So on a different tangent… anybody feel like using MODOK’s st.M more in UMvC3? If I’m not mistaken, that is going to be the only normal that will now beat every single armored move in the game except for the ones with hyper armor. The gun turret hits five times and is a projectile independent of MODOK’s body. That is screaming to be perfect anti-armor tech. j.L baby kicks can work too, but I don’t know if you could get 4 baby kicks on your opponent before they armor through you with 3-hit armor st.H from Hulk or cr.M Sent. Against moves with only 1 hit of armor, yes though.
I use it a LOT already, but then again my MODOK play is quite odd, but it works
st.M is awesome on paper. What would be really great is if they somehow tweaked the minimum damage scaling for that normal so MODOK could get better damage. Considering all that it can do, I doubt that would happen
My biggest gripe w/ st.M is the blindspot right in front and below it against certain crouching characters. In some spaces, it is impossible to land reliable combos on small crouching characters.
Since all the other MODOK threads are abandoned, I thought I’d post this here. Did anyone else here Viscant’s thoughts on the MODOK vs. Wesker match-up? He actually thinks MODOK>Wesker, especially in UMVC3. Thoughts?
Awwwwwwww yeeeeeeaaaaahhhhh
This is the first I have heard about this. Link?
I agree with him totally. MODOK is definitely one of the characters that gives Wesker a hard time in the neutral game and it will be worse now that he cannot combo off of AA gunshot. Not only can MODOK attack freely from an angle that Wesker cannot get to easily, he can call assists while he is up there and set-up an varied offense. That alone gives MODOK an advantage since Wesker doesnt have a long or mid-range horizontal attack or good mobility in the air to counter this, so he has to either wait it out or try his luck rushing MODOK in the air. However, MODOK has several options in j.L, j.S, Lcube, bombs, assists, airdashes, body attacks and larger than average airthrow range to prevent this or even TOD depending on which one he lands. Likewise, Wesker’s ease of use and incredible ground speed makes it easier to navigate around MODOK’s projectiles and try for an airthrow…once Wesker gets inside (or any character for that matter) there is going to be hell to pay, but otherwise its a good fight for MODOK.
IMO, this is the safest way to approach MODOK in mvc3 and it is effective against some important characters and looks to stay that way in ultimate…so far. Although he has plenty of tools for rushdown his normals are too specialized to support that strategy for long. So playing a midrange flight game relying on his projectiles for space control and his multiple movement options to fly in and out punishing, evading and pressuring as neccessary will probably net the best results. I like to tell myself that that is why MODOK has not been touched much in the transition from vanilla to ultimate - he is pretty effective as is and balanced due to the steep execution requirements in hitconfirms, movement, and combos.
RR - its the wake-up SRK interview with viscant. Mentions modok > wesker and she hulk in it. By the way, I also agree that MODOK beats shulk and its even worse than the wesker matchup, imo. slime + cubes > shulk all day.
It seems that with MODOK he is one of the few people in the game who can beat top tiers with patience. He can wait out people until they make a mistake, and then just take them apart.
If a really smart tournament player gets hold of him in Ultimate, competition should watch out.
I personally find his opinion on this to be BS. What goes up, must come down and if it’s not careful it will get air thrown into reset wesker hell. MODOK can’t force damage on Wesker from above. Not many characters can except say Trish the all annoying. I think I know this matchup pretty well because my main sparring partner plays MODOK. Viscant has admitted that not a lot is known about MODOK.
Frankly I think that includes him.
Even if MODOK’s loses to Wesker, Wesker isn’t that bad of a matchup… at least compared to the bullshit of Zero/Ammy.
God forbid the horrors of Rocket Racoon’s hitbox in UMVC3!
I love st M and think it’s an awesome normal. 15 points of hit durability, a projectile,10 frame startup which is really fast for modok,does chip damage,gives frame advantage,and can set up some pressure if you go into jump-cancelled normals
Damage or hitstun scaling shouldn’t matter that much really as i find you can still get them close to the corner if you wallbounce them, airdash up-forward,groundbounce them launch and go again. Then i think you can still otg them off the flying screen,call an assist and combo into jamming bomb leading to the reset, which is a pretty damn good reset i think.Go for short combos and resets in the corner as opposed to really long combos and it’s fine…some guys use teams that grant MODOK awesome unblockables so the tactic is even stronger.
This ofcourse will be easier in ultimate because of the airdashes, and i really really hope he got some good frame and hitbox changes which are what i think he needed…besides bug fixes.
Can sorta see where he’s coming from,but with MODOKs huge hitbox i feel it might even out. Ton of theory fighter…someone should just ask him “why?”
Scary indeed, I’ll just pray RR’s air throw isn’t some easy OTG capable nonsense…If so, I’m calling shenanigans.
Resectfully disagree. Twhle I agree that modok cannot FORCE damage on wesker, wesker cannot force damage on modok until he is up close with advantage. yes, modok has to come down eventually, but he can cover his descent with a variety of moves or assists so it isn’t exactly free. wesker doesn’t have much to stop modok from going up and starting an offense or laming it out beside outplaying or guessing the other player… I’m not saying that it is heavy advantage modok, but he clearly controls the pace of the match. Weskers ease of execution puts luck on his side, but you cannot deny modoks tools in that match
I’ve been giving the most thought to a PW/MODOK/Nemesis team. Gather evidence and get to Courtroom mode, then switch out and make PW the new anchor. I’m hoping that Barrier/Bombs with Nemesis’ :l: RL Slam will be enough to keep peeps off of him, and when Nemesis comes out, I’ve heard that he can gather meter pretty decently…perfect for Wright and nice for MODOK too.
Also, do we know if PW’s Press the Witness hits high? If it does, I’m wondering if it can be used for lockdown / setting up unblockables…
I can deny his tools easily, air to air normals of Wesker beat MODOK. SURVIVING Wesker and causing no damage, does not mean you have a good matchup against him. If anyone gets under MODOK, MODOK has to come down or just runaway. Again at the top of the screen MODOK is not scary unless you’re trying to run out time. Add in the fact that if you come down and Wesker has his assist ready, you have your own personal glitches (flighting and pushback) waiting and Weskers air throw from underneath MODOK will grab him a mile away.
What MODOK can do is waste his XFactor level 3. Everything else is MODOK just fishing. On the ground Wesker can literally mashout out a combo if you try to do box dash pressure and he will beat almost everything MODOK does. As long as the Wesker player DOESN’T try and be tricky there’s almost no way for MODOK to damage him. Wesker however has an opportunity to damage MODOK anytime MODOK tries to attack. I’ve just played this matchup WAY to much, huge sets. My friend is a Zero/Wesker player. Now I CAN beat his Wesker, but you have to be very specific. Wesker can just be all willy nilly.
MODOK’s new colours!
Looking good!
Modok change notes, aren’t a lot…but he does get a new double overhead setup.
Sounds like he could now do J.H xx fly J. H xx unfly J. H xx dash baby kicks.
Quadruple overheads.
with not a low in sight lol
That is why I play Deadpool.