UMvC3 M.O.D.O.K. changes/notes

That actually wouldn’t work though, because you used up your airdash trying to boxdash in the first place. You would have to cancel into flight instead to renew your airdash (and that’s already possible now anyway)

So you’ll only be able to use it offensively against grounded characters off a regular jump/float first… or a superjump and come all the way down lol

I can see it being helpful in air-to-air skirmishes, and to keep pressure going when going for overhead/people coming onscreen… but the immediate utility will be in combos first, after a launcher, as canceling into airdash should allow for slightly more damage and more distance as well. I’m thinking even simple stuff like launch > j.H > airdash > j.H > j.S (spike) > etc will be easy and good. He should be able to corner anyone off a hit now by himself no problem.

I dunno. MODOK can already do that well enough. Oh, well. Hopefully his damage conversion off of random air hits that aren’t j.S will be significantly improved.

Hrm… He might be able to do some ROM-style loops. His air H ain’t the fastest or the best angle, but he could probably get a couple reps of something going.

This. Im thinking the biggest addition to his gameplay will be easier air to air hit confirms that are able to convert to some decent damage against people trying to stop MODOK from starting his flight game and opening up even more airthrow resets. As long as MODOKs damage or hitstun has not been tweaked too much, he should still do plenty of damage with the cancels potentially raising his non-corner cube combo damage hopefully into the doom level (hopeful, i know). In general, MODOK didnt have any problems with damage except for scaling on M and j.L so while a welcome improvement, increased combo damage isnt really be a game changer unless he is significantly better than the rest of the cast. Other than that, it could make unblockables easier and more damaging since low slime+j.H, add, cr.H into combo probably works. In general, I see it as a buff to his really good but awkward air game/normals

Edit: First post updated with the most recent umvc3 MODOK information and some thoughts on how the system changes affect him.

Even in Iron Fist’s crumple punch doesn’t go into combos well/no spinning knockdown/whatever, he can still use his wallbounce assist. If you already wallbounced, Dragon Kick just causes a knockdown. And always a knockdown.

Sadly, I don’t know of anything that will have that staggered hit hit back quality of shield slash :(.

I suppose, guess we’ll just have to wait and see you in action. (At least me anyway, I suck at coming up with combos lol) I guess for what I had to say to work he’d need to be able to airdash twice in the air. (not an unreasonable request since other characters have infinite air dashes)

@Caveman: In the “Assist hitstun scaling” part of the changes from your first post, maybe you should put 2 sections. 1 for MODOK as an assist and another for MODOK using assists. As an assist, MODOK actually got soft-buffed. He is now one of the few assist characters with completely untechable assist attacks.

Why do some people think that PW will replace MODOK? I guess I can see some resemblance, but it isn’t like PW does everything MODOK does better. That’s Taskmaster’s shtick.

Why is it as a Modok player, everyone automatically assumes I’ll be playing PW? I don’t yet think he counts as a “odd-ball” character (which i have a history of playing), too much power on the surface.

I dont think PW will replace MODOK except for maybe being the token troll character of the game. As far as picking up PW, alot of people think Modok’s barrier assist staggered with Maya will be an easy way to gain evidence which is probably true against some characters. Plus, they are both wacky character designs so if you are building a troll team, they would be BFFs. Personally, I hate PW and I think he will get destroyed by teleport characters and lamed out by some others. Not only will he have to survive long enough to get good evidence (might get lucky…might not), but he will have to land a hit to actually get the Objection! to hit to get into OP finger mode. Also, if you dont kill them with said Objection! combo, what is going to stop people from running and possibly punishing PW from trying to land those fingers or using his enhanced moves. Again, will have to see how his moves interact with the rest of the cast but I think he is limited too much for my tastes (drawing good evidence, various types of good evidence with different properties, limited movement). During the reveal Seth compared turnabout mode to Raoh from Guilty Gear but while turnabout mode is much easier to land, Raoh controlled the game much once he was on screen.

I’m gonna try Phoenix. I like the defensive then destroy you characters.

Yeah, I really like MODOK’s Balloon Bomb assist just for that reason alone. On my team you can do things like extending Ammy’s disk BnB, getting two Plasma Storms with Sentinel instead of one, and (if I’m playing Wesker instead of Sent as my anchor) get relaunches with Wesker without needing Akuma’s tatsu/beam assist. We’ll see just how strict hitstun decay becomes now in UMvC with assists contributing to HSD in combos.

I personally think MODOK is gonna be one of the better characters in the game. Being the sole character that can block out of his airdash (flight cancel) plus having dash cancelable air normals/ still being able to call assists mid air gives him a pretty unique advantage. He didn’t get nerfed…I consider that a buff lol.

I think that what will buff MODOK the most is the nerfs to the top tiers. Some characters really gave him trouble, and they were the popular ones. The crazy stuff like Phoenix and Wolverine are not so crazy anymore.

The other indirect buff is the games lifespan. It will probably be played for longer, so more people will realize that MODOK is not bottom tier.

Okay, Crumple Punch does not cause a spinning knockdown on airborne foes, BUT Dragon kick has INVULNERABILITY. And it goes across the ENTIRE SCREEN AND WALLBOUNCES.

GDLK.

I wonder just how much invulnerability or if that’s even true lol

I had my reservations about Iron Fist and his assist potential. If this is true, Iron Fist has earned himself a place on at least one of my teams.

That assist is great. Wonder if it is also a hard knockdown like the shoulder…wall bounce is easy enough to combo off of anyways. This game…

The only problem with this is that basically…Iron Fist may be another verison of assist Haggar. As he is going to be helpless without assists to be remotely good…

Funny how they nerf Haggar/Tron they create another version…

The Dragon kick assist doesn’t seem to have 1st frame invincibility frames. Maybe once IF starts flying is when he gets his invincibility.