UMVC3/M.O.D.O.K./Combos

From SuperCombo Wiki


Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

Combos

Solo Combos

Broadly speaking, MODOK has two standard jump loops which are foundational for most of his combos:

2H jc. 6XX, j.5M, land, 2H jc. 6XX, j.5M, land, etc.

and

2H jc. 3XX, land, 2H jc. 3XX, land, 2H jc. etc.

The first version is easier, but less damaging. The second version is the optimized version which requires very strong execution to perform consistently. Both versions work in the corner and midscreen, but require more precise timing midscreen.

j.5L, land, 2L > 5M > 2H jc. 6XX j.5M, land, 2H jc. 6XX j.5M, land, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 2M xx 214S, j.5S, land, 623L, 5S sjc. j.5H xx j.236L, 2XX j.5S, land, 2M xx 236L xx 214XX (595,500 for 1 bar, builds 1.2 bars of meter)

Video Timestamp. Basic BnB off normal confirms. You can also choose to end with Hyper Psionic Blaster if you have Understanding previously built, which gives better post-combo pressure.

j.5S, land, 2M > 2H jc. 6XX j.5M, land, short dash, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, tri-dash, 2M > 5S sjc. j.5M > j.5M xx j.236L, j.5S, land, 2M xx 236L xx 214XX (699,900 for 1 bar, builds 1.05 bars of meter)

Video Timestamp. Standard confirm off the Ground Bounce of raw j.5S.

j.5S, land, 2H jc. 6XX j.5M, land, 2H jc. 6XX j.5M, land, 5S sjc. j.5M > j.5M > j.5H xx j.236L, 2XX j.5H, land, 5S sjc. j.5H xx j.236L, 2XX j.5S, land, 2M xx 236L xx 214XX (720,000 for 1 bar, builds 1.05 bars of meter)

Video Timestamp. Additional extension that can be performed if the initial jump loops carry to the corner.

j.5L, land, 2L > 5M > 2H jc. 6XX j.5M, land, short dash, 2L > 2M xx 214L, 2L > 2H jc. 6XX j.5S, land, 5H > 6H xx 623S, 236A (Snapback, deals 286,000 damage and builds 0.75 bar)

Video Timestamp. Basic route to build one level of Understanding, spend it to land Jamming Bomb, and then snap the hammed character out for later shenanigans. The basic 6H xx 623S into snap can be tacked on to most combo routes.

(Backthrow), dash up, 2M > 5S sjc. j.5M > j.5M > j.5H > j.5S, tri-dash, 2M > 5S sjc. j.5M > j.5M > j.5S, land, 2M xx 214S, j.5S, land, 6H xx 623L, 6H xx 236L xx 214XX (554,000 for 1 bar, builds 1.1 bars of meter)

Video Timestamp. Basic groundthrow conversion. It is also possible to convert ground throws with 2M xx 214S, 6XX j.5M

623XX, 2M xx 214S, 6XX j.5M, land, 2H jc. 6XX j.5M, land, short dash, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 2M xx 214S, j.5S, land, 623L, 5S sjc. j.5H xx j.236L, 2XX j.5S, land, 2M xx 236L xx 214XX (850,000 for 2 bars, builds 1.1 bars of meter)

Video Timestamp. Kill combo off Killer Illumination command grab on lower-health characters.

(Ground throw into corner) 2M xx 214L, 2L > 2M > 2H xx 214L, 2H xx 214L, 2H > 6H xx 214L, 6H jc. 6XX j.5S, land, 214L, 6H xx 214L, 214L xx 236XX, 2M xx 236L xx 214XX (830,000 for 2 bar, builds 1 bar of meter)

Video Timestamp. Corner throw combo. Because throws apply such heavy scaling, uses an alternate route focuses on generating multiple Understanding levels mid-combo to power up Hyper Psionic Blaster. The boosted damage of HSB, with high minimum damage scaling, and the ability to extend post-hyper, lets MODOK circumvent throw scaling and get high damage.

[2H jc. 3XX, land,]x4, 2H jc. j.5H > 3XX, land, 2H > 5S sjc. j.5M > j.5M xx j.236L, 2XX j.5H, land, 5S sjc. j.5H xx j.236L, 2XX j.5S, land, 2M xx 236L xx 214XX (750,000 for 1 bar, builds 1.1 bars of meter)

Video Timestamp. Combo route showing how to use the more advanced jump cancel loops for slightly better damage.

6H jc. 3XX, land, 6H jc. 3XX, land, 6H jc. 3XX, land, 6H etc.

Video Example. Situational corner infinite. Requires that Wall Bounce have already been consumed earlier - by an assist or previous 6H.


X-Factor Combos

TBW

Sample Team Combos

Spencer/MODOK/Doom

Kill confirm off X-Factor canceled Beam hyper with Rocket and Vergil assists

Zero/MODOK/Strider DHC setup

Jill Hard tag to MODOK

MODOK/Deadpool/Strider

Magneto/MODOK/Sentinel
Magneto/MODOK/Doom

Writeup of various assist extensions


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.

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.

a1: = Doom’s Hidden Missiles, :a2: = Magneto’s Hyper Grav

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

a1: = Doom’s Hidden Missiles, :a2: = Magneto’s Hyper Grav (Full combo)

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

a1: = Doom’s Hidden Missiles, :a2: = Magneto’s Hyper Grav (Full combo)

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

a1: = Doom’s Hidden Missiles, :a2: = Magneto’s Hyper Grav (Full combo)

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

a1: = Viper’s Burn Kick, :a2: = Hsien Ko’s Senpu Bu

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

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

a1: = Firebrand’s Demon Missile (Charge), :a2: = Dante’s Jam Session

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

Find out what you can do with your assists and get creative!


TAC Infinites

Corner Down

Corner all sides

Midscreen Down


Beginner Combos


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.

Core Combos


Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.

Advanced Combos


Combos Three Stars.png
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core combos.
  • May only work on a few characters or in specific circumstances.
  • Can have any amount of requirements such as meter, positioning, starter.
  • Are not necessarily harder than core combos, but require more specific knowledge.

Assist Extensions

Comboing in X-Factor