M.O.D.O.K. Thread 2: Orgasm Harder

Not a bad place to post at all! This IS where you’d find good MODOK players.
Can’t help, though. I’m on PS3 and I’m really bad.

I DOK’ if you’re on the EC we can do some games, but I won’t be playing Marvel again until UMVC3. I’m weak, I destroyed my MvC3 disk to focus on work hah!

Got your priorities I like it. I live in Texas so its a ways away. But I’ve played some from canada and had great connections… I don’t know why, but it worked.

So I’ve been playing Arkham City, and one of my favorite villains so far has been the Riddler. My favorite thing about him is his voice, it just seems so perfect. So I went on IMDB and I found out that his voice actor was Wally Wingert, who just so happens to voice MODOK in MvC3. And then everything made sense.

Seems to be the designated M.O.D.O.K love thread, so here’s my pumpkin. Happy Halloween.

Wassup fellow MODOK users. I’ve been using him here and there and he’s alot of fun, but I just got one small little problem. How do you guys go about hit confirming with him without using his j.S? This seems like the only I can actually get a combo going with him. I’ve tried air dashing with j.L and then use standing L and it misses since people were crouching when I hit with j.L. I’ve tried starting with c.L, but even that misses sometimes. How do you guys usually start a combo?

I usually look for a Air dash forward J.L> cr.L>St.M >launcher for non J.S hit confirms.

You can also use the Air dash forward J.M > launcher for jumping/flying opponents.

Oooh I never knew that you could use j.M and connect with the launcher. I’m gonna have to start doing that. I think my problem for grounded opponents was that that I wasn’t close enough for the c.L to hit. If it’s working for you then improper spacing is most likely my problem. Thanks for the input.

In most cases MODOK’s jab are insanely easier to hit-confirm an aerial character because his jabs are designed to be an anti-air. It’s basically Magneto/Deadpool’s jab without their fundmental Cr.L. The j.L>Cr.l is you best bet on a oppotent if the Cr.L works on the character’s crouching hitbox. Otherwise try this something like this.

Otherwise you might want something that creates hard knockdown like Haggar, something holds them still like drones, or something even anything that knocks them in the air like Akuma’s tatsu. Throws is the other way that MODOK can start a combo.

Ahh ok thx. I guess I’ll have to just be a little more creative when opening people up. Its a little troublesome but it does make MODOK a bit more fun to play in a sense. Thx a lot

In case someone missed it, MODOK’s new colours!

Neat! I’m really liking the M.O.D.O.T. colors. Most of the time I just opt for the 1P color, but I may need to change that…

Hey I recently picked up MODOK I have a couple questions if someone could help me out that would be cool

  1. Has anyone wrote up the exact damage differences on the beam super?(the difference between cubes)
  2. I expected MODOK combo thread to be more extensive is there like a youtube guy who is putting in work on this character?
  3. Is there start up on his jump(fly) where I can’t block I seem to always get hit and that is pretty stupid if there is

Yep! You can’t block when trying to jump… I believe it’s 6 frames? (It had 6 frames startup in vanilla at least, not sure about ultimate, haven’t had a chance, to test yet)

Check Nos’ channel Fm, http://www.youtube.com/user/borawserboxer.

Apparently, MODOK has done phoney radio show announcement. Here.

does all this shit still work it feels like the hit scaling wont allow shit like this I have been trying to get crazy shit going but I can’t seem to figure it out lol

I actually don’t think hitstun scaling has been changed at all in Ultimate. Rather, it’s just specific moves that have had their base hitstun values decreased (almost every assist for example).

As for Modok, on point, I don’t think his stuff has been changed at all in regards to histun values… it’s just his assists that got nerfed really bad. Everything else is still the same though, same values it seems. (There are a few TAC combos that don’t work the same, but I believe it’s hitbox-related, not hitstun scaling)

As for assists, even though most of them got raped, there are still a few rare ones that completely ignore hitstun scaling… Wesker knee, Drones, Hyper-Grav, Hidden Missiles, etc. (capcom’s decisions about which characters get to keep the good combo assists seems retarded to me, but whatevs) So if you want to do the combos that need assists, you’ll have to pick some of those characters too.

Haha, oh man the irony of it all. Aren’t you the same Peter that said MODOK is hot garbage? Well, I guess since MODOK is buffer in ultimate and most everyone got nerfed, there is a reason to use him.

Nos answered most of your question, but as far as TAC combos go, you have to change some stuff a bit because cubes recover faster. Against some chars (mostly light chars) you have to do TAC, j.H>L cube, Air dash forward, j.H>L cube, j.M>M cube, etc. Also, 9 cube TAC combos are impossible on some people (Felicia, Sentinel, MODOK), and really hard to do on others (Morrigan, Hsien ko, Tron).

Oh, btw, I saw some of your stream w/ MODOK just now. You gotta start spamming the shit outta that spit puddle. cr.M>fly, Airdash down back. Best way that MODOK can control space.

Impossible? Don’t give up so easily! :wgrin:

The only character that I find really difficult to land 9 cubes during TAC against would have to be Rocket Raccoon… because he’s so freakin’ tiny! But even still, it’s not impossible, and you can* still* get 9 cubes against him if you alter the combo to compensate.