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* MODOK can combo off of his throws near the corner with crouching {{#motion: m }}. | * 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. | * 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. | ||
*MODOK can use his fast overhead {{#motion: u }}+{{#motion: l }} to confuse the opponents | *MODOK can use his fast overhead {{#motion: u }}+{{#motion: l }} to confuse | ||
the opponents as to which direction to block, mix this with MODOK's {{#motion: d }} + {{#motion: h }}if possible to keep your opponent guessing. | |||
=== Basic Strategy === | === Basic Strategy === | ||
=== Advanced Strategy === | === Advanced Strategy === |
Revision as of 13:58, 14 May 2011


MODOK
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
Normal Moves
Low Flight Mode
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
Standing Medium
m
67,100 (20,000 x 5)
chipdamage
Crouching Medium
d + m
60,000
chipdamage otg
Standing Heavy
h
80,000
jcancel
Crouching Heavy
d + h
80,000
low softknockdown jcancel
Heavy Blast
f + h
80,000
wallbounce jcancel
Up Blast
df + h
80,000
jcancel
Barrier
b + h
Stops attacks and projectiles
Destroyed by supers
Destroyed by supers
Hyper Barrier
b + s
Stops attacks and projectiles
Destroyed by supers
Uses 1 Level of Understanding
Destroyed by supers
Uses 1 Level of Understanding
Standing Special
s
80,000
launch
Jumping Light
air l
57,700 (25,000 x 3)
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
Battering Ram
Any direction + atk + s
90,000
airok
Psionic Blast
qcf + atk
81,200 (30,000 x 3) l
103,000 (30,000 x 4) m
122,600 (30,000 x 5) h
103,000 (30,000 x 4) m
122,600 (30,000 x 5) h
airok
Psionic High Blast
qcf + s
163,600 (40,000 x 5)
Uses 1 Level of Understanding
Analysis Cube
qcb + atk
50,000
airok
Grants 1 Level of Understanding on hit
Grants 1 Level of Understanding on hit
Balloon Bomb
dp + atk
80,000
airok
Jamming Bomb
dp + s
80,000
Uses 1 Level of Understanding
Reverses opponent's controls for ??? seconds
Reverses opponent's controls for ??? seconds
Flight
qcb + s
Lasts 6 seconds
If done during Low Flight Mode, it deactivates it instead
If done during Low Flight Mode, it deactivates it instead
Hyper Moves
Hyper Psionic Blaster
qcf + atk + atk
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)
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 + atk + atk
72,700-305,000 (25,000 x 3-15)
Press atk and directions for additional hits
Kiler Illumination
dp + atk + atk
300,000
startupinv throw
can be escaped by jumping after the flash
can be escaped by jumping after the flash
Apprentice Combos
Strategy
Combos
- {{#motion: m }} {{#motion: d }}+{{#motion: h }} {{#motion: f }}+{{#motion: h }} {{#motion: qcb }}+{{#motion: h }} {{#motion: qcb }}+{{#motion: h }} - Basic combo that gives two cubes if you're at a far distance when you hit standing medium go into forward heavy instead of down heavy. You may do HPB but delay the second cube, you may use HBR instead if you're close enough
- {{#motion: m }} {{#motion: d }}+{{#motion: h }} {{#motion: f }}+{{#motion: h }} + {{#motion: qcb }}+{{#motion: h}} + {{#motion: f}}+{{#motion: atk}}+{{#motion:atk}} + {{#motion: u}}{{#motion:f}}+{{#motion:atk}}+{{#motion:atk}} + {{#motion: s }} + {{#motion: qcb }}+{{#motion: l}} + {{#motion: s }} + {{#motion: m }} +{{#motion: m }} + {{#motion: s }} + {{#motion: d }} + {{#motion: m }} + {{#motion: qcb }} + {{#motion: atk }} + {{#motion: atk }}- Cancel the cube into ground dash then into low flight forward dash, if you dashed too high in the air but managed to hit the opponent with the launcher then you can just do light cube into battering ram. If you landed the opponent into the corner after the air medium medium launcher, you may add light cube (for the light cube to hit you need to cancel down medium immediately after you pressed it) into battering ram hyper.
- (If light balloon bomb hits the opponent in the air) {{#motion:qcb}} + {{#motion:l}} {{#motion:s}} {{#motion:m}} {{#motion:m}} {{#motion:s}} {{#motion:d}}+{{#motion:m}} {{#motion:qcb}} {{#motion:atk}}+{{#motion:atk}}- light cube into launcher only works if you use it after the bomb hits otherwise just use launcher.
- (Corner only) {{#motion:m}} {{#motion:d}}+{{#motion:h}} {{#motion:f}}+{{#motion:h}}{{#motion:qcb}}+{{#motion:l}}+{{#motion:u }}+{{#motion:s}} {{#motion:qcb}} + {{#motion:l}} {{#motion:s}} {{#motion:m}} {{#motion:m}} {{#motion:s}} {{#motion:d}} +{{#motion:m}} {{#motion:qcb}} + {{#motion:l}} {{#motion:qcb}} + {{#motion:atk}}+{{#motion:atk}} -Basic three cube combo in the corner if you're at the border limit the opponent may fly over you instead of towards you you can use HSP instead of HBR if desired.
- (Corner only) {{#motion:m}} {{#motion:d}}+{{#motion:h}} {{#motion:f}}+{{#motion:h}}{{#motion:qcb}}+{{#motion:l}}+{{#motion:u }}+{{#motion:s}} {{#motion:qcb}} + {{#motion:l}} {{#motion:d}}+{{#motion:h}}{{#motion:qcb}} +{{#motion:h}} {{#motion:qcb}} +{{#motion:m}} {{#motion:qcb}}+{{#motion:atk}}+{{#motion:atk}} - Timing is strict on the fourth cube you have to cancel into it immediately after heavy cube.
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.
- MODOK can use his fast overhead {{#motion: u }}+{{#motion: l }} to confuse
the opponents as to which direction to block, mix this with MODOK's {{#motion: d }} + {{#motion: h }}if possible to keep your opponent guessing.