I use him as the tag-in damage dealer, comboing with him into proton cannon, tagging Strange to create a mixup opportunity and then either tagging him back for trijump offense or either after a confirmed hit to start all over again.
Using him this way, I’d say you could run either Firebrand, Ultron or Ghost Rider as your point. If you go Thanos, I’d let him be the point one confirming hits into tag and palm-loop.
Iron Man likes to keep space so reality would be a go to to get things started. Chris G uses Space Iron Man and although he probably has no real specific reason for it, it’s probably good to pull people into smart mines and then tag off into pressure.
Reality for sure. Not to diss out on the smart mines, but having a homing projectile to end strings and/or play aerial neutral is great, since you cant just count on rep-raying your way around the skies.
Nevertheless, using the ‘whiffdash’ @“DevilJin 01” posted while boxdashing back and canceling the j.LP into the reality surge is REALLY good as a defensive tool, and covers your exit quite well.
This is a problem that I’m having with him as well. None of his overhead are really fast enough to play really good mixups with.
Best I’ve found is jump airdash down j.lp and mixup with jump airdash down wiff heavy.
But those are tridash stuff and still decently react blockable.
Fly>overhead jhk is terribly slow, but you can mix it up with fly>un fly cr.lk… which is a mixup I haven’t tried yet, but have been meaning to.
There’s also boxdash j.lk or boxdash wiff jhp (from ground flight) which is probably a good mixup, but you probably only get one mixup since you waste so much time in flight startup.
Its not the answer to your question, rather a development in the reality-department.
Been trying to consistent combo with the reality storm, and this is what I have so far. Any help is appreciated. I also found two others by RRealistic (two corner combos, one using the thunder and the other using the dragonbreath) on youtube (which I also link below), but I wanted a solid and trusty storm-BNB to get things going.
I believe the one I did is only scratching the surface, so if you guys have some other ideas, or want to go further on the one I started, feel free to help us all out lol.
Just so we’re in the matter, here is a quick half-space-storm combo for 8K without regular meters.
I tried so hard to loop repulsor rays just like guys loop Jedah’s scythe, but I couldnt
We’re officially part of the cool kids now.
Welcome to HSD Glitch setups for Tony.
Jav1ts has another setup with his Ultron team, but either trigger the glitch, so enjoy.
I saw maximillian doing combos like this on his stream is there some special command necessary or are you just plinking tag after you input your second super?
The HSD glitch has some requirements, 03 basically:
do a combo that goes around the 7K-7.5K range;
let it end in a hard-knockdown, and follow it up with a fixed-hitstun move (aka proton cannon)
start bashing the sheet out of the opponent, landing a hit on the very end of the super that’s trapping him (thats why every single HSD combo has a shitload of normals)
This setup from the video has already been optimized, thanks to @Jav1ts and @NYChrisG . The go-to setup is the one I’m posting below (couldnt find Jav1ts channel, if you can please find his Tony/Ultron combo and post it here too). I still use the aerial part from the one I made weeks ago, since I think it’s more consistent about hitting the 3rd repulsor into the knockdown, but the rest is updated thanks to those guys.
Speaking of ChrisG, I’m using our optimized BnBs ending into the HP rep-ray, tagging Jedah during the 3rd rekka (the one which is untechable) for a charged wheel. It’s not as godlike as Rocket, but I do believe that Jedah/IronMan is quite up there in terms of viability. I’ll post some other setups later, but, for now, this is what I talked about.
Guys, how are you managing to stop the opponent from wall-bouncing behind IM, after the last 3 repulsor rays?
Also, which of the two combos below is better, and why?
I kind of like the first one because it doesn’t have any diagonal air dashes - these are annoying to pull off on a pad, imho.
I could still learn the one in video #2, but first I wanted to know from you guys if #2 is indeed that much better than #1.
Wether or not the opponent goes behind IM after the repulser rays has to do with your height in relation to them when you initiate the repulsor ray. This is why it kind of behooves you to learn the ladder combo up above, you can slightly delay all of the normals after every air dash so that you climb up or don’t delay to not climb much but point being you must be just about right above them before you start the repulsor rays.