Stream Status

FULL FGC STREAM LIST

RECENT VIDEOS
MEMBER ACCESS
Monday
Feb072011

NORMAL MOVES

damage #s are (standing/crouching/air)

L - LIGHT (45k/45k/18~150k)

c.L does not hit low.  j.L has a strange animation - M.O.D.O.K. performs a sort of bicycle kick, hitting multiple times until M.O.D.O.K. lands.

M - MEDIUM (67k/60k/70k)

s.M fires 5 bullets at a sharp downward angle.  c.M fires a gob of slime in a flat downward arc about 1 1/2 - 2 character lengths away, which creates a puddle on the ground.  The puddle lasts for about one second, and will hit an opponent who walks into it.

H - HARD (80k/80k/80k)

  s.H knocks down.  c.H is M.O.D.O.K.'s only low hititng attack, and both s.H and c.H are jump cancellable. 

S - EXCHANGE (80k/NA/90k)

Launcher with standard properties - j.S will cause a ground bounce if used in a combo without a s.S to launch.

 

COMMAND NORMALS

BACK+H

M.O.D.O.K. plants a triangular shield on the battlefield in front of him which will abosrb most non-Hyper combo attacks.  While M.O.D.O.K. may pass through these, an opponent cannot walk through the shield, forcing them to jump if they wish to circumvent it.  The shield lasts about two seconds.

FORWARD + H (80k)

M.O.D.O.K.'s f+H causes a wall bounce on hit and is jump cancellable like his other H attacks. 

DOWN/FORWARD (D/F) + H (80k)

M.O.D.O.K. performs his H attack at a sharp upward angle.  This attack is also jump cancellable.

BACK + S

Requiring one level of charge from hitting an opponent with M.O.D.O.K.'s Analysis Cube, back+S fires a larger version of the back+H shield.  Lasts about three seconds and takes up a large area of the screen.

 

Monday
Feb072011

SPECIAL MOVES

BATTERING RAM - ATK+S (90k)

M.O.D.O.K. charges forward in any direction you choose, using the corresponding direction on the joystick.  Useful in combos to cancel into Hyper Battering Ram and to move around the battlefield.  Up to three can be done in the air before landing.

PSIONIC BLAST - QCF+ATK (81k/103k/122k)

M.O.D.O.K. fires a beam across the screen which causes a knock down on a successful hit.  The L version will counter many other projectiles, and the M Psionic Blast can nullify higher priority projectiles.  While the Psionic Blast can be cancelled into a Hyper Psionic Blast, it cannot be hit confirmed. 

PSIONIC HIGH BLAST - QCF+S (163k)

Psionic High Blast is possible once you've gained a charge by hitting an opponent with Analysis Cube.  A stronger version of psionic Blast that causes a stagger on hit, rather than a knock down.  It is possible to follow up with more damage on hit.

BALLOON BOMB - F,D,D/F+ATK (80k)

M.O.D.O.K. throws a slow moving projectile, with a different arc depending on the button strength used.  H Balloon Bomb homes in on the opponent.  Exceedingly durable, the Balloon Bomb will not be countered by many projectiles and causes a spinning knockdown on hit.  With a long startup, you must cover the Balloon Bomb with another move - c.M into Balloon Bomb is one example. 

JAMMING BOMB - F,D,D/F+S

Jamming Bomb is possible once you've gained a charge by hitting an opponent with Analysis Cube.  The Jamming Bomb lasts for about 5 seconds and tracks the opponent around the screen.  Upon hitting, the opponent's directional controls are reversed.  Like Balloon Bomb, the long startup time discourages random use.  Make sure to cover the move with other zoning tools before firing this off.

ANALYSIS CUBE - QCB+ATK (50k)

M.O.D.O.K. fires a small projectile that floats in place briefly before vanishing.  The button used determines its location on the screen.  L places it directly at M.O.D.O.K.'s feet, M about one character length away at about the height of a normal character's head, and H about half screen distance.  Lasting about a second, the primary use of the Analysis Cube is as a zoning tool.  On hit the Cube provides a 'level of understanding' about the opponent.  In gameplay terms it builds up a Psychic Charge, up to a maximum of nine Charges at one time.  The Charges can be used to fire the Psionic High Blast, the b+S shield, and Jamming Bomb.  M.O.D.O.K.'s Hyper Psionic Blast super does more damage the more Charges are built up and uses all stored Charges when fired.  Obtaining Psychic Charges should be the cornerstone of M.O.D.O.K.'s gameplan.

FLIGHT - QCB+S or UP while on the ground

Unlike other characters, M.O.D.O.K. does not have a 'normal' jump.  Tapping up on the ground will cause M.O.D.O.K. to enter Flight mode.  When 'jump cancelling' M.O.D.O.K.'s basic H attacks, you are cancelling into this Flight mode.

The QCB+S Flight mode behaves like other characters' Flight.  It can be cancelled into from basic attacks, and performed after a super jump.  Unlike other characters, M.O.D.O.K.'s airdash will cancel his Flight mode altogether.

Unlike other characters, M.O.D.O.K. may perform an unlimited number of special moves while in Flight, excepting the Battering Ram, which has the normal three use limit.

Monday
Feb072011

ASSISTS

BARRIER (NA)

Shot - Front

M.O.D.O.K.'s b+H Shield.  If the point character is within the Shield, attacks will be absorbed by the Shield.  This assist has both offensive and zoning potential.  Lasts about two seconds.

BALLOON BOMB (80k)

Shot - Front

M.O.D.O.K.'s M Balloon Bomb.  Unlike the normal version, this assist will not interact with other projectiles.  Causes a spinning knockdown on hit.

PSIONIC BLASTER (103k)

Shot - Front

M.O.D.O.K.'s M Psionic Blast.  Generic beam assist.

Saturday
Jan292011

HYPER COMBOS

HYPER PSIONIC BLAST - QCF+2ATK (129-441k)

M.O.D.O.K. fires a standard, low damage beam Hyper Combo.  The higher the number of Psychic Charges stored, the more damage this Hyper Combo will do.  With nine Charges built up, the hyper Psionic Blast does a whopping 441,000 damage!  Without a large number of Charges, the Hyper Battering Ram will do more damage as a combo ender.

HYPER BATTERING RAM - QCB+2ATK (72-305k)

 A beefed up version of the Battering Ram and M.O.D.O.K.'s combo ender without enough Psychic Charges to sufficently power up Hyper Psionic Blast.  Pressing ATK and any direction will cause M.O.D.O.K. to charge in that direction, with up to five direction changes posssible.

KILLER ILLUMINATION - F,D,D/F+2ATK (300k)

A command grab with exceedingly long startup and invulnerability, the best use for this Hyper Combo is as a counter to close range ground attacks.  M.O.D.O.K. can OTG after this Hyper Combo to tack on additional damage.

Saturday
Jan292011

COMBOS

Saturday
Jan292011

TEAMING GUIDE