The Comprehensive MODOK Tutorial - Written and Video Tutorials



9 – Resets

There is only one reset that every MODOK player should know and would like to setup, and it involves doing the unblockable air grab setup mentioned in the previous section. To perform this reset, you simply must be one back dash away from the corner, with your wallbounce already used, and you do: :f::h:, jump, add, cr.:m:, fly, adf (opponent techs after :f::h:’s fixed amount of hitstun, since it is immune to hitstun deterioration), back air grab, buffer j.:m: in case the air grab is teched. This situation is usually very easy to setup after your basic BnB. Your BnB always leaves you in the corner, so just adjust your assist based ender to set up this reset. This would look something like: back dash and call :a1:, cr.:m:, :l: blaster, :f::h:, :l: cube, :f::h:, unblockable reset. If you get the air grab, you get a free combo back to the other corner… where once again, you can go for the unblockable reset using your assists. If you get the unblockable with j.:m: and cr.:m:, you can follow up with a cr.:h:, into combo… where you can once again, set up this unblockable reset with your assists. For many characters, this gives you a free, meterless ToD. There are a couple ways to escape this, but thankfully, they are few and far between. Air hypers with invincibility can escape when they tech, and select assists can avoid the cr.:m: on the floor and mess up the reset… though bad assist calls can give you two characters to finish. Some small characters can also neutral tech, and due to their size, they can squeeze out of the reset. Combine this reset with a powerful lockdown assist (like Jam Session) to pretty much guarantee an unblockable on incoming characters, MODOK looks very top tier on paper. Throwing in a lockdown assist during the unblockable air grab reset also shuts down all attempts to mash their way out the reset (sans invincible aerial hypers and Gold Hsien Ko assist). Further explanation of this powerful reset is explained in the quote below (thanks Caveman!).

Of course, there are other reset options available, although they are far less powerful. A very basic one revolves around the commonly used air throw resets. After your basic BnB, you can do cr.:m:, :l: cube, then jump up immediately for a back air throw. You can also do this in the middle of your assist based combo extension and/or using a light attack instead of cubes.

Another reset is to do a homing bomb after :f::h: in the corner in case they are jammed/mashing. Not the best, but it is something. In a similar manner, you can find a way to get another launcher in, do sj.:l:, and then sj.:s:, which catches all techs. One problem with this is that you can get thrown.

You can get better resets if you utilize your teammates. For example, do cr.:m: and :a1:, :l: blaster. The opponent techs on the ground and immediately must block your lockdown assist :a1:. You can either go high or low from there and just maybe you can do a self unblockable with cr.:m:, adf, j.:l: or j.:m:. If they did a forward tech, they may or may not roll in front of you, adding more confusion. You can similarly set up this kind of situation at the end of your assist based combo extension with :f::h: and :a1:, :l: or :m: blaster. You can also setup self unblockables with DHCs to MODOK after a hyper such as Stalking Flare, Round Harvest, or Hail Storm.

The last resets I have are different follow ups to an HBR ender in the corner. Make sure your direct HBR in the following order so you have time to land safely and apply pressure afterwards: forward (automatic), up, forward, forward, down. Once you land, you can do: super jump up back, sj.:h:, adf, sj.:s:, into combo. This follow up catches all techs, but they can easily mash their way out of it. You can also opt to wait a second to see how they tech and go for either an air throw or go for sj.:l: into combo.

Note that you should always try to jam your opponent during your assist based combo extension before you try going for your reset, so that your reset has a better chance of working.

10 – XFactor

MODOK is not a character that can abuse XFactor particularly well, but it’s still good to know what he can do should the situation present itself. MODOK’s XFactor guard cancel options aren’t spectacular, since with light attacks have terrible range, but he can still go for a normal grab or Killer Illumination. Burning XFactor at the beginning of your combos do turn them into ToDs, should you wish to take out a problem character. In the end, you have to go to the lab to see how your assists work in extending your combos in XFactor levels 1 and 2, but there are some general notes that may be of use here. In XFactor level 1, everything is pretty much the same, but for your first air series, it is probably best to drop a j.:m: and simply do: sj.:m:, sj.:h:, sj.:s:. In XFactor level 2, things start getting a little crazier and you want to keep your assist combo extensions as easy as possible. For both of your air combos, you want to do: sj.:m:, sj.:h:, sj.:s:.

There are only a couple of things you should know about XFactor level 3. The first is this combo: cr.:h:, jump, adf, j.:m:, dash, st.:s:, sj.:m:, sj.:h:, sj.:s:, relaunch, sj.:m:, sj.:h:, sj.:s:, cr.:m:, :l: blaster, HBR. This combo KOs the whole cast and builds about a meter and a half while in XFactor level 3. There is also an infinite in XFactor level 3 that can be done in the corner, and can be set up when MODOK’s wallbounce is used. The infinite is: ( :f::h:, :l: bomb)xN.


11 – MODOK’s Basic Neutral Game

MODOK’s neutral game requires you to press a lot of buttons to put a lot of stuff on screen at the right time in order to limit your opponent’s options while keeping your pressure relatively safe. The kind of neutral game you want to play also is weighted by what kind of neutral assists you have at your disposal.

The first thing MODOK needs to set up any safe pressure is to put some space between MODOK and the opponent. If you have a good get off me assist or zoning assist, it is usually a good idea to super jump up back, air dash down back while whiffing j.:m: (to put a nice hitbox in front of you as you land, which can be followed up for a full combo if it hits), and calling your assist and throwing out an :l: blaster. If you have a lockdown assist, calling that assist and dashing in with sj.:l: lets you get some really quick, relatively risk free pressure in, which you can quickly cancel into a barrier to help get your momentum started. With pretty much any kind of assist, calling the assist and crossing over the opponent head is great. When the assist is giving your opponent trouble, dash back down to the ground and apply pressure or put some space between you and your opponent for some zoning.

Once you have your space built and have a bit of momentum going, it’s time to start going nuts. In general, you want to slowly but surely inch forward, pushing your opponent to the corner, where MODOK’s pressure, especially with assists, is ridiculous. This is usually done by careful usage of your neutral assists and projectiles. You want to throw out lots of cubes, blasters, and cr.:m:s while abusing your neutral assist. Cancel cr.:m: into cubes and blasters. Throw out barriers on your way forward if they help with the matchup while your opponent is distracted by your assist. If your opponent is trying to rush you down, let them try coming to you. Between the cubes, cr.:m:s, and your assist, you will get some great pressure and likely a hit in for a combo. You generally want to be grounded to really apply pressure and use your assists, while sniping your opponent’s assists with :l: blaster. Every now and then, you might want to take to the air. If you are forced to do so due to rush down, try to get back down as quickly as possible before your opponent gets to use an assists, or at least try to avoid it before returning to the ground. Use :l: cube, :h: bomb, and sj.:l: in an attempt to get these characters away from you when you try returning to the ground. When they take to the air themselves, stay up there or follow them and try getting a combo going with :l: cube or snipe them out of the air with a blaster and quickly dash back down to the ground while whiffing j.:m: to get your grounded pressure going again. The only other time you want to go airborne is to keep your assist calls safer by being in a position to punish attempts at punishing your assist on the ground with things like hypers, and it is also a really quick way of getting in on your opponent with your physical attacks.

From there, just adjust your neutral game to whatever matchup you are facing. Know what your opponent wants to do, know what your opponent can do to fight your options, and know what tools you have that you can get away with and abuse them. If a character wants to be in your face, try as much zoning as possible with some safe rushdown pressure thrown in for good measure. If a character wants to zone, depending on your assists and theirs, try outzoning or take to the air and make a careful approach in. If you go the zoning route, know their tools and use yours to beat them. Usually just getting a barrier out will win the battle.

Now, I will just give a few short matchup specific examples. Wesker has nothing for you at super jump height. If he starts throwing out gunshots at full screen, jump up there with some blasters, and when he tries to throw you, use :l: cube, :h: bomb, and sj.:l: to deter that. Characters like Nova and Spencer love zipping across the screen at normal jump height. :m: cube stops that easy approach. Zero and Vergil like to go nuts. Abuse your assist and go airborne. Throw out lots of cubes and bombs and be ready to confirm off of them for a combo when they j.:h: into them. Put a lot of space between you and them and get airborne if they get too close. Hawkeye is obnoxious. If you have the team synergy for it and your opponent’s isn’t that great, zone and throw out barriers while inching forward when you can. Use the invincibility of Killer Illumination to avoid Gimlets. Taskmaster is also annoying. Watch out for the Legion arrows super and shield skills. Inch forward, make careful assist calls, and outzone him. Morrigan backed by missiles? Don’t let it start. Call neutral assist, :l: blaster, and continue with the basic neutral game while sniping the missiles assist call. Fly away if it gets started and wait it out unless you have a great DHC, but otherwise, you should be control. Hulk? Get some space and do the basic neutral game for the KO. Captain America is interesting. Watch out for Charging Star and try using your assist to get a barrier out on the ground, so it isn’t a problem. His Stars and Stripes hyper cannot be punished by Killer Illumination, so watch out for that as well.

12 – Assists for MODOK

MODOK benefits a lot from pretty much every class of assist. He likes lockdown, zoning, low, get off me, and combo extension assists. When choosing the right assist, you want the assist that benefits you the most in the neutral game while providing as many of the functions listed above as possible. Arguably the best assist for MODOK is Doom’s hidden missiles, since they provide lockdown, help with zoning, act as a combo breaker, and are great for combo extension. Other notable assists include drones, vajra, double lariat, senpu bu, jam session, rapid slash, quick work, and slant shot (grapple). These all have some practical use in the neutral game and also allow for other things such as combo extension. Look at what your characters’ assists and see what works best for your team, and even check to see what THCs are attached to the different assists if it is hard to choose.

13 – MODOK’s Assists

MODOK has three very interesting assists to choose from. Find out which work best for your team.

Barrier: This acts exactly as it does when MODOK is on point. This could be used to help zone, keep the pressure going, or with incoming mixups.

:m: Blaster: This move acts a bit different compared to when MODOK is on point. This move no longer causes a soft knockdown. This assist is great for the typical beam usage. It is great for teleport shenanigans and knocking out other assists. It can also have limited use as a combo extender.

:m: Balloon Bomb: This move acts quite a bit different compared to when MODOK is on point. This move no longer causes a soft knockdown, but it can now OTG and it has infinite durability. It takes up a nice bit of space and persists to help you out with your neutral game. It also can be used as a combo extender. This assist can be used for some nasty resets as well.


Wow! This is amazing! :tup:

Looks like I missed out on a whole lot of stuff while I was off playing SFxT… :sweat:


Thanks! I think the only major thing you may have missed was Caveman’s air grab unblockable setup. Are you getting back into Marvel?


^ I honestly haven’t touched Marvel since… February? But since I can’t find people to play SFxT with me, I’m gonna try to get back into Marvel. Not competitively really, but you know… I like hitting buttons. lol

That air grab unblockable seems pretty sick too! If it’s really that reliable, MODOK won’t even need to use meter if he can just go for that all day? MODOK for Phoenix teams perhaps?


Well, it’s certainly nice to have you back working on dok tech :smiley:

The air grab unblockable is really reliable on most characters in most situations. A couple characters with invincibility on their aerial hypers can get out (Sentinel, Super Skrull). Some assist calls ruin the setup, though that usually just ends up giving you two characters for you to combo. You also can’t grab really small characters when they neutral tech, but usually they have low health anyway (perhaps doing :f::h: at a higher height? But that might allow them to escape with a forward tech). A few characters can beat the follow up j.:m: (like Vergil’s j.:l:)… but if you block that, they get hit by cr.:m: and you can get the combo. But for the most part, it’s really stupid good and underused.


Thank you for putting all of this together LTP. I know how thankless this type of thing can be, but I really appreciate the time and effort you put into it.


Thanks! For better or worse, I’ve had time for it as an unemployed (unfortunately) college student.


Wow, such a fine job, LTP. Are you planning to add more stuff to your guide in the future? Because we could use some extended match-up tips, and I also think that a MODOK guide should definitely have a section dedicated to how to play him as a zoning/defensive character.
Your guide seems to focus on using MODOK as a get-in character, and I feel that the truly successful MODOK players are the ones who exploit both his combos AND his zoning tools. As a long-time zoning MODOK, I could lend a hand with tips for such a section.


Thanks! I wasn’t planning much, but I did notice that I didn’t go over team construction too well and how MODOK fares as point, 2nd, and anchor. As for matchup tips… if you mean specific matchups instead of particular archetypes, I’m trying to avoid that for now since that would probably double the length of this tutorial :rofl:. But I will still gladly add them if you want to add any :), I just won’t be actively working on it… for now. I tried to capture both MODOK’s zoning and rushdown games, since I too think both are needed, though it is of course weighted by whatever matchup you are facing. Actually, reading back at what I wrote for the neutral game, I don’t think I mentioned his rushdown game more than once (since that is mostly covered in the mixup and blockstring sections) and most of it does seem to be the slow push to the corner style zoning game: you put stuff on screen while slowly advancing (“aggressive” zoning) until they either risk getting close and are at a disavantage (rushdown time) or you push them into the corner (also rushdown time). There aren’t very matchups you want to go all out zoning in, and it’s pretty much the same neutral game as described, just with a lot more zoning and only a little, very safe rushdown pressure when you are given the opportunity. I guess I should have mentioned bomb usage, stopping jump ins with :l: cube (done in a previous section), and perhaps zoning patterns would be helpful, though one should never fall into them and they are usually assist based. The tutorial as a whole will probably always feel like its catering to a more rushdown style, but that’s because it is almost inherently more complicated. You can’t really apply mixups, combos, etc in zoning, or at least not as much as a rushdown game. But if you have any additional suggestions for MODOK’s zoning and/or neutral game, post them and I’ll add them :slight_smile:


Wow you Know I thought I knew alot about Dok but this just intimidates me. Good stuff ltp. I do have questions though. Can you just block low during the Caveman unblockable vortex? I left the dummy on block low and it blocked both the slim and overhead? Idk. I don’t think I’m doing it right. Also I can’t seem to convert off throw when the opponent doesn’t tech. Also some rare days when I practice the set up, I keep getting hbr. Maybe I’m doing it too fast? I sometimes just back throw. since the simple bnb I always do will corner carry.


The dummy cheat blocks :slight_smile:


The Marvel 3’s A.I can block slime+overhead is only blockable by the computer(perfect frame by frame inputs), not by a true human being. The reason why it’s unblockable is that a human can not actually block a high+low at the same frame.

You should trying testing the unblockable on yourself by recording MODOK performing the unblockable setup, and let MODOK force you to block his high/low unblockable. It much easier to gauge rather or not a human can avoid this setup.


I knew I couldn’t trust the dummy. About how much frames do u have to react to block the overhead. Technically if I got hit with this, then do I must block low first when I hit the ground then high? I just move quickly? Anyways Ill try it out


Technically I think you have to block low first but it will be really difficult since it is a meaty unblockable and 1F blocking would be required most likely. Here is how I understand the setup, which may be false:

After breaking an airthrow in marvel 3 you are invincible to all attacks for a certain amount of frames UNLESS you perform an action (attacking or movement). Because of this, on the way to the ground after the airthrow break the opponent will not get hit out of the air by the slime (or j.M) allowing the slime to hit low and enabling the unblockable setup. Likewise, the slime will hit immediately upon them reaching the ground which is why you cannot hard tag out of this setup and why I think you would have to block low first.

If this is true then the setup will always go like this:
-If they simply try to block, you will get the unblockable. It even works on shorties like wolvie and morrigan that can normal crouch airdash j.m (justice)
-If they try to mash out, with the right normals they can trade with MODOK and you will not get a combo. Or you will hit them airborne super low to the ground which can be difficult to confirm off of.
-Use invincible air supers and fast air ok DPs like chun-li’s to escape.
-Use assists after the tech to mess with the spacing or put hitboxes on the screen to threaten modok.

To eliminate all possibility of escape except for invincible air supers adding an assist will control all of the other options. For example, with DOK/Dorm/Doom you can call dorm+cr.m, airdash, airthrow and if they break the following will happen:
-opponent is invincible to the assist attack so they will still have to land into the slime unblock and cant try to pushblock to stay airborne
-If they mash on attack, they become vulnerable and will get hit by the dark hole before reaching MODOK
-If they call an assist it walks into the dark hole for a happy bday (havent tested them all)
-Be prepared to do your MODOK/Doom bnb after they get hit which will kill everyone.

This works with many assists but try to find some with lots of active frames like eye of agamotto, dark hole, beams, etc that last long enough to catch their mash attempts and assist attempts while being easy to hit confirm off of. With my DDD team doing my typical j.L bnb pre-airthrow I do ~400-500k depending on assists and with the dok/doom follow-up its like 600k before super. With a HBR ender the whole sequence does 1.2-1.3m and you can DHC into ball super(combos if they survived somehow) and tag modok back in for welcome mixups with the ball super or charge spells with dorm and still have a net gain of 1 meter and 1-2 cubes. Please use this technique.

Disclaimer: I dont test stuff on the midgets/ammy so I am not sure what will work on them…fuck rocket raccon.


sorry for the double post, but since Justin3201 brought this up I have been meaning to mention it. To everyone that accidentally gets HBR or whatever when doing the cr.M~flight stuff, do your flight motion qcb,f+s. This makes it much harder to mess up but not foolproof. I dont think it is necessary for this reset (you just doing the motions too fast) but this is essential for some extended combos like (j.L, cr.L, M,)[cr.H, airdash j.M]x3,S, sjMMHS, cr.M, flight j.H, add S, sj.H, L blaster, add j.S. In general MODOK can do some interesting things by buffering his flight commands that are worth noting because his flight is soo fast.


For the unblockable setup I tap the airdash… It will prvent accidental super, bbut is pretty hard on the hands heh


You can also do qcb,f+s, F to get an instant flight~airdash. Its one of the examples of buffering I was talking about


I was wondering how you found that relaunch to be more consistent… I’m going to have to try that flight buffer stuff out now.


I like that bnb because you can land any starter and still get the relaunch. The combos that have raw cr.M, S for the relaunch are affected by hitstun a bit more and may whiff so you have to adjust the combo at times especially when starting with j.L. In the end though, do what you are comfortable hitting in a match because hitting your combos is better than trying to trying to land some swag for BRODOK points. I am not above doing S MMHS otg super if I means i can win.