Marvel vs Capcom 3/MODOK: Difference between revisions

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=== Tips and Tricks ===
=== Tips and Tricks ===


* Tip 1
* 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.
* Tip 2
* 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 {{#motion: low } is his crouching {{#motion: h }}.  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 {{#motion: otg } crouching {{#motion: m } and combo into another super.
* MODOK can combo off of his throws near the corner with crouching {{#motion: m }. 
* 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 ===
=== Basic Strategy ===


=== Advanced Strategy ===
=== Advanced Strategy ===

Revision as of 21:49, 31 January 2011

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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.


Beginners Video Walkthrough

TODO, insert the correct video here

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Barrier
shot front
Stops attacks
{{{AlphaSuper}}}
Beta.png Balloon Bomb
shot front
80,000
softknockdown
{{{BetaSuper}}}
Gamma.png Psionic Blast
shot front
103,000
softknockdown
{{{GammaSuper}}}

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Hover
Press ub u or uf while on the ground
Press l or s to land
Air Dash
Any direction in the air + atk + atk
Standing Light
l
45,000
Crouching Light
d + l
45,000
low
Standing Medium
m
67,000
chipdamage
Crouching Medium
d + m
60,000
low chipdamage
Standing Heavy
h
80,000
jcancel
Crouching Heavy
d + h
80,000
low jcancel
Heavy Blast
f + h
90,000
wallbounce jcancel
Up Blast
df + h
80,000
jcancel
Barrier
b + h
Stops attacks and projectiles
Destroyed by supers
Hyper Barrier
b + s
Stops attacks and projectiles
Destroyed by supers
Uses 1 Level of Understanding
Standing Special
s
80,000
Jumping Light
air l
25,000 per hit
high
Jumping Medium
air m
70,000
high
Jumping Heavy
air h
80,000
high
Jumping Special
air s
90,000
high groundbounce

Special Moves

Name
Command
Damage
Special Properties (glossary)
Battering Ram
Any direction + atk + s
90,000
Psionic Blast
qcf + atk
90,700 l
103,000 m
122,600 h
airok
Psionic High Blast
qcf + s
163,000
Uses 1 Level of Understanding
Analysis Cube
qcb + atk
50,000
airok
Grants one Level of Understanding
Balloon Bomb
dp + atk
80,000
airok
Jamming Bomb
dp + s
80,000
Uses 1 Level of Understanding
Reverses opponent's controls for ??? seconds
Flight
qcb + s
Lasts 6 seconds
Cannot be used during Hover

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Hyper Psionic Blaster
qcf + atk + atk
No LoU 129,100
1 LoU 145,100
2 LoU 177,100
3 LoU 193,100
4 LoU 241,100
5 LoU 269,100
6 LoU 309,100
7 LoU 341,100
8 LoU 377,100
9 LoU 441,100
Consumes all Levels of Understanding
Hyper Battering Ram
qcb + atk + atk
305,000
Press atk and directions for additional hits
Kiler Illumination
dp + atk + atk
300,000
startupinv throw
can be escaped by jumping
after the flash

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 {{#motion: low } is his crouching {{#motion: h }}. 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 {{#motion: otg } crouching {{#motion: m } and combo into another super.
  • MODOK can combo off of his throws near the corner with crouching {{#motion: m }.
  • 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