Difference between revisions of "Marvel vs Capcom 3/MODOK"

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(Normal Moves)
(Move details)
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{{MoveListRow | Air Dash | Any direction in the air + atk + atk |  |  }}
 
{{MoveListRow | Air Dash | Any direction in the air + atk + atk |  |  }}
 
{{MoveListRow | Standing Light | l | 45,000 | }}
 
{{MoveListRow | Standing Light | l | 45,000 | }}
{{MoveListRow | Crouching Light |  d + l | 45,000| }}
+
{{MoveListRow | Crouching Light |  d + l | 45,000 | }}
{{MoveListRow | Standing Medium |  m | 67,000| chipdamage }}
+
{{MoveListRow | Standing Medium |  m | 67,100 (20,000 x 5) | chipdamage }}
{{MoveListRow | Crouching Medium |  d + m | 60,000| chipdamage otg }}
+
{{MoveListRow | Crouching Medium |  d + m | 60,000 | chipdamage otg }}
{{MoveListRow | Standing Heavy |  h | 80,000| jcancel}}
+
{{MoveListRow | Standing Heavy |  h | 80,000 | jcancel }}
{{MoveListRow | Crouching Heavy | d + h | 80,000| low jcancel}}
+
{{MoveListRow | Crouching Heavy | d + h | 80,000 | low softknockdown jcancel }}
{{MoveListRow | Heavy Blast | f + h | 90,000| wallbounce jcancel}}
+
{{MoveListRow | Heavy Blast | f + h | 80,000 | wallbounce jcancel }}
{{MoveListRow | Up Blast | df + h | 80,000| jcancel}}
+
{{MoveListRow | Up Blast | df + h | 80,000 | jcancel }}
{{MoveListRow | Barrier | b + h | | Stops attacks and projectiles<br>Destroyed by supers}}
+
{{MoveListRow | Barrier | b + h | | Stops attacks and projectiles <br> Destroyed by supers }}
{{MoveListRow | Hyper Barrier | b + s | | Stops attacks and projectiles<br>Destroyed by supers<br>Uses 1 Level of Understanding}}
+
{{MoveListRow | Hyper Barrier | b + s | | Stops attacks and projectiles <br> Destroyed by supers <br> Uses 1 Level of Understanding}}
{{MoveListRow | Standing Special |  s | 80,000| launch }}
+
{{MoveListRow | Standing Special |  s | 80,000 | launch }}
{{MoveListRow | Jumping Light |  air l | 25,000 per hit | high }}
+
{{MoveListRow | Jumping Light |  air l | 57,700 (25,000 x 3) | high }}
{{MoveListRow | Jumping Medium |  air m | 70,000| high }}
+
{{MoveListRow | Jumping Medium |  air m | 70,000 | high }}
{{MoveListRow | Jumping Heavy |  air h | 80,000| high }}
+
{{MoveListRow | Jumping Heavy |  air h | 80,000 | high }}
{{MoveListRow | Jumping Special |  air s | 90,000| high groundbounce }}
+
{{MoveListRow | Jumping Special |  air s | 90,000 | high groundbounce }}
 
{{MoveListFooter}}
 
{{MoveListFooter}}
  
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{{MvC3MoveListHeader}}
 
{{MvC3MoveListHeader}}
{{MoveListRow | Battering Ram | Any direction + atk + s | 90,000 | }}
+
{{MoveListRow | Battering Ram | Any direction + atk + s | 90,000 | airok }}
{{MoveListRow | Psionic Blast | qcf + atk | 90,700 l <br> 103,000 m <br> 122,600 h | airok}}
+
{{MoveListRow | Psionic Blast | qcf + atk | 81,200 (30,000 x 3) l <br> 103,000 (30,000 x 4) m <br> 122,600 (30,000 x 5) h | airok }}
{{MoveListRow | Psionic High Blast | qcf + s | 163,000 | Uses 1 Level of Understanding }}
+
{{MoveListRow | Psionic High Blast | qcf + s | 163,600 (40,000 x 5) | Uses 1 Level of Understanding }}
{{MoveListRow | Analysis Cube | qcb + atk  | 50,000 | airok <br>Grants 1 Level of Understanding }}
+
{{MoveListRow | Analysis Cube | qcb + atk  | 50,000 | airok <br> Grants 1 Level of Understanding on hit }}
 
{{MoveListRow | Balloon Bomb | dp + atk  | 80,000 | airok }}
 
{{MoveListRow | Balloon Bomb | dp + atk  | 80,000 | airok }}
{{MoveListRow | Jamming Bomb | dp + s | 80,000 | Uses 1 Level of Understanding<br>Reverses opponent's controls for ??? seconds }}
+
{{MoveListRow | Jamming Bomb | dp + s | 80,000 | Uses 1 Level of Understanding <br> Reverses opponent's controls for ??? seconds }}
{{MoveListRow | Flight | qcb + s | | Lasts 6 seconds<br>Cannot be used during Hover }}
+
{{MoveListRow | Flight | qcb + s | | Lasts 6 seconds <br> If done during Low Flight Mode, it deactivates it instead }}
 
{{MoveListFooter}}
 
{{MoveListFooter}}
  
 
===Hyper Moves===
 
===Hyper Moves===
 
{{MvC3MoveListHeader}}
 
{{MvC3MoveListHeader}}
{{MoveListRow | Hyper Psionic Blaster | qcf + atk + atk | No LoU 129,100<br>1 LoU 145,100<br>2 LoU 177,100<br>3 LoU 193,100<br>4 LoU 241,100<br>5 LoU 269,100<br>6 LoU 309,100<br>7 LoU 341,100<br>8 LoU 377,100<br>9 LoU 441,100<br> | Consumes all Levels of Understanding }}
+
{{MoveListRow | Hyper Psionic Blaster | qcf + atk + atk | No LoU 129,100 (8,000 x 22) <br>1 LoU 145,100 (8,000 x 26) <br>2 LoU 177,100 (8,000 x 34) <br>3 LoU 201,100 (8,000 x 40) <br>4 LoU 241,100 (8,000 x 50) <br>5 LoU 273,100 (8,000 x 58) <br>6 LoU 313,100 (8,000 x 68) <br>7 LoU 345,100 (8,000 x 76) <br>8 LoU 381,100 (8,000 x 85) <br>9 LoU 441,100 (8,000 x 100) <br> | Consumes all Levels of Understanding }}
{{MoveListRow | Hyper Battering Ram | qcb + atk + atk | 305,000 | Press atk and directions for additional hits }}
+
{{MoveListRow | Hyper Battering Ram | qcb + atk + atk | 72,700-305,000 (25,000 x 3-15) | Press atk and directions for additional hits }}
{{MoveListRow | Kiler Illumination | dp + atk + atk | 300,000 | startupinv throw <br>can be escaped by jumping after the flash }}
+
{{MoveListRow | Kiler Illumination | dp + atk + atk | 300,000 | startupinv throw <br> can be escaped by jumping after the flash }}
 
{{MoveListFooter}}
 
{{MoveListFooter}}
  

Revision as of 21:39, 14 April 2011

Marvel vs Capcom 3MvC3Logo.png
Marvel vs Capcom 3/System GuideMarvel vs Capcom 3#Game ElementsMarvel vs Capcom 3#CharactersMarvel vs Capcom 3/SystemsMarvel vs Capcom 3#Fun Stuff.21Marvel vs Capcom 3/StrategyMvC3HeaderButtons.png


MODOK

Modokface.jpg

In a nutshell

MODOK is one of the most difficult characters in the game to control. He doesn't have a normal Jump, and his attacks are all very bizarre. That said, the reward for learning him is high, as he contains many unique abilities and is equally dangerous from every range. If you don't mind his odd shape, MODOK is worth the time invested.


Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Barrier
Shot.png Front.png
Stops attacks
Hyper Psionic Blast
Beta.png Balloon Bomb
Shot.png Front.png
80,000
Softknockdown.png
Hyper Psionic Blast
Gamma.png Psionic Blast
Shot.png Front.png
103,000
Softknockdown.png
Hyper Psionic Blast

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Low Flight Mode
Press Ub.png U.png or Uf.png while on the ground
Press L.png or S.png to land
Air Dash
Any direction in the air + Atk.png + Atk.png
Standing Light
L.png
45,000
Crouching Light
D.png + L.png
45,000
Standing Medium
M.png
67,100 (20,000 x 5)
Chipdamage.png
Crouching Medium
D.png + M.png
60,000
Chipdamage.png Otg.png
Standing Heavy
H.png
80,000
Jcancel.png
Crouching Heavy
D.png + H.png
80,000
Low.png Softknockdown.png Jcancel.png
Heavy Blast
F.png + H.png
80,000
Wallbounce.png Jcancel.png
Up Blast
Df.png + H.png
80,000
Jcancel.png
Barrier
B.png + H.png
Stops attacks and projectiles
Destroyed by supers
Hyper Barrier
B.png + S.png
Stops attacks and projectiles
Destroyed by supers
Uses 1 Level of Understanding
Standing Special
S.png
80,000
Launch.png
Jumping Light
air L.png
57,700 (25,000 x 3)
High.png
Jumping Medium
air M.png
70,000
High.png
Jumping Heavy
air H.png
80,000
High.png
Jumping Special
air S.png
90,000
High.png Groundbounce.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Battering Ram
Any direction + Atk.png + S.png
90,000
Airok.png
Psionic Blast
Qcf.png + Atk.png
81,200 (30,000 x 3) L.png
103,000 (30,000 x 4) M.png
122,600 (30,000 x 5) H.png
Airok.png
Psionic High Blast
Qcf.png + S.png
163,600 (40,000 x 5)
Uses 1 Level of Understanding
Analysis Cube
Qcb.png + Atk.png
50,000
Airok.png
Grants 1 Level of Understanding on hit
Balloon Bomb
Dp.png + Atk.png
80,000
Airok.png
Jamming Bomb
Dp.png + S.png
80,000
Uses 1 Level of Understanding
Reverses opponent's controls for ??? seconds
Flight
Qcb.png + S.png
Lasts 6 seconds
If done during Low.png Flight Mode, it deactivates it instead

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Hyper Psionic Blaster
Qcf.png + Atk.png + Atk.png
No LoU 129,100 (8,000 x 22)
1 LoU 145,100 (8,000 x 26)
2 LoU 177,100 (8,000 x 34)
3 LoU 201,100 (8,000 x 40)
4 LoU 241,100 (8,000 x 50)
5 LoU 273,100 (8,000 x 58)
6 LoU 313,100 (8,000 x 68)
7 LoU 345,100 (8,000 x 76)
8 LoU 381,100 (8,000 x 85)
9 LoU 441,100 (8,000 x 100)
Consumes all Levels of Understanding
Hyper Battering Ram
Qcb.png + Atk.png + Atk.png
72,700-305,000 (25,000 x 3-15)
Press Atk.png and directions for additional hits
Kiler Illumination
Dp.png + Atk.png + Atk.png
300,000
Startupinv.png Throw.png
can be escaped by jumping after the flash

Apprentice Combos

Strategy

Tips and Tricks

  • Because Analysis Cubes are special moves, they can be super canceled into a Hyper Battering Ram for solid damage. The best part is that Hyper Battering Ram doesn't use any of your Levels of Understanding, so it is a win/win.
  • MODOK can store up to nine Levels of Understanding. It is up to the player to choose how to use it. You could spend individual levels on Hyper Barriers, Jamming Bombs, and High Blasts, or save up for a Hyper Psionic Blaster. A powered up HPB can really hurt a poorly placed assist.
  • MODOK's only Low.png is his crouching H.png . You need to use this slow attack occasionally to give your opponent a reason to block low.
  • If you land a Killer Illumination, which is best used defensively, you can hit an Otg.png crouching M.png and combo into another super.
  • MODOK can combo off of his throws near the corner with crouching M.png .
  • MODOK's Barrier, on point or as an assist, can absorb attacks... even physical ones! Instead of fighting from behind it, try fighting from on top of it in close to your opponents for some interesting results.

Basic Strategy

Advanced Strategy