Mv3 frames are 60 frames per second. If I don’t tell you the active frames, or frame advantage on hit/block,etc there is no data for it in the guide. If it’s a postive like “+”, frame advantage. Negative, Frame disadvantage. By all means correct me my English or mistakes.
So using that as a gauge,and using the MVC3 guide. We should probably gather some facts about MODOK from the guide, and create a thread that corrects the information from the guide or paste important notes about MODOK’s important attacks. I took some time to compare moves with other character, and I figured I’d tell you some important facts.
Normals
detail
Spoiler
Standing:l:
-Startup:7
-Active:12
-Recovery:11
-Frame Advanage on hit:-1
-Frame Advanage on block:-1
Crouching:l:
-Startup:5
-Active:6
-Recovery:10
-Frame Advanage on hit:0
-Frame Advanage on block:0
Aerial:l:
-Startup:6
-Active:until grounded
-Recovery:1
notes: Until grounded means that the moves doesn’t have a recovery until you hit the ground. Basically the move has variable because de active frames. Yes it’s a one frame recovery. It’s as amazing as it looks.
Standing:m:
-Startup:10
-Active:9
-Recovery:17
-Frame Advanage on hit:+3
-Frame Advanage on block:+3
(notes)Standing M durability points= 3 low durability points per projectile(5 in total).Ton’s of frame advantage on this move.
Crouching:m:
-Startup:10
-Recovery:25
-Frame Advanage on hit:0
-Frame Advanage on block:0
(notes on the green gloop) projectile has 3 projectile points, and the puddle is active for 60 frames(one second), and the puddle is a low.
Aerial:m:
-Startup:10
-Active:10
-Recovery16:
Standing:h:
-Startup:16
-Active:10
-Recovery:20
-Frame Advanage on hit:+1
-Frame Advanage on block:-1
Aerial:h:
-Startup:13
-Active:10
-Recovery:23
Crouching:h:
-Startup:15
-Active:10
-Recovery:21
-Frame Advanage on hit:+3
-Frame Advanage on block:-5
Aerial:s:
-Startup:13
-Active:8
-Recovery:20
Standing:s:
-Startup:10
-Active:12
-Recovery:22
-Frame Advanage on block:-8
notes: You can not super or special cancel this launcher.
Command Moves
----------------------------
detail
Spoiler
:f:+:h:(Wall Bounce)
-Startup:18
-Active:10
-Recovery:13
:d:+:f::h:(Upward H)
-Startup:18
-Active:10
-Recovery:13
-Frame Advanage on hit:+18
-Frame Advanage on block:+3
Notes: The most frame advantage move that MODOK has on his arsenal.
(Barrier)+:h:
-Startup:30
-Recovery:15
(notes) EX barrier is active for 122 frames
(EX Barrier)+:s:
-Startup:30
-Recovery:15
(notes) EX barrier is active for 184 frames
Specials
----------------------------
detail
Spoiler
Battering Ram
-Startup:13
-Active:10
-Recovery:23
-Frame Advanage on hit:-7
-Frame Advanage on block:-7
Psionic Blaster
[spoiler=Psionic Blaster]
:l:
-Startup:12
-Active:20
-Recovery:14
-Frame Advanage on block:-4
Note: beam durability:3 frames x 3 low durability points, this is the second fastest startup beam in the game. It’s two frames faster than Magneto’s EMP Distruptor M which is 14 on the startup.
-Startup:20
-Active:20
-Recovery:16
-Frame Advanage on block:-4
beam durability:4 frames x 3 low durability points
:h:
-Startup:28
-Active:20
-Recovery:18
-Frame Advanage on block:-4
:4 frames x 5 low durability points
:s:
-Startup:28
-Active:20
-Recovery:18
-Frame Advanage on block:-9
-5 frames x 5 low durability points
Anayzle Cube
Anayzle Cube
Spoiler
:l:
-Startup:10
-Recovery:30
-Frame Advanage on hit:-5
-Frame Advanage on block:-5
-Startup:10
-Recovery:30
-Frame Advanage on hit:-5
-Frame Advanage on block:-5
:h:
-Startup:15
-Recovery:30
-Frame Advanage on hit:-5
-Frame Advanage on block:-5
notes all of have 1 low durability point stays active for 60 frames(a sec). The aerial frame data for these moves do not change.
Ballon Bomb
Ballon Bomb>Jamming Bomb
Spoiler
:l:
-Startup:30
-Recovery:25
-Frame Advanage on block:+1
-Startup:40
-Recovery:25
-Frame Advanage on block:+1
:h:
-Startup:50
-Recovery:25
-Frame Advanage on block:+1
(Notes) all of them have 1 medium durability point and stay active for 181 frames. The air ballon bomb have similar startup and recovery data.
Jamming Bomb:
-Startup:50
-Recovery:25
-Frame Advanage on block:+1
notes: 1 medium durability point and stays active for 302(5-ish secs) frames
Flight
Flight Mechanics
Spoiler
startup=10
notes: Lasts for 300 frames(5 secs), MODOK has the fastest known command flight startup in the game. Beats Dante DT flight mode mechanics by a frame in startup, and Dante doesn’t last as long. In addition there are interesting properties about MODOK’s Flight that could change the data of this guide because of recent technology.
http://www.youtube.com/watch?v=Sy4qNX0C4Uw
[/details]
Hyper Moves
----------------------------
detail
Spoiler
Hyper Psionic Blaster:
-Startup:10(before Flash)+(After)1
-Active:120
-Recovery:36
-Frame Advanage on block:30(doesn’t say rather it’s negative or positive frame advantage)
notes: beam durability 22 x 5 high durability points. I have no idea how high durability points with work MODOK gets more cubes. There also something odd about the mechanics of this move when it’s max charge.
http://www.youtube.com/watch?v=g9RA0eESYrQ&feature=related
Hyper Battering Ram:
-Startup:4(before flash)+4(after flash)
-Active:11
-Recovery:24
-Frame Advanage on block:-5
Note: Safer than it actually looks.
Killer Illumination:
-Startup:18(before flash)+0(after)
-Active:10
-Recovery:40
Notes:Invincble frames for the grab is 1 to 24. So we can assume the invincbility frame begin by the startup, and eventually end when it’s active. So far it makes MODOK invincible before and after the flash.
Assist
----------------------------
detail
Spoiler
Alpha(Shield)
startup:54
recovery:107
recovery for partner:77
Beta(Bomb M)
startup:64
recovery:117
recovery for partner:87
notes: The Ballon Bomb does not have any stated durability points, it doesn’t come in contract with other projectiles. It’s active for 182 frames.
Gamma(Beam M)
startup:44
active:20
recovery:108
recovery for partner:78
Notes: The Ballon Bomb is the only assist that is different from his medium special moves.
Correct me if I’m wrong.