It’s nerfed just like a lot of vanilla assist, which sucks because MODOK’s properties had something most assists in the game didn’t have.
^ some assists still behave the same though (Wesker??)… So I’m actually a little surprised they nerfed MODOK’s assists so bad.
Ok fine, it’s not immune to hitstun decay anymore, but they air recover even if it’s the FIRST HIT in a combo?? Really?? It’s basically junk at the end of a combo now.
Kensanity: I don’t think I’ll be using strange… My team is probably going to be MODOK/Magneto/Sentinel so I can still TOD people and kill off throws and stuff. Sucks that Sent got nerfed so bad though… wtf Capcom.
Why you gotta be such a tease bro?
The change to being immune to HSD didn’t affect it on its own, I think. They removed the soft knockdown. If they hadn’t, even if it was affected by HSD, it would still knock them down. They just removed the soft knockdown for no reason.
according to the guide, these are MODOKs changes:
air basic attacks can now be canceled into airdashes
active frames on standing L reduced by half
air H gains one frame of startup, but loses one frame of recovery
flight startup reduced by two frames
analysis cube has five fewer recovery frames
killer illumination can be mashed for extra damage
there could be other tweaks though, like the crouching L hitbox tweak that isnt listed.
Maybe it was a hitbox change on the other characters.
I’m supposed to get the game tomorrow, so i’ll see if I still like him.
Im still loving modok in ultimate. All of his solo combos still work and the weakening of other characters offensive options give him some room to start his game. airdash cancels give him more mixup options, help negate AG, give him different OTG combos, and give him new unblockables…nothing game changing but it is nice. Overall its going to be the undiscovered technologies of the rest of the cast that will determine how effective modok will be.
Did anybody who was looking at the guide, know that posted frame data from MODOK’s jump? Honestly MODOK’s prejump frames aren’t like the rest of the cast, I’m not sure how fast it suppose to be, and I really it would be useful if we know how that shit works.
I heard that they were going to post that type of data.
Yeah, they removed the soft knockdown, but I’m also amazed that the base hitstun value is so freakin’ small now…
Nerf? Why would they do this? Must be a reason…
I actually counted 3 extra frames of startup when I tested this on Sunday… wasn’t sure if it was just me, I’ll have to test again
Maybe a nerf? If it’s the portion where he’s grounded… it’ll be a lot harder to fly-block stuff now.
Is this also for air cubes? This actually makes them +/- 0 on block!
Was there any mention of how he can’t block during prejump? I believe it was 6 frames in Vanilla… I actually haven’t tested this at all in Ultimate either.
They nerfed the ability to combo into jamming bomb…which was pretty much the only way you could use it…and i swear thats what modoks corner game was supposed to revolve around…
What are we supposed to do now?
Unfortunately, I dont have the guide. I was lucky enough to look at a friends copy last night during an ultimate session. The only thing that really stands out to me from the modok part is how they STILL say that balloon bomb is a medium durability point projectile and WILL NOT EXPLODE when going against lesser projectiles and that is obviously not true cause all projectiles destroy the bomb. I did not have a chance to look at any other characters or system information. I’m, liking the slight analyze cube buff. It offsets the HSD changes so modok can still get his cube combos and may allow modok to get more hitconfirms off of random cubes when zoning. That would be a great buff if it is true.
Ultimate MODOK is looking fine to me. He still has damage, resets and good zoning so he will be alright
hmm i guess i wont be playin modok after all, so there is absolutely no way to combo into the jamming bomb not even with assists?
You can combo into it, its just that the HSD nerfs to assists make it harder. You used to be able to do a long combo into the right assist and combo the bomb. Now you either have to do a much shorter, limited combo or hopefully find a new assist that wll work. I’m thinking the wall bounce assists could work…maybe eye of agamotto too. When I get home I’m going back into the lab to find something.
Sorry for the double post. Just want to say how much I love the tweaked character hitboxes. Stuff seems to whiff much less for modok which is awesome. I can’t tell you how much I love being able to combo zero like a normal character. There are tons of small things that were not listed that contribute to a much more solid game.
What bugs me is that st.M could still whiff against crouching characters that are too close. Overall, I think MODOK has a really damn good chance of being a top contender in this game. He still has TOD combos from throws. He still has unblockables. He still has corner raping shenanigans. Very few characters can boast even one of those things. I’m also pretty happy that I can still kill 950- characters with my point character and 1 meter when DHCing into MODOK, so all’s good on my side.
Necessary Double Post. Get those MODOK 9 cube TAC combos ready, gentlemen. TAC breaking only allows 1 directional input every 15 frames. It’s actually HARDER to break out of TACs in Ultimate.
So I managed to play Ultimate just last night. Here are my thoughts after many hours of play…
- The Balloon Bomb assist losing soft knockdown was pretty huge, at least for me. I tried to do an Ammy or Wesker BnB with Balloon Bomb and they would fall out of hitstun in the air EVERY TIME instead of being an easy relaunch like it was in Vanilla.
- I can’t seem to find many super useful uses for airdash cancelling. For the most part I was still doing Vanilla BnBs (which still work for the most part, thankfully!).
- You know how when you do a relaunch that goes just sj.H xx L Psionic Blaster > addf > j.S? Well in Ultimate I kept getting a TAC every time I did the airdash down forward whereas in Vanilla I can hold down the down forward and never get a TAC to come out. Royalflush mentioned this a while back in one of the early builds and I was getting this exact same problem. This is going to take a while for me to get used to…
- I was using Strange with his Bolts assist and I just can’t get it to work effectively with MODOK. I thought it would work well in theoryfighter land, but at the moment it isn’t doing me any justice. Eye assist seems to go WAY better with MODOK.
So my buddy Duck Strong told me that balloon bomb assist hits otg now?! I haven’t had a chance to try it, but that’s a pretty crazy hidden buff!!
The combo i usually use to go into jamming bomb is with doom rocks assist after less or equal to 20 hits in the corner, can’t get it to connect even once now:(
I think the airdash thing could make it easier to apply pressure and get someone to a corner? You could use low H on the ground,jump cancel straight upfor an overhead,dash cancel it to move forward and then hit lowagain,so maybe it wont require as much precision with execution
The UMvC3 guide tells how to combo 6+ Analyze Cubes after down air exchange in the corner @,@ I never took the time to learn it in vanilla, but I spent some time today to learn it and it’s a good feeling.
Hey guys I’m looking to get into MODOK but I’m not sure where to start or how much of his playstyle has changed with UMvC3…I’m sorry if this is a bad question. Any pointers you guys can offer I’d appreciate. Thanks.