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.
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.