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

I’d use MODOK in Ultimate if they fixed his inability to block during jumping (or floating) frames. His large hitbox allows for instant overheads against him, and you can’t guess incorrectly on throws or you get barrier (locking opponent on top of you). Just too bad on defense… :sad:

Well, it might behave the same as before early in combos, it all depends on how much tmie has passed…

Regardless, I think I noticed a buff!! Yes, and actual buff! gasp! :rofl:

The opponent is left MUCH closer to you after a throw. It seems character dependant (as it was before), but it’s still very much closer. So much so, that you can often just dash > snot > launch, with no need for fancy fly canclling.

EDIT: …and his balloon bomb assist still appears to completely ignore other projectiles.

On the topic of his assists now being nerfed, you might say that this is a system-wide nerf that affects everyone… but now I’m not so sure. It’s true that most of them got raped (and most everyone who has seen this is person tells me it just makes combos more boring) but I HAVE found a couple assists so far that appear to have been overlooked during this giant mass-nerf. There are still a few that behave exactly the same as in Vanilla.

I’m afraid to say what they are, because it’s gotten to a point where I feel capcom has a spy following me around to find out just exactly what things they can nerf/patch to ruin my fun the most. :rofl:

EDIT 2: Wesker is still a fucking boss, and lvl4 dark wesker is insane… sooo fast and does even MORE damage.

As for basic MODOK combo-ability, he honestly seems very much the same… which is a GOOD thing! He can still relaunch very well by himself, he can still get 3 launches in a combo, blaster relaunching, etc. It’s just going to be much harder to use assists to extend your combos once MODOK runs out of his own options.

Now this is some BS. I can’t believe they didn’t fix the air special counter for HBR basically limiting modoks air x-factor potential. I can understand the jump block thing, but not that. It also seems like they really don’t want assists extending combos too much. Guess there were too many variables that caused things to get out of control. Jamming bomb wil be even harder to land now…another indirect nerf. I hope modok gets some beastly options with dash cacels cause all the other characters got MORE options even if they lost some tool or another. They just don’t want to make it easy for MODOK…I wonder if the day one patch will have any other changes.

Egads Nos, that’s it! I was joking with my buddy that launches after throws seemed easier for some reason. There you have it! Actually I’m finding a lot of my relaunches easier. I don’t quite know what it is, but I’m hitting them.

Dude, they didn’t fix ANYTHING I don’t think… I haven’t tested his jab yet, but my money is on it being exactly the same.

As for air-dash cancelling… it will be helpful in keeping pressure on I guess, but also seems pretty underwhelming so far (just IMHO tho).

The balancing decisions from Capcom are really confusing, I gotta say (not just with Modok, but overall)… Is it because they’re a Japanese company that they’re too proud/stubborn to listen to their fans? Serious question.

EDIT: Just want elaborate on how hard balloon bomb assist got hit by the hitstun decay nerf… It’s not even a matter of it not working at the end of combos anymore, it’s just flat-out not a soft knockdown at all. Even if it’s the first hit in the combo, the opponent will still air recover.

Blaster assist got hit pretty bad too… if it’s the first hit, and they’re grounded, then yes they will still fall all the way to the ground. But if they were airborne, nope, they air recover before they hit the ground.

Overall the base hitstun values on both of these assists are pretty damn small now.

Ok I found another nerf…

In Vanilla, airborne HPB was basically immune to all aerial special moves limits. You could burn up all your aerial specials, whatever, and still be able to do air HPB at the end, and keep repeating them until you ran out of meter.

Not anymore… :sad: Now it’s subject to aerial special move limits. If you do your 3 specials, you won’t be able to do HPB AT ALL.

I guess they didn’t want MODOK camping at the top of the screen and burning all his meters to waste 20+ seconds anymore? Damn. I loved trolling like that. haha

Damn I thought Jill had it bad when they nerfed her shit, and gave her nothing for the buffs.

Ok I found another buff!

Command Flight no longer counts as a special move in regards to aerial special move limitations. Special moves done DURING flight still count towards the limit, but flight itself does not.

So you can do stuff like, superjump, airdash up, body attack, body attack, flight… float around until it wears off, and then still be able to do a special move before you land.

Not a huge buff, but at least it’s SOMETHING I guess… and in case you were wondering, MODOK still gets unlimited specials during flight as well (thank god!)

EDIT: And the buff to how far MODOK throws people appears to only be on grounded throws and not airthrows (boo), but it’s ESPECIALLY apparent on the towards-throw (yay!). He just dumps the guy right in front of him. I like this because in Vanilla, the forward throw was a lot harder to combo from compared to the backthrow… It was doable with tight dashing+flying, but now it seems even easier than backthrow!

So how useful is that airdash cancel thing really? Will it make pros like Royal Flush use Modok to combo like Mags or will it be used as a general mobility/mixup/runaway tool?

^ This.

I don’t see it really helping out his combos so far… He can do some fancy stuff with it, but if you’re going for optimal damage, it just seems like a waste of effort so far.

Of course, that may change down the road… it’s probably too early to tell.

It is making a difference in TAC combos though… I don’t know what they did, but some of my TAC combos don’t work anymore. Nothing to do with hitstun decay, just hitboxes and character placement or something. For example, the upward TAC combo I did against Wesker no longer works in UMvC3, because the first cube whiffs. However, I can easily remedy this by doing upward TAC, air H, airdash cancel into another air H, L-Cube, yada yada. Stuff like that… so the airdash cancelling is helping in that situation.

But I have some sweet news for my MODOK bros!!

Crouching L has been buffed!!

I’m now getting crouch L to hit in situations where it would whiff before. For example, I have both games going here side-by-side just to be certain, and in Vanilla when I try airdash L (crazylegs) into crouching L against a crouching Zero/Phoenix/Morrigan, my crouching L always whiffs. ALWAYS.

In UMvC3 though, IT WORKS!

It’s not perfect, as it only works if you’re close enough, and a crouching Wesker can still attack under it for free, but hot damn, an actual buff that matters!! :rock:

Also, hitting Zero otg with snot>flight>airdash M is much much easier now in UMvC3. I don’t know if it’s a buff to snot puddle (knocks them higher) or a nerf to Zero (he just naturally bounces higher now) but I’ll take it all the same. Not a huge buff, because there were ways around it anyway, but it’s definitely a nice addition IMO.

Now if only Crouching L was a low…

I should be grateful for what we get, though, eh?

Like I said, it’s not perfect, and will still whiff if you’re not close enough… but hey, at least he got a little love, right?

Maybe not? lol

I gotta say, with all these nerfs to MODOKs game, and all the new tech people seem to be finding for the new characters, I am getting really concerned that I may need to drop MODOK out of nesscessity…and I don’t want that.

The one thing that gives me hope is everyone saying that their old stuff / assists aren’t working anymore, in a way. What I’m counting on is this will encourage us to try stuff out with the new characters. Perhaps we will find some assists that will work better (I’m looking at you, Turnabout Mode Mr. Wright).

The fact that he can hit a crouching morrigan with something faster than 20+ frames is something…but there are definitely more characters that will be threats this time and that might make modok less effective relative to the rest. Modok had a good bag of tricks in vanilla while others were lacking, but when everyone else starts to get tricks too it makes me nervous. Thanks to all the guys with the game posting up stuff it helps pass the time.

I dunno, something feels faster/more consistent with MODOK. I think he may have had some frame tweaks? The guide will confirm my suspicions I suppose. Don’t get your hopes up though, I haven’t played MvC3 for like 5 months.

MODOK nerds are the same nerfs across the board. Almost no one has a soft knockdown on assists anymore.

Nothing MODOK specific, but I do have that to say.

^ wesker still has a soft knockdown assist!

I guess capcom felt he needed it… With how terrible Wesker is in this game. Derp. :looney:

May have a new find! Will post later, (not a new move just a cool property)

I know you mentioned eye of aggamootto or whatever the fuck. Just was wondering if you felt that assist was better than the discs (which i think are better). Also, what colors are you using for your Modok and dr strange? captain america/modok/dr doom and modok/dr strange/dr doom look like teams i’m going to focus on. I want to get more gameplay in with phoenix wright but his gimmicky gameplay leaves much to be desired at this point,.

EDIT: also, i feel like the exchange combo into modok cubes thingy is much easier in ultimate, i could never do the one nos99 listed in vanilla, but i got it to work the first two times i tried in ultimate. not sure why…

is it just me, or does balloon bomb assist feel a bit nerfed? not as much float time on hit, it feels.