Ultimate Marvel vs Capcom 3/M.O.D.O.K.

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Ultimate Marvel vs Capcom 3
Ultimate Marvel vs Capcom 3#Getting StartedUltimate Marvel vs Capcom 3#CharactersUltimate Marvel vs Capcom 3/GlossaryUltimate Marvel vs Capcom 3/Game MechanicsUltimate Marvel vs Capcom 3/Game ModesUltimate Marvel vs Capcom 3/Strategy

Contents

M.O.D.O.K.

Image:umvc3_modok_face.jpg

TBW


In a nutshell 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.


The Ultimate Transition

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.

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.


Character Specific Information

CHARACTER DATA
Health:
950,000
Air Action Count:
1
MOVEMENT SPECS
Multi Jump:
No
Command Jump or Movement:
Yes
Air Dash:
Yes, 8-Way
Flight:
Yes, __ sec
Teleport:
No
MOVESET SPECS
Level 3 Hyper:
No
AIR-OK Super:
Yes, 2
EX Move(s):
Yes
Command Grab:
No
Mode Change:
No
Instant Attack(s):
No
Special Counter or Autoguard Move:
No
Super Counter:
No
Defensive or Evasive Move(s):
Yes
Super Armor Move(s):
No
OTG:
Yes
Ground Overhead:
No
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
35 %
60 %
85 %
X-Factor Speed Boost:
? %
 ? %
 ? %
X-Factor Duration:
? s
 ? s
 ? s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
20 %
20 %
20 %
20 %
50 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
50 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
50 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
50 %

Video Walkthrough


Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
File:Alpha.png Barrier
File:shot.png File:front.png
0
Creates a shield
Hyper Psionic Blast
File:Beta.png Balloon Bomb M
File:shot.png File:front.png
80,000
File:proj.png
File:strk.png
File:otg.png
Hyper Psionic Blast
File:Gamma.png Psionic Blast M
File:shot.png File:front.png
30,000 X 4
(103,000)
File:proj.png
File:strk.png
Hyper Psionic Blast

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
File:l.png
45,000
File:rpdfire.png
Crouching Light
File:d.png + File:l.png
45,000
File:rpdfire.png
Standing Medium
File:m.png
20,000 X 5
(67,100)
File:proj.png
File:chipdamage.png
Crouching Medium
File:d.png + File:m.png
60,000
fires goo
puddle hits File:low.png
File:otg.png
File:chipdamage.png
Standing Heavy
File:h.png
80,000
File:strk.png
Crouching Heavy
File:d.png + File:h.png
80,000
File:low.png File:strk.png
Special
File:s.png
80,000
File:launch.png File:nocancel.png
Force Beam
File:f.png + File:h.png
80,000
File:wallbounce.png
File:softknockdown.png
occasional File:strk.png
Anti-Air Force Beam
File:df.png + File:h.png
80,000
File:strk.png
Barrier
File:b.png + File:h.png
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
Big Barrier
With Understanding Charge:
File:b.png + File:s.png
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
Jumping Light
air File:l.png
25,000 X 3
(57,700)
File:high.png
Jumping Medium
air File:m.png
70,000
File:high.png
Jumping Heavy
air File:h.png
80,000
File:high.png
Jumping Special
air File:s.png
90,000
File:high.png File:aircombofinisher.png
File:groundbounce.png

Throws

Name
Command
Damage
Special Properties (glossary)
Forward Throw
File:f.png + File:h.png
80,000
File:throw.png File:hardknockdown.png
Back Throw
File:b.png + File:h.png
80,000
File:throw.png File:hardknockdown.png
Forward Air Throw
air File:f.png + File:h.png
80,000
File:airthrow.png File:hardknockdown.png
Back Air Throw
air File:b.png + File:h.png
80,000
File:airthrow.png File:hardknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Psionic Blast L
File:qcf.png + File:l.png
30,000 X 3
(81,200)
File:airok.png
File:proj.png
File:softknockdown.png
Psionic Blast M
File:qcf.png + File:m.png
30,000 X 4
(103,000)
File:airok.png
File:proj.png
File:softknockdown.png
Psionic Blast H
File:qcf.png + File:h.png
30,000 X 5
(122,600)
File:airok.png
File:proj.png
File:softknockdown.png
Psionic High Blast
With Understanding Charge:
File:qcf.png + File:s.png
40,000 X 5
(163,600)
File:proj.png
File:stagger.png vs grounded
File:softknockdown.png vs airborne
Balloon Bomb
File:dp.png + File:atk.png
80,000
File:proj.png
File:softknockdown.png
File:atk.png determines angle
File:h.png has minor homing ability
Jamming Bomb
File:dp.png + File:s.png
80,000
File:proj.png
File:softknockdown.png
homing
reverses enemy controls :
File:b.png swaps with File:f.png
File:u.png swaps with File:d.png
Analysis Cube
Analyze Cube
File:qcb.png + File:atk.png
50,000
File:proj.png
File:atk.png determines location
adds 1 Understanding Charge on hit
Flight
File:qcb.png + File:s.png
0
File:airok.png
Initiates Flight mode.
Battering Ram
File:atk.png + File:s.png
90,000
File:airok.png
can be aimed with any direction

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Hyper Psionic Blast
File:qcf.png + File:atk.png + File:atk.png
0: 8,000 X 22 (129,100)
1: 8,000 X 26 (145,100)
2: 8,000 X 34 (177,100)
3: 8,000 X 40 (201,100)
4: 8,000 X 50 (241,100)
5: 8,000 X 58 (273,100)
6: 8,000 X 68 (313,100)
7: 8,000 X 76 (345,100)
8: 8,000 X 85 (381,100)
9: 8,000 X 100 (441,100)
File:airok.png
File:proj.png
consumes all Understanding Charges;
number of charges determines blast level.
Killer Illumination
File:dp.png + File:atk.png + File:atk.png
300,000 at 30 hits
372,000 at 66 hits
File:throw.png
File:hardknockdown.png
mashable
Hyper Battering Ram
File:qcb.png + File:atk.png + File:atk.png
25,000 X 3 ~ 15
(72,700 ~ 305,000)
File:airok.png File:strk.png
Can be aimed
Mashable
Scales by 97%

Strategy

Tips and Tricks

  • 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.
  • 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!
  • 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.
  • 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 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.
  • Open a match with Killer Illumination to surprise trigger-happy opponents.

Combos

Basic Strategy

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

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.

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