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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> | 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> | ||
For his grounded grabs, MODOK can follow up in most cases by simply doing: dash, | 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> | ||
For his :b::h: aerial grab, MODOK can follow up in most cases by doing: wave dash twice, cr.:m:, fly, adf, j.:m:, into combo. <br> | For his :b::h: aerial grab, MODOK can follow up in most cases by doing: wave dash twice, cr.:m:, fly, adf, j.:m:, into combo. <br> |
Revision as of 11:02, 24 March 2014


M.O.D.O.K.
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.
Players to Watch
TA|Moonz, El Gato, Rubeks
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
Video Walkthrough
Normals, Specials and Hypers
Aerial abilities and Grabs
Hit confirms, Block strings and Mixups
Resets and X-Factor
Neutral game and Assists
Technology
full screen punish with beams and dhc
strong incoming mixups with strider
jamming bomb snap back set ups
jill and modok set up
using low assists to set up offense
full screen zero level 3 buster dhc to modok
Combos
Team Spencer/MODOK/Doom combos
TAC Infinite
Move List
Assist Types
Normal Moves
(67,100)
chipdamage
puddle hits low
otg
chipdamage
softknockdown
occasional strk
- 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
b + s
- 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
(57,700)
groundbounce
Throws
Special Moves
(81,200)
proj
softknockdown
(103,000)
proj
softknockdown
(122,600)
proj
softknockdown
qcf + s
(163,600)
stagger vs grounded
softknockdown vs airborne
softknockdown
atk determines angle
h has minor homing ability
softknockdown
homing
reverses enemy controls :
b swaps with f
u swaps with d
Analyze Cube
atk determines location
adds 1 Understanding Charge on hit
Initiates Flight mode.
can be aimed with any direction
Hyper Moves
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)
proj
consumes all Understanding Charges;
number of charges determines blast level.
372,000 at 66 hits
hardknockdown
mashable
(72,700 ~ 305,000)
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
SRK Forums Guide by LTP
Check out the online guide here: http://forums.shoryuken.com/discussion/161455/the-comprehensive-modok-tutorial-written-and-video-tutorials
Normals
: Has short range, but functions well as an anti-air
: 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.
: Has long range and startup, but it can be ducked under. It has little purpose, even in combos. This move is jump cancellable.
: Launcher with good range
: Has short range. Can be ducked under by some characters. Works decently for hitconfirms.
: 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.
: Has long range and startup and counts as a low. This move is jump cancellable. Good for combos and hitconfirms.
: 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.
: Has long range. Is excellent for pressure and combos. This move is air dash cancellable.
: Has decent range and startup. It is an okay pressure tool, but won’t be used often. This move is air dash cancellable.
: 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.
: 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.
: 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.
: 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.
Specials
: (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.
: (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.
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.
: (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.
: (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.
: (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.
: (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.
: (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.
: (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.
Hypers
: (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.
: (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.
: (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).
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.
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.
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.
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).
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.
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 ). 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
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).
Normal Grabs and Killer Illumination
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.
To combo after Killer Illumination, MODOK can follow up by simply doing: dash, ,
. It is also possible to follow up for a little extra damage by doing: dash,
,
, adf,
.
For his grounded grabs, MODOK can follow up in most cases by simply doing: dash, ,
, adf,
, into combo. It is also possible (though I believe the timing is more strict) to follow up by doing: dash,
,
.
For his :b::h: aerial grab, MODOK can follow up in most cases by doing: wave dash twice, cr.:m:, fly, adf, j.:m:, into combo.
For his :f::h: 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: cr.:m:, fly, adf, j.:m:, into combo. Doing cr.:m:, st.:s: also works. Timing to get the cr.:m: to connect is strict.
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 cr.:m: will usually whiff, so it is best to recognize that you are in a corner and dash back, then do a cr.:m:, fly, adf, j.:m:.
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 :b::h: grab. After attempting to grab, going for a quick j.:l:, :l: 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 j.:l: and get a cube in the process. For the third outcome, j.:h: cannot cancel into j.:l:, so that will be ignored, but :l: cube will come out, which is relatively safe in most post air grab attempts. Similarly, you want a strategy for your grounded throws. :b::h: gives you a barrier on whiff that takes time to come out and is not cancellabe. :f::h: 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 :l: cube/blaster when you recognize that it whiffs, or you can do :f::h:, cr.:l:, :l: 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.
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.