Chicks love combo's: The Iron Man Combo Thread

@ vicious: want to show me how its done on XBL?

@RollTide8569 Sorry man, I only own the PS3 version of MvC3. I haven’t touched my 360 since the week Halo Reach released.

Hey Vicious Ill probably send you a friend request on PSN, as Im trying to learn IM. But to unfly just means to attack while in fly mode right? Also in the Stark Contrast combo, that second time he entered fly mode, was it fly mode or did he just double jump? Thanks man

Hey guys i was messing around with iron man and i came up with a really easy bread and butter that does more damage then the usual cr.:l: cr.:m: :h: :s: j.:m:j.:m:j.:h: :u::h::s: … the combo is pretty similar but instead its cr.:l: cr.:m: :h: :s: j.:m:j.:h: :u::m::h::s: then dash and do whatever…a heavy smart bomb to iron avenger takes 820,000…thats pretty good lol

Hmm. I’m not sure about this, but I think you’re only capable of flying once per combo in MvC3. I actually don’t think it’s possible to refly at all - at least, not with Iron Man. But to answer you question, “Unfly” refers to the action of inputting :qcb: + :s: to exit flight mode.

I’ll give a basic understanding of what you’re doing during this combo: :d: + :m:, :h:, :s:, :m:, :m:, :h: xx :qcb: + :s:, :m:, :h:, :d: + :h: xx :qcb: + :s:, :h:, :u:, :h:, :s: land dash :dp: + :h: xx :qcb: + :atk::atk:

“:d: + :m:, :h:, :s:” Here, you’re starting your combo and launching your opponent into the air.

:m:, :m:, :h: xx :qcb: + :s:” Here, you’re continuing your combo and will finish off this sequence by entering flight mode, or “Fly.”

:m:, :h:, :d: + :h: xx :qcb: + :s:” Once in flight mode, you’ll extend your aerial combo before exiting flight mode, or “Unfly.” Pay very close attention here, as once you unfly Iron Man will begin free falling.

“:h:, :uf:, :h:, :s:” Before falling too far, you’re going to hit :h:, then :uf: to jump cancel, which will put into position to land :h:, :s: and ground your opponent in an OTG state.

Note: Throughout this thread, I’ve been listing the jump cancel input as ":u:". But, you’re actually going want to input ":uf:", as ":u:**" will put you out of position to continue your combo if you’re mid-screen. **

At this point, you’ve done 427,100 dmg, gained close to 1 bar of meter and have your opponent laying in an OTG state, giving you a options. You can conserve meter and continue with whatever strategy you have planned, or you can “land dash :dp: + :h: xx :qcb: + :atk::atk:” and push your combo to 652,300 dmg.

Ohhh okay. So you input the command to get out of fly mode rather then letting it end on its own. Alright, time to hit training. Also at the end did you mean to put the input for Proton Cannon? Cause wouldnt Iron Avenger put it to over 800,000 damage?
Thanks again man

@ Vicious

at that point in the combo wouldn’t using L smart bomb be better than H smart bomb? L only adds 2 hits whereas H adds 8?

I was just thinking that the damage scaling might work out better this way and give a higher total once proton beam is done.

@Graphf

I’m not sure, actually. If the damage scaling is similar to SFIV then it’s dependent on the number of moves in a combo, as opposed to the number of hits (correct me if I’m wrong).

But if scaling is based on the number of hits, then yeah, you’re absolutely correct.

Is this pointed out within the Brady Games guide? :wonder: I really need to buy that guide this weekend! :rofl:

Jesus christ, Iron Man’s BnB is by far one of the most annoying combos ever to pull off consistently for me out of all the various fighting games I have played.
I especially dislike his dash, it makes timing the Smart Bomb L very annoying. The specific timing for every single H and S hit in the air isn’t that bad, but it’s annoying against the smaller characters.
I’ve literally sat myself down 1-2h a day for 3 days straigt now trying to nail that combo consistently only.

Anyone else having trouble with it? Or is this just one specific combo that only I have trouble with?

But anyway, is there a way to make this combo easier?
2L > 2M > 5H > S > j.M > j.M > j.H > j.2H > j.S > dash > 623L > Proton Cannon

Try H smart bombs

You could try jump canceling :h: into :d:+:h:, :s:.

Also if you’re having trouble timing OTG attacks, try delaying some of the hits in your combos so that you’ll finish them closer to the ground. This should make it easier to follow up.

From what buktooth wrote in the manual, stay away from H smart bomb as an otg cause it causes significant scaling compared to light smart bombs. L smart bombs are also faster so the timing’s less strict.

@PieGuy

Good to know. Thanks, for pointing that out.

Smart Bomb into Proton Cannon isn’t problematic, it’s the parts prior that cause problems.

I have no problem delaying the H & S hits to make Iron Man fall closer to the ground at the time of the S hit. I think the problem lies in Iron Man’s dash.

I’ve played fighting games for a long time but characters I’ve played have always had short dashes with relatively quick recovery and/or they were cancelable into normal/special moves. Iron Man’s dash is only jump cancelable, in addition to him dashing quite a bit and the recovery on the dash is a bit longer than usual, which messes up my Smart Bomb L timing.
I can currently land everything prior to the dash thing 8 or 9 times out of 10. It’s probably just my muscle memory from years of fighting games that screws everything up.

Actually they all have the same startup at 20 frames.
But the scaling part is true.

Btw, about the talk about the guide. It made me mess up a bit as well, since you’re not supposed to rush through the chain to make the subsequent parts easier.
I found out that rushing up to the point of the first jump H is best, but after that you should delay the jumping down H and S inputs. If you do everything quickly in one swoop the OTG follow-up gets increasingly harder to time.

I’m running iron man as a battery for phoenix. I know adding repuslor blast to iron man’s bnb prorates the damage, but does it gain any more meter?

It talks about it in the guide and mentions using light bombs in longer combos because of scaling.

I;ve found however that once the combo gets to a certain length that the difference isn’t very much./

I haven’t tested this out yet because I always lose when I play iron man, I 've been playing magneto with much better success. Still going to play Iron Man though, just need to get better at the game

I dont understand wat those numbers are before the attack :frowning:

numpad notation look at your keyboard and you’ll get it
2 = down 5 = neutral 6 = forward etc.

The front page srk iron man corner loop is sent/big char specific i think and hard to land reliably (i think?).

Anyways the corner loop i ended up with that will still work after a full magic series confirm before the launch, and works on everyone in the corner is:
launch low as possible h xx flight md+h xx unfly pause d+h as falling land st he (relaunch) jump mmh dj d+he OTG land l smart bombs into super

that combo works on everybody the main difference is you gotta use falling down H some characters and the others just neutral H