Dat Stark Industries Technology: The MvC3 Iron Man Combo Thread V2

i know about the fuzzy guard setup, but when you hit someone with that they’re gonna be crouching so the combo won’t work.

except of course on sentinel. but that goes without saying, really.

it will hit on every character including the dog

you might be thinking of something that i’m not actually referring to - so there is the cheesy video

you’re thinking of something i’m not actually referring to. i’m talking about duck strong’s combos. they won’t work on crouching characters.

and what i was saying is that if you do down h into s off a double jump instead of fly don’t you get the exact same effect as that combo thus making the combo possible and (at least RELATIVELY) useful? or am i not understanding something about hitstun deterioration… i dunno.

Sad to say, but Kamui is right, they really are strictly for show, nothing more nothing less.

If you fly off the st.H without first tripping and juggling them with cr.M, the rest will whiff on pretty much all crouching opponnents and most shorter characters even if they are standing.

And Fyi, hitstun deterioration is based more on time than # of hits. To test this easily, use an assist like task arrows in the middle of a tight combo where the opponent is still standing and it won’t interfere with anything. It should still work fine.

Next, try the same combo, but call Task Arrows first and only start the combo after the arrows have connected. If the basic combo ends right at the cusp of having the opponent flip out, it won’t work.

Same # of hits, and essentially the same combo, but it won’t work starting with the assist instead.

About hitstun deterioration, time based is an interesting theory. However, if that is the case, Tron shouldn’t be able to pull those super long combo no? And Thor should able to do a relaunch combo with a low assist, assuming all character has the same time based limit that is. It’s plausible, I guess it will be interesting to test it with a capture card at 60 fps and check the hitstun after certain combos. My theory is that hitstun works similarly to damage scaling, and some moves if used early will deteriorate more then others, just like using several l early in the combo will scale your damage a lot. Every characters probably have a histun deterioration value multiply to the moves. The reason i think it works that way is because like damage scaling, it seems l and m deteriorate the hitstun the most, and not every character gets affected the same way.

I don’t have the mean to test it out :frowning: but i think the formula will be something like:

hitstun in duration = value of the character * the move value he’s currently performing * combo number * deterioration value before this hit

That’s the thing. It doesn’t seem like all characters have the same length of timer. Like you said, Thor can barely fit in an extra hit off a relaunch, but a character like Doom can launch 4 times in a combo easily.

Speaking of Doom, he’s another character that’s easy to test this with:

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Notice that in the second video, I just let myself fall back to the ground and the combo doesn’t work.

In the third video, I’m using an extreme example to show that # of hits doesn’t seem to be the only determining factor (if even the most important one) when considering hitstun deterioration.

Very interesting Duck Strong! Everyone assumes that hidden missiles greatly deteriorates hitstun, but with your video, it’s just proven that’s not the case. As for the Doom hitstun test, I think you’re right. Time is a factor in hitstun deterioration, so perhaps there’s a “total” hitstun value that it will reset the character no matter what. So hit and time will reduce that value at certain rate? I think these tests deserve to be on the front page :stuck_out_tongue:

Theorycrafting, if this is true, Capcom can in theory balance the game by just changing that total hitstun value for certain characters (like Thor :smiley: ) to make them more competitive in this game.

If thor could do relaunch combos his damage would be absolutely absurd his combos are fine the way they are because everything sets you up for a reset.

Yeah, but I don’t like how his normals literally scale down to 0% whereas everyone else is 10% minimum and some (like Iron Man, Taskmaster and Doom) only down to 20%.

He can still do million damage combos though so it’s all good :p.

OK so I’m using acllaim’s Autopilot combo as my BnB (on pad no less…). With just 50% of a bar stocked at mid-screen/corner and my whole team still alive, I can kill anybody with 1.1 mil health and below. I’m trying to push that combo to 1.2 mil just to be safe. Now, is there any Ironman combo out there that’s more damaging than the acllaim autopilot, but is still practical in most situations? Personally, I don’t like the Krispy combos since you have to hit very, VERY close with your jump-in or cr.M to work on most chars, and I just don’t find that reliable in the least.

Having issues with landing fly combo’s. I keep whiffing the j.:m: after the fly. Sometimes the :m: doesn’t come out at all after the fly. How fast or how slow do I have to input these commands?

^Make sure you don’t add too many hits pre-launcher. Which fly combo are you trying to do BTW? I might be able to help you more depending on which fly combo you’re trying to land.

The 3rd fly combo on the list. I generally have major problems with all fly/unfly combos

Hmm, maybe you’re canceling j. :d::h: into fly too late. That was the trouble I was having with the fly combos initially.

The thing I’m having problems connecting anything after I start fly, I’m not even getting the moves out to get to the unfly step. Everytime I start fly, the :m: whiffs

you have to hit the first j.h as low to the ground as pos then fly fast and it should be easier

if your doing the autopilot combo
The first j.H has a lot hitstun so you can take your time. just delay the M.

The M after fly is a link, fly takes 14 frames to activate, so that’s about .23 sec of delay, just time your M accordingly. The earlier u cancel your H to fly, the easier it is to link the M.

Does anybody know the notation for the combo Flash Metroid likes to use?