png
Damage Startup Active Recovery
80,000 10 12 22
On Hit On Block Guard Properties
Launch -8 Mid Launch.png, Nocancel.png

MODOK attacks with the propulsion system of his hoverchair. The attack is not as large as the graphic would suggest, but is still fairly large. Fairly standard launcher.

Aerial Normals

Jumping Light
j.5L
UMVC3 Modok jL.png
Damage Startup Active Recovery
25,000 per kick 6 Until grounded 1
On Hit On Block Guard Properties
+11 +11 OH Airdashcancel.png

MODOK repeatedly kicks with his stubby legs. He will continue to kick while traveling through the air indefinitely, until he reaches the ground or cancels the move into a Special/Hyper. Upon reaching the ground, MODOK recovers almost instantly. If MODOK uses j.5L while in Flight, it instantly ends Flight and causes him to fall straight down.

Although j.5L has terrible range, it is a very strong pressure tool. MODOK's unique Flight jump automatically keeps him low to the ground, allowing j.5L to work as an extremely fast Instant Overhead attack that can be repeatedly looped into itself.

Jumping Medium
j.5M
UMVC3 Modok jM.png
Damage Startup Active Recovery
70,000 10 10 16
On Hit On Block Guard Properties
-5 -5 OH Airdashcancel.png

Energy burst attack fired from above MODOK's head, similar to his grounded 5H. It is technically an Overhead, but can not hit normal-sized opponents who are crouching. Has excellent range making it a staple neutral tool, and also helps keep combos consistent.

j.5M is also a good choice for canceling airdashes in order to preserve their momentum. Superjump up-back > airdash downback > j.5M or 27 > 1XX~j.5M is a basic retreat option to gain distance from the opponent while also covering yourself with a forward-facing hitbox.

Jumping Heavy
j.5H
UMVC3 Modok jH.png
Damage Startup Active Recovery
80,000 16 10 20
On Hit On Block Guard Properties
-8 -8 OH Airdashcancel.png

Energy burst attack similar to MODOK's other heavy normals, but angled downwards to make it more easily hit grounded opponents. Has good range and can be used in pressure, jump loop combos, or defensively as a throw tech OS.

Jumping Special
j.5S
UMVC3 Modok jS.png
Damage Startup Active Recovery
90,000 13 8 20
On Hit On Block Guard Properties
- +18 OH Aircombofinisher.png, Groundbounce.png (when used outside a Launcher Combo)

MODOK flares the propulsion of his hoverchair, attacking below himself. Has a small ability to hit cross-up.

j.5S is notable because it causes a Ground Bounce if it hits outside of its use as an Air Combo Finisher. This is helpful as a combo extension tool and can give MODOK some capability to convert air-to-airs, although it basically only hits below MODOK and has no hitbox in front of himself.

When falling from superjump height, airdash down canceled into a falling j.5S is a relatively safe and quick way to reach the ground, and will discourage opponents from trying to attack MODOK from below. As with all j.5S attacks on characters who have Flight mode, using j.5S in Flight will immediately end it and cause MODOK to start falling.

Command Normals

Force Beam
6H
UMVC3 Modok 6H.png
Damage Startup Active Recovery
80,000 18 10 13
On Hit On Block Guard Properties
- +3 Mid Wallbounce.png, Jcancel.png

MODOK swings his energy cannon while firing it. This creates a burst of energy similar to MODOK's other H attacks, and can be jump-canceled on contact the same way. On hit, causes a Wall Bounce which is fairly easy to combo both out of and into.

If Wall Bounce has already been used, 6H still causes a large hit into a True Soft Knockdown, and so it can still be used in combos by special-canceling into certain attacks, or when paired with an assist call.

Anti-Air Force Beam
3H
UMVC3 Modok 3H.png
Damage Startup Active Recovery
80,000 18 10 13
On Hit On Block Guard Properties
+18 +3 High Strk.png, Jcancel.png

MODOK angles his regular H attack energy burst upward, starting from above his head. Does not hit crouching opponents, even big bodies, and will whiff on standing normal-sized characters, so it is extremely specialized against airborne opponents. Unlike 6H, does not cause a Wall Bounce, but still knocks up and can be jump-canceled.

Can be used as a meaty attack against oncoming characters.


Barrier
Dorito
4H
UMVC3 Modok 4H.png
Damage Startup Active Recovery
- 30 122 15
On Hit On Block Guard Properties
- - - Nocancel.png

MODOK creates a barrier in front of himself. The barrier negates both projectiles and physical attacks which come into contact with it, preventing those attacks from harming MODOK or his teammates. Even attacks which normally pierce multiple targets can not penetrate through Barrier. The shield has no durability or upper limit on attacks absorbed, it can negate an infinite number of non-hyper attacks, but is instantly destroyed by any hyper.

Additionally, the barrier physically blocks an opponent's movement, preventing them from moving past it in either direction. The barrier reaches to just below regular jump height, so it can be passed from above.

The barrier only blocks attacks and movement from the opponent, and has no effect on MODOK or his teammates. MODOK can freely attack through the barrier and hit opponents on the other side from relative safety.

MODOK's Barrier is a very powerful tool for his keepaway game that gives him an immediate edge in projectile battles, by protecting him from the opponent's non-hyper attacks while he freely shoots from the other side. It can also be used in pressure, to prevent an opponent from mashing out while MODOK runs his offense.

Big Barrier
Big Dorito
(With at least one Understanding) 4S
UMVC3 Modok 4S.png
Damage Startup Active Recovery
- 30 180 15
On Hit On Block Guard Properties
- - - -

MODOK spends one level of Understanding to create an even larger Barrier. 4S Big Barrier is functionally identical to the normal one, with two additional benefits:

  • The barrier lasts longer, remaining active for three full seconds rather than two.
  • The barrier is physically larger. It can no longer be jumped over by a regular jump, requiring a superjump, doublejump, or other additional source of height to pass over. It also more easily blocks projectiles and other attacks due to its increased size.

Unlike regular Barrier, Big Barrier is considered a special move for the purposes of cancels, and normals can be canceled into Big Barrier even on whiff.

Special Moves

Analysis Cube
214X
UMVC3 Modok 214L.png
L Version
UMVC3 Modok 214M.png
M Version
UMVC3 Modok 214H.png
H Version
UMVC3 Modok j214L.png
Air L Version
UMVC3 Modok j214M.png
Air M Version
Damage Startup Active Recovery
50,000 10 (15 for H version) - 25 (20 for H version)
On Hit On Block Guard Properties
- - Mid Airok.png, Priority: Low, Durability: 1

MODOK causes a stationary cube of energy to appear at a location determined by button strength. For the grounded version:

  • L causes the cube to appear on the ground directly in front of MODOK.
  • M causes the cube to appear in the air above MODOK, roughly two character lengths in front of him.
  • H causes the cube to appear horizontally ahead of MODOK, about halfscreen distance away.

For the air version:

  • L causes the cube to appear just below and in front of MODOK.
  • M causes the cube to appear directly in front of MODOK.
  • H causes the cube to appear just above and in front of MODOK.

All versions of Analysis Cube remain active for 60 frames (1 second) after appearing.

If an opponent is hit by Analysis Cube, MODOK gains one level of Understanding. This is the only way for MODOK to gain Understanding, a resource he can use to empower certain other attacks. Analysis Cube is easy to combo into, and can be followed up with additional attacks or even another Cube when spaced properly, so MODOK can build several levels of Understanding in a single combo if desired.

Besides it use in combos and for gaining Understanding, Analysis Cube is a situational zoning tool, because MODOK can cause it to appear at several different locations without having to actually travel there. It can be used to move past other projectiles, such as Nova's Gravimetric Pulse, and hit a character on the other side.


Psionic Blast
236X
UMVC3 Modok 236S.png
L
Qcf.png + L.png
Damage Startup Active Recovery
30,000 x3 12 20 14
On Hit On Block Guard Properties
- -4 Mid Airok.png, Softknockdown.png, Priority: Low, Beam Durability: 3 per frame for 3 frames.
M
Qcf.png + M.png
Damage Startup Active Recovery
30,000 x4 20 20 16
On Hit On Block Guard Properties
- -4 Mid Airok.png, Softknockdown.png, Priority: Low, Beam Durability: 3 per frame for 4 frames.
H
Qcf.png + H.png
Damage Startup Active Recovery
30,000 x5 28 20 18
On Hit On Block Guard Properties
- -4 Mid Airok.png, Softknockdown.png, Priority: Low, Beam Durability: 3 per frame for 5 frames.

MODOK's beam special. Fires a beam from his forehead, which travels horizontally across the screen. All versions are fired directly horizontally forward except for the aerial H version, which is fired at a down-forward angle.

Psionic Blast is very quick, especially the L versions. It is a foundational part of MODOK's zoning plan and ability to deal chip damage. It is a low-risk, low-reward callout against opponent's assist calls to snipe them as well.

Air Psionic Blast also has uses for MODOK's extended corner combos. It has very high hitstun on hittin an airborne opponent, basically forcing a Soft Knockdown. When spaced properly, MODOK can cancel into j.236L off an air chain, the airdash down to catch the opponent with a falling attack before they reach the ground.

Psionic High Blast
(With at least one Understanding) 236S
UMVC3 Modok 236S.png
Damage Startup Active Recovery
40,000 x5 28 20 18
On Hit On Block Guard Properties
+17 -9 Mid Stagger.png (vs grounded), Softknockdown.png (vs airborne) Priority: Low, Beam Durability: 5 per frame for 5 frames

Enhanced version of Psionic Blast, which costs one level of Understanding to perform. Unlike regular Psionic Blast, it can not be performed in the air.

High Blast has identical frame data to 236H. In exchange for spending one Understanding to empower the move, it gains additional damage and durability. Additionally, High Blast does not knock grounded opponents into the air on hit. Instead, it causes a lengthy Stagger animation.


Balloon Bomb
623X
UMVC3 Modok 623L.png
L Version
UMVC3 Modok 623M.png
M Version
UMVC3 Modok 623H.png
H Version
L
Dp.png + L.png
Damage Startup Active Recovery
80,000 30 - 25
On Hit On Block Guard Properties
- +1 Mid Airok.png, Softknockdown.png, Priority: Medium: Durability: 1
M
Dp.png + M.png
Damage Startup Active Recovery
80,000 40 - 25
On Hit On Block Guard Properties
- +1 Mid Airok.png, Softknockdown.png, Priority: Medium: Durability: 1
H
Dp.png + H.png
Damage Startup Active Recovery
80,000 50 - 25
On Hit On Block Guard Properties
- +1 Mid Airok.png, Softknockdown.png, Priority: Medium: Durability: 1

MODOK fires a bomb from his chair's cannon, which travels in a direction dependent on button strength. The bomb moves fairly slowly, and slows down as it travels, before coming to a stop:

  • L version on the ground appears at MODOK's feet and floats straight up, stopping in the air just above and in front of him.
  • M version on the ground appears above MODOK's head and travels at a down-forward angle, stopping just above the ground at halfscreen distance.
  • L and M version in the air appear just below/above MODOK respectively, and travel horizontally forward to roughly halfscreen distance.
  • On both the ground and in the air, H version fires in the current direction of the opponent's point character, and tracks them across the screen.

All versions remain active for 180 frames before exploding. MODOK can only have one Balloon Bomb active at a time, and using another will immediately explode the previous one. This restriction is shared with Jamming Bomb.

Balloon Bomb is a powerful space-control and zoning tool whenever MODOK can manage to cover its lengthy startup. It is very difficult for most opponents to approach MODOK when a bomb is active between the two of them. Additionally, because Balloon Bomb is considered Medium Priority, it will block and nullify almost all non-hyper projectiles that come into contact with it, protecting MODOK from long-range retaliation as well.

Jamming Bomb
(With at least one Understanding) 623S
UMVC3 Modok 623S.png
UMVC3 Modok 623S Effect.png
An opponent hit by Jamming Bomb has their controls scrambled, indicated by a fuzzy effect over the character.
Damage Startup Active Recovery
80,000 50 - 25
On Hit On Block Guard Properties
- +1 Mid Softknockdown.png, Priority: Medium: Durability: 1

Enhanced version of Balloon Bomb, which costs one level of Understanding to perform. Unlike regular Balloon Bomb, it can not be performed in the air.

Jamming Bomb has identical frame data to 623H Balloon Bomb, and tracks opponents across the stage in the same way. It lasts 300 frames (5 seconds) rather than the normal 180 frames. If Jamming Bomb hits an opponent, it applies a debuff to that character, reversing their directional controls:

  • Left and Right inputs are switched
  • Up and Down inputs are switched

The debuff lasts for 4 seconds, and makes it very difficult for an opponent to effectively control their character or even defend themselves for the duration.

Despite the extremely long startup, it is possible to combo into Jamming Bomb, and this is the recommended way to use the move in order to ensure its debuff is actually applied. A common strategy is to combo into Jamming Bomb and then immediately perform a Snap Back on the jammed opponent. The debuff while remain on that character and not lose duration while they are on the backrow. When that character re-enters the stage, their controls will still be reversed, which will make it much harder to defend against any oncoming mixup you have ready for them.


Battering Ram
Body Attack
X+S
UMVC3 Modok XS.png
By default, Battering Ram travels directly forward.
UMVC3 Modok 1XS.png
Battering Ram can be aimed in any direction.
Damage Startup Active Recovery
90,000 13 (airborne frame 1) 10 23
On Hit On Block Guard Properties
-7 -7 Mid Airok.png

MODOK charges in any direction, using his entire body as a physical attack. Battering Ram can be steered in any of the eight directions by holding that direction during the input, but it can not be steered down when used on the ground.

Battering Ram can be used as a mobility tool to quickly change MODOK's aiir trajectory or cancel a badly spaced normal if needed. It has limited combo potential. Upward-angled Battering Ram allows MODOK to escape to superjump height without using superjump, allowing him to still call assists. For some reason, using grounded Battering Ram to go airborne, rather than jumping, flying or superjumping, allows MODOK to perform two airdashes instead of just one. You can consistently get a grounded upwards Battering Ram by performing any grounded normal and whiff-canceling into Battering Ram: 5L~8M+S. 8X+S > j.9X+S > Airdash > Airdash is a basic mobility option that lets MODOK approach or retreat unpredictably from above while backed by an assist.

Activating Battering Ram while in Flight Mode cancels Flight.

Battering Ram can be used up to three times per airborne state. It shares this limit with Hyper Battering Ram, meaning that if MODOK uses Battering Ram in a combo, he loses some of the additional hits from Hyper Battering Ram in that same combo.


Flight
214S
UMVC3 Modok 214S.png
Damage Startup Active Recovery
- 8 300 0
On Hit On Block Guard Properties
- - Mid Airok.png, 300 frame Flight Mode.

MODOK enters Flight. While in Flight, MODOK floats in place, and can perform an unlimited number of air specials (although using Battering Ram will immediately cancel Flight). Unlike other characters who have both Flight and an airdash, MODOK's airdash cancels Flight on use, preventing him from repeatedly airdashing in Flight.

MODOK is unique among Flight mode characters in that he can block attacks while in Flight. However, blocking any attack automatically ends Flight mode. This means that MODOK can emergency-cancel attacks into Flight in order to block.

MODOK can also enter Flight by using a regular jump, but the input allows him to cancel most attacks into Flight, to perform it while already airborne (such as after a superjump), or to Fly twice in the same air state - once using Jump Flight and once using the command.

Flight Mode lasts for 300 frames, and is canceled if MODOK uses j.5L, j.5S, Battering Ram, or an airdash. He can also manually cancel Flight by inputting 214S again, which can Unfly-cancel attacks.

Hyper Combos

Hyper Psionic Blaster
236XX (1 bar)
UMVC3 Modok 236XX Lvl0.png
Base form
UMVC3 Modok 236XX Lvl5.png
With 5 levels of Understanding
UMVC3 Modok 236XX Lvl9.png
With 9 levels of Understanding
Damage Startup Active Recovery
Varies 10+1 120 36
On Hit On Block Guard Properties
- -30 Mid Airok.png, consumes all Understanding, Hardknockdown.png, Priority: High, Beam Durability: 5 per frame for 22 frames, scales by 0.97.

MODOK fires a larger, more powerful version of his Psionic Blaster. The beam hits several times, ending in a Hard Knockdown. It can be used as a combo ender, or in neutral to snipe assists and slower attacks. The beam causes a Hard Knockdown, and MODOK can sometimes link a 2M after the knockdown to continue the combo.

Hyper Psionic Blaster is notable because it automatically consumes all Understanding levels MODOK currently has in order to empower the beam, increasing the hit count and thus total damage:

  • Level 0 - 8,000 x22 (129,100)
  • Level 1 - 8,000 x26 (145,100)
  • Level 2 - 8,000 x34 (177,100)
  • Level 3 - 8,000 x40 (201,100)
  • Level 4 - 8,000 x50 (241,100)
  • Level 5 - 8,000 x58 (273,100)
  • Level 6 - 8,000 x68 (313,100)
  • Level 7 - 8,000 x76 (345,100)
  • Level 8 - 8,000 x85 (381,100)
  • Level 9 - 8,000 x100 (441,100)

As you can see, HSB deals pathetically low damage when used with no understanding, but if charged with enough levels of Understanding, becomes the most damaging Level 1 hyper in the game. The break point where Blaster deals more damage than Hyper Battering Ram is 4 Understanding. Additionally, higher level HSB beams cause longer Hard Knockdowns, making linking an OTG afterwards easier. Besides the increased damage and Hard Knockdown, improved HSB is identical to the Level 0 version and shares the same hitbox and frame data.


Hyper Battering Ram
214XX (1 bar)
UMVC3 Modok 214XX.png
Damage Startup Active Recovery
25,000 x3 ~ x15 4+4 11 24
On Hit On Block Guard Properties
- -5 Mid Airok.png, aimable, Strk.png, scales by 0.97

Hyper version Battering Ram. MODOK charges forward, physically attacking with his whole body. Normally, Hyper Battering Ram performs three quick hits. By pressing additional attack buttons, MODOK can perform up to four additional 3-hit bursts. Additionally, every burst after the first can be aimed by holding the stick in any direction while inputting the hit. The first burst always goes directly forward, and can not be aimed.

Hyper Battering Ram can be used as a combo ender, especially if MODOK does not have enough Understanding to make Hyper Psionic Blaster deal decent damage.

It is possible to loop Hyper Battering Ram into itself, by angling the final hits so that it pops the opponent into the air while MODOK land-cancels his own recovery. The basic sequence for this is:

214XX > 3X > 3X > 1X > 6X, 214XX etc.

Examples of combos that loop Hyper Battering Ram


Killer Illumination
623XX (1 bar)
UMVC3 Modok 623XX.png
UMVC3 Modok 623XX Cinematic.png
Damage Startup Active Recovery
300,000 ~ 392,000 18+1 10 40
On Hit On Block Guard Properties
- - Throw Invuln until frame 24, mashable, Hardknockdown.png

Cinematic command grab hyper. MODOK reaches out with some wires. If he grabs the opponent, they are placed into a cinematic where MODOK electrocutes them, then slams them onto the ground for a Hard Knockdown. MODOK can 2M OTG after this Hard Knockdown to pick up.

This hyper has very slow startup for command grab standards, so its offensive potential is low. It is often mashed as a reversal due to its very high amount of invincibility frames. If the reversal grab fails, MODOK can be DHC's out with a safe hyper in the backline.

Universal Mechanics

Ground Throw
6H, 4H
UMVC3 Modok GroundThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

MODOK psionically grabs the opponent and slams them down. MODOK can follow up with OTG 2M. Dash up 2M is needed midscreen in order to actually convert into a full combo.

Air Throw
j.6H, j.4H
UMVC3 Modok AirThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

MODOK throws the opponent fairly far away.

For Back Airthrow, the standard followup is to land, wavedash twice, and OTG with 2M xx 214S, 6XX, j.5M into a standard combo.

For Forward Airthrow, MODOK can only follow up if he throws into the corner, and only from minimum airthrow height. The pickup is land, 2M xx 214S, 6XX j.5M


Snap Back
Qcf.png+A1.png/A2.png
UMVC3 Modok 2H.png
Damage Startup Active Recovery
50,000 2 4 27
On Hit On Block Guard Properties
- -5 Mid Snapback

Animation and hitbox based on 2H.


Hard Tag
Hold 14f A1.png/A2.png
UMVC3 Modok HardTag.png
Damage Startup Active Recovery
30,000 - 20 35
On Hit On Block Guard Properties
- -11 OH Softknockdown.png

-

Team Position

MODOK is a very flexible character, and has seen tournament success as both in both the Point and Second positions. In the second position, MODOK can support with some solid assists, either Psionic Blast or Barrier. However, his main support comes in the form of his great DHC options. Hyper Battering Ram can be looped into itself, allowing for big (although expensive) extra damage. With the correct setup, MODOK can also pick up with 2M after a DHC to Hyper Psionic Blaster as well, making it one of the most efficient DHC options in the game in terms of damage. MODOK second is an excellent choice for aggressive teams, as they can quickly secure the first kill and transition seamlessly into MODOKs devastating oncoming mixups.

As a point character, MODOK leans more towards his strengths as a keepaway character. One very unique aspect of point MODOK is his movement at round start. Characters generally can not superjump or fly at round start, but since MODOK's jump is replaced with flight mode, he can activate it right away to start ascending. MODOK can essentially start the match at superjump height (and still be able to call assists from up there), and from there his strong mobility tools ensure he never has to go near the opponent again, except on his own terms.

Notable Synergies

Magneto: Although EM Disruptor is Magneto's most common assist choice, MODOK teams can run with Magneto's Hyper Grav assist, which ignores hitstun deterioration and forces a Capture state, for extra combo potential. A Magneto/MODOK shell has a very strong neutral game, combining Magneto's incredible mobility with a fast beam assist in Psionic Blaster. This shell can convert almost any hit into a 2-bar kill by DHCing from a standard Magneto BnB into Hyper Psionic Blaster, then using Hyper Grav assist alongside OTG 2M to get a post-hyper extension for heavy damage.

Players to Watch: Priest (Magneto/MODOK/Doom, MODOK/Magneto/Doom)

Nova: Nova wants to be run with a beam assist, such as Psionic Blaster, that can cover him while he approaches with 2M or Box Dash j.5H. This assist covers one of Nova's biggest weaknesses by keeping the opponent locked down while he closes the distance and gets within his limited range. Additionally, Nova excels at enabling Hard Tag combos and DHC extensions, which fits nicely with MODOK, who is a stellar character to bring in using either of those methods.

Players to Watch: TA Moons (Nova/MODOK/Ammy)

Captain America: Charging Star assist destroys projectiles on hit, giving MODOK an edge in zoning battles. Cap also offers high damage hypers as DHC options which MODOK can use to easily secure a kill.

Players to Watch: Frutsy (Cap/MODOK/Doom, Cap/MODOK/Taskmaster)

Strider Hiryu: MODOK is well-equipped to take advantage of the Hard Knockdown causes by Strider's Vajra assist, with his fast 2M OTG that transitions easily into jump loops. As a zoning character, MODOK appreciated having an assist which can cover superjump height, something only a handful of assists do as well as Vajra can. Additionally, Strider is a very meter-hungry anchor character, so MODOK's meter-positive combo rotues and zoning-heavy gameplan are great at generating bar for him to use.

Players to Watch: Punisher (MODOK/Raccoon/Strider)

Other Players to Watch: Punisher (MODOK/Hawkeye/Raccoon), Rubeks (Spencer/MODOK/Skrull), El Gato (MODOK/Strange/Doom), Flash Metroid (MODOK/Strange/Doom)

Alternate Colors

Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Alt Color
UMVC3 M.O.D.O.K. Color 1.png UMVC3 M.O.D.O.K. Color 2.png UMVC3 M.O.D.O.K. Color 3.png UMVC3 M.O.D.O.K. Color 4.png UMVC3 M.O.D.O.K. Color 5.png UMVC3 M.O.D.O.K. Color 6.png UMVC3 M.O.D.O.K. Color Alt.png