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.