Difference between revisions of "Ultimate Marvel vs Capcom 3/M.O.D.O.K."

From Shoryuken Wiki!
Jump to: navigation, search
(Hyper Moves)
(Normal Moves)
Line 38: Line 38:
 
{{MoveListRow | Crouching Light | d + 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 | Standing Medium | m | 20,000 X 5 <br> (67,100) | proj <br> chipdamage }}
{{MoveListRow | Crouching Medium | d + m | 60,000 | fires goo <br> puddle hits low <br> chipdamage }}
+
{{MoveListRow | Crouching Medium | d + m | 60,000 | fires goo <br> puddle hits low <br> otg <br> chipdamage }}
 
{{MoveListRow | Standing Heavy | h | 80,000 | strk }}
 
{{MoveListRow | Standing Heavy | h | 80,000 | strk }}
 
{{MoveListRow | Crouching Heavy | d + h | 80,000 | low strk }}
 
{{MoveListRow | Crouching Heavy | d + h | 80,000 | low strk }}

Revision as of 03:46, 22 January 2012

Ultimate Marvel vs Capcom 3UMvC3Logo.png
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/StrategyUMvC3HeaderButtons.png

M.O.D.O.K.

Umvc3 modok face.jpg

TBW


In a nutshell

TBW


Character Vitals

CHARACTER DATA
Health:
950,000
Double Jump:
No
Air Dash:
Yes
Air Dash/Jump count:
1
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
Alpha.png Barrier
Shot.png Front.png
0
Creates a shield
Hyper Psionic Blast
Beta2.png Psionic Blast M
Shot.png Front.png
30,000 X 4
(103,000)
Proj.png
Strk.png
Hyper Psionic Blast
Gamma2.png Balloon Bomb M
Shot.png Front.png
80,000
Proj.png
Strk.png
Otg.png
Hyper Psionic Blast

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
L.png
45,000
Rpdfire.png
Crouching Light
D.png + L.png
45,000
Rpdfire.png
Standing Medium
M.png
20,000 X 5
(67,100)
Proj.png
Chipdamage.png
Crouching Medium
D.png + M.png
60,000
fires goo
puddle hits Low.png
Otg.png
Chipdamage.png
Standing Heavy
H.png
80,000
Strk.png
Crouching Heavy
D.png + H.png
80,000
Low.png Strk.png
Special
S.png
80,000
Launch.png Nocancel.png
Force Beam
F.png + H.png
80,000
Wallbounce.png
Softknockdown.png
occaisional Strk.png
Anti-Air Force Beam
Df.png + H.png
80,000
Strk.png
Barrier
B.png + H.png
0
Creates a shield
absorbs damage and acts as a wall
Big Barrier
With Understanding Charge:
B.png + S.png
0
Creates a stronger shield
absorbs damage and acts as a wall
consumes 1 Understanding Charge
Jumping Light
air L.png
25,000 X 3
(57,700)
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 Aircombofinisher.png
Groundbounce.png

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
F.png + H.png
80,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
80,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
80,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
80,000
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Notes (glossary)
Psionic Blast L
Qcf.png + L.png
30,000 X 3
(81,200)
Airok.png
Proj.png
Softknockdown.png
Psionic Blast M
Qcf.png + M.png
30,000 X 4
(103,000)
Airok.png
Proj.png
Softknockdown.png
Psionic Blast H
Qcf.png + H.png
30,000 X 5
(122,600)
Airok.png
Proj.png
Softknockdown.png
Psionic High Blast
With Understanding Charge:
Qcf.png + S.png
40,000 X 5
(163,600)
Proj.png
Stagger.png vs grounded
Softknockdown.png vs airborne
Balloon Bomb
Dp.png + Atk.png
80,000
Proj.png
Softknockdown.png
Atk.png determines angle
H.png has minor homing ability
Jamming Bomb
Dp.png + S.png
80,000
Proj.png
Softknockdown.png
homing
reverses enemy controls :
B.png swaps with F.png
U.png swaps with D.png
Analysis Cube
Analyze Cube
Qcb.png + Atk.png
50,000
Proj.png
Atk.png determines location
adds 1 Understanding Charge on hit
Flight
Qcb.png + S.png
0
Airok.png
Initiates Flight mode.
Battering Ram
Atk.png + S.png
90,000
Airok.png
can be aimed with any direction

Hyper Moves

Name
Command
Damage
Notes (glossary)
Hyper Psionic Blast
Qcf.png + Atk.png + 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)
Airok.png
Proj.png
consumes all Understanding Charges;
number of charges determines blast level.
Killer Illumination
Dp.png + Atk.png + Atk.png
300,000 at 30 hits
372,000 at 66 hits
Throw.png
Hardknockdown.png
mashable
Hyper Battering Ram
Qcb.png + Atk.png + Atk.png
25,000 X 3 ~ 15
(72,700 ~ 305,000)
Airok.png Strk.png
Can be aimed
Mashable
Scales by 97%

Strategy

Tips and Tricks

Combos

Basic Strategy

Advanced Strategy