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

And that’s why I’m even more inclined to play Phoenix Wright. Supposedly his Missile assist has a ton of invincibility, and shout support MODOK quite well.

as true as that is, I’m ok with that.

MODOK is the kind of character you have to build a team around anyway since he has some glaring weaknesses to balance out his strengths, so having to find low hitting assists for him is nothing new, and Quadruple overheads will actually make any low assists he has alot more dangerous for him than with other characters, since MODOK can literally just constantly overhead the opponent and call in the low assist whenever he feels like it.

Does anyone else agree with me when I say that MODOK might be one of the most balanced characters in the game? I’ve been thinking about it lately, and MODOK just seems really solidly balanced, especially for such an unorthodox playstyle. like, He has some batshit insane shit he can abuse (surprisingly long and damaging combos, Cube Zoning, arguably the best flight mode in the game, good fill-up-the-screen-with-shitability etc) that’s balanced out by some genuine weaknesses (normals ranging from situational to downright poor, jump glitch [starting to think might not be a glitch], few low attacks) in a way that he’s allowed to excel at what he’s good at, and still fight an uphill battle against his direct counters.

I think that it’s just invincible to projectiles, like Balloon Bomb assist.

I’ve actually played a bit of retail Ultimate…and I can say while the missile assist is good, the paper assist is gdlk in Ace Attorney mode. Totally invincible like Tron only with more range. Missile assist is kinda hard to setup tbh. That was my first thought too, but the paper assist is just too gdlk to pass up. PW in that mode is straight broken…no joke.

About the MODOK having no lows thing, I just thought it was funny how the developers just don’t care about giving him real tools. I personally don’t mind at all…I’ve made my Modok work just fine without them. I don’t necessarily think he’s hidden top tier or even high mid or anything like that, but he’s definitely got his fair share of BS. For all the tricks he has on offensive, defensively he gets opened up hard by people that know his glaring weaknesses and blindspots. If Modok is trapped in the corner w/o a GTFO assist, he is pretty free to fuzzy guard instant overheads and the like. That alone makes him…not so good (as in there are tons of characters better), regardless of his potential. Too bad those GTFO assists are in short supply in Ultimate. I’m still rocking Modok till the death though…he’s just too much fun.

I honestly thought it was clear that Developer didn’t care for MODOK at all. I remember a fellow MODOK player asking for buffs from UMVC3 Q&A Seth and Producer were like “LOL WHAT!?”

If MODOK had a buff in his lows, he would have been pretty crazy offensive.

^ This!

Sure you can go to the air and spam some stuff, but it’s not going to open up Wesker at all.

On the other hand, once Wesker gets in (assists/guns/teleport/blahblah) I think it’s an absolute NIGHTMARE for Modok.

Moves MODOK can do to hit a close crouching Wesker = c.L (that’s it!!)
Moves MODOK can do to hit/trade a close crouching Wesker that’s attacking = NOTHING!!
So attacking isn’t favourable… but blocking gets blown up by Wesker’s insane 1-frame command throw
Try to jump out of command throw, get blow up by attacks during his no-block longest-prejump-in-the-game
So, stay grounded and not be able to hit him and get blown up by throws, or try to jump and get blown up by attacks
Also, MODOK throw attempt OS’s to 30-frame startup barrier that will probably go behind Wesker anyway = MODOK is eating a combo lol

Toss the derp factor into the equation and Wesker should be getting hits in that situation 10x more than MODOK.

I just think that if Wesker gets it (and he can), It seems to be completely in his favour… The only boon is that I guess MODOK is one of the few characters that can jump AND punish Wesker’s command throw attempts (if you read it correctly).

So been playing UMVC3, and sad to say you can’t chain 2 HBR’S in the air, MODOK is forced to the ground after Air X factor and cannot repeat any super. So if you want to link supers with air xfactor you have to start with HPB first.

Is it still possible to do the Ground HBR loop? Cause as long as we have that…we don’t really have to worry much if air x-factor benefits MODOK or not.

So air x-factor does nothing to reset aerial special move limits and whatnot?

Good to know!

As far as I can tell it does nothing. Yes you can still link Multiple battering rams but the scaling seems more severe. The canceling air normals deal isn’t too hot so far considering that MODOKs dash ends his flight, so if you dash and attack it won’t allow you to air dash again after the attack. Also you can only cancel blocked or hitting normals with an air dash. (Like everyone else I think) Considering it’s been months since I played Vanilla there’s a few things that SEEM new flight wise but will check it out on someones vanilla before posting it lol

MODOKS assist Balloon Bomb no longer causes untechable knockdown. They will tech before they hit the ground!

That’s total crap.

They actually nerfed MODOK? Really?

While I don’t think the Mine will interact with other projectiles as an assist, Rocket Raccoons spitfire causes a wierd glowing effect when it hits a mine.

How about on point? Do the bombs cause a soft knockdown in long combos? What about Psionic blaster/assist? Does that cause a soft knockdown no matter how many hits precede it?

I also just got the game early… I’ll be playing with some of my buddies tonight, but I can try to test whatever as well tomorrow.

Initial impressions ? MODOK seems basically the same… bigger TAC initiation window makes his air combos harder, air dash cancelling isn’t that big of a deal (yet?), TAC cube combos are still in… I dunno, everyone else got so much stuff, MODOK seems the exactly same… maybe worse? Not impressed, but who knows yet, I’ve only had it for like a half hour lol

So far, yes.

Dunno about the assist, but on point, yes.

Basically, when MODOK is on point, both seem to behave the same as before.

Also, Strange’s eye of agemewhatever seems to be a good candidate for my new combo assist. Holds them there for a LONG time, and it’s basically immune to hitstun decay.

EDIT: …and none of my Cap slash loops work anymore. I don’t get it… They removed his flashy stuff, and then gave him all these easy-mode combos?

Does balloon bomb still get beat out by absolutely any projectile instead of being a medium priority?

^ I’ll let you know lol

But I can tell all you Iron Fist bros that he doesn’t have any invincible assists… that kick one is really fast and trades a lot (which is good), but it can get beat out clean as soon as he comes out.

It seems to behave exactly the same way it did before… where anything will cause it to explode (like Spider-Man webzip with 1 low durability point) and combined with the explosion it can still absorb the same about too (like a Dr. Doom H-plasma beam).

Bad news on the assist side of things though, as both balloon bomb AND psionic blaster appear to be very much affected by hitstun decay. On point - No, as an assist - Yes.

:amazed: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!

I’m sad =(, this means no Doom+modok shenanigans anymore