Usually with MODOK, you will have a solid incoming mixup, which is especially difficult to block when jammed and they forget that. Besides that, you are usually snapping back for their 3rd slot, which will usually be a good anchor and/or assist. Just by doing that, your opponent’s game plan is going down the drain, and if you can kill that character, the second slot character usually isn’t much of a problem (that character is usually dependent on the third). And then you can swag on the last jammed character.
Of course, if the point character is the main problem, you can always just combo into jamming bomb into a reset of choice. One that shouldn’t be relied on but is easy to do is :f::h: (wallbounce already used), :h: bomb in the corner. As for that solo jamming bomb loop, but you can probably do in the corner: cr.:h:, IAD j., cr.:h:, :l: cube, cr.:h:, jump, j.:s:, st.:h:, :f::h:, jamming bomb, HBR (forward, up, up, forward, down), they tech, super jump up back, j.:h:, adf, j.:h:, fly, j.:h:, IAD j.:h:, cr., cr.:h:, :l: cube, cr.:h:, jump, j.:s:, st.:h:, :f::h:, jamming bomb, HBR… There might be too much hitstun deterioration and some of that anit-air stuff after HBR might have to be adjusted, but either way, your opponent should be blocking forward after the first time. Most times, you just want to jam them and call in an assist like drones for an easy reset or you want to try Caveman’s unblockable reset.
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