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., fly, adf (opponent techs after :f::h:’s fixed amount of hitstun, since it is immune to hitstun deterioration), back air grab, buffer j. 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., :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. and cr., 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. 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., :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. 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., adf, j.:l: or j.. 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 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. and simply do: sj., 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., 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., dash, st.:s:, sj., sj.:h:, sj.:s:, relaunch, sj., sj.:h:, sj.:s:, cr., :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.