I already have a few dirty setups with this if it works like I think it should
when UMvC3 comes out:
TRY ALL THE SETUPS!!!
Anyone who’s played a build recently notice if that was the case with MODOK? I’m assuming if it applied to him, someone would’ve noticed.
Read the changelog again. Only the down-back airdash speed has been nerfed.
My original post was pulled were from the unofficial translation.
And that still doesn’t answer whether those changes affected MODOK or not
I think MODOK rushdown will be ok , but really MODOK’s rushdown tool is using IAD L dashing forward rather than downward. Good news that MODOK will have a eaiser time zoning people now, since everybody triangle dash is ass now.
The only problem is that MODOK’s Psionic Blaster>S combo is going to be a lot harder to pull off.
modok couldnt block during his airdashes to begin with. d/b airdash nerf remains to be seen
edit - actually the d/b airdash change will still be a net buff since modok can now cancel into attacks instead of being a sitting duck.
Sorry for the double post, but looks like I was wrong. While there is a small window of vulnerability, Modok can block almost instantly from his airdash in vanilla. But I agree with Ironboy89, losing this is minor compared to ammy and spiderman (who I think the nerf was really aimed at) who used their super long airdashes to move around the screen.
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See below…
To me, this sounds like it’s harder to repeatedly OTG the opponent’s assists over and over (Viper seismo spamming for example). So I thought “meh, whatever, probably a good thing”.
But when I read the front page article again, it now says:
This is very, VERY bad news my friends. :sad:
You know all those crazy death combos I pull off with my team? NONE of those are going to work anymore. All the extra stuff I do after all my relaunches was based on having assists that were immune to hitstun deterioration!!
This explains why I couldn’t my combos to work very well with Cap assist at Evo.
Now I will have to find assists that either have enormous base hitstun values, and/or repeatedly hit with gaps no larger than 3 frames (4 is the minimum hitstun value).
Le sigh… This MODOK could really go for a beer right about now. lol
Well, that’s not ALL bad Nos99. That’s a nerf that will affect EVERYONE, not just MODOK, so it’s more like a big nerf pie that everyone has to take a bite of.
Could Zeros buster destroy the mine? if not, now it does.
Ah crud. There goes 1 cube off my MODOK relaunch B&Bs. That’s the difference between getting a “Bye bye!” or getting a “Going critical”…
IIRC, all projectiles detonate MODOK’s mine on point.
I cant wait to play this game…So much to play around with between hit-stun tweeks, new characters, returning character changes etc. Is there any MODOK love at NYCC? i havent been able to watch much of the stream this time. Also, Nova has almost guaranteed a spot on my modok team in ultimate.
I’m pretty sure shinquickman is right - balloon bomb detonates on impact with projectiles of all durabilities. However, it is able to negate all projectiles/beams up to 1 medium pt. I used to think this was a glich (1 low durability pt projectiles shouldnt detonate) and hoped it would be fixed but it seems like it is still live in Ultimate. It could be by design though as having the ability to have a medium priority projectile on screen at all times would be pretty strong. Either way, having the bombs out guarantees that nothing is going to get through except for supers or gold arthur lances and is a good compliment to the rest of his game
I think the explosion from the bomb is what actually has durability, but it lasts pretty short to absorb much.
gonna need to have better zoning assists than the cap fireball now, doom/sent assist works really nicely together imo for your team build, I learned alot from your sent use and swapped the mid character. crazy zoning options for that trio, sick ass tac combo possibilities too, and doom getting the huge buff.
^ Yeah, I’m just choked that I’ll probably have to dump Cap. :sad: Maybe I’ll make a Cap team too…
I’m actually thinking about trying Strange, and I wanna check out Rocket Raccoon as well (I’m hoping he’s like Fox from smashbros lol). As for Sentinel, hopefully his assist isn’t nerfed too hard (maybe it’s way better even?), or I’ll probably drop him too… the only reason he was on my team was to help Cap really.
I also tried some Sentinel TAC rocket punch combos at Evo, and they didn’t work… hitstun on rocket punch seems to be severely reduced.
That’s probably why yoou can’t Rocket Punch xx Hyper Sentinel Force.
Just make a Cap team.
And add Deadpool to your MODOK team. Make it godlike so I have a reason to keep playing it.
Lol I dunno about Deadpool… I don’t have much fun when using him, but I don’t really know why? Haha
He might be a beast in UMVC3 though… His buffs are looking GOOD.
Cap is also getting pretty buff in Ultimate. He already did lots of damage, just now he can actually get to a point where he can do that damage.
What are everyone’s thoughts on the possibility of plink air dashing for Modok in uMvC3?