Does IM do anything better?

I think Iron Man’s one strength is that he is able to do things similar to what all this character’s do. He has a tool for every situation. He can zone like Doom, has range on normals like Nova, and he hits hard like Nova. And on top of that his beam assist is the best in the game for rush down.

Doom has great rush down but not as much range as Nova.

Nova has great range but can’t zone as well as Doom.

Iron Man is a little of both. Which makes him hard for players from either side to use him because most people have one style when it comes to Marvel.

He’s a very well rounded character, but unfortunately “well rounded” in this game means “average”.

My biggest gripe with Iron Man is that, really. He’s not a terrible character, and he’s not a great one either, he’s just stuck in the middle. With certain tweaks to his mobility he could be really good, and I really don’t understand why Capcom decided on making his mobility (specifically his wavedash) as bad as they did. Even with better mobility he would probably still be worse than Magneto so it doesn’t make sense to me.

Agreed. But this guy asked what Iron Man did better than those two and that’s the answer. He does certain things better than one and the other, and does certain things worse than one or the other. Seems to be the key to Iron Man is finding the middle to maximize him. And I’m no Iron Man expert by any means, I just feel like I understand the character… if only I wasn’t ass :slight_smile:

You don’t really need to hit confirm with Iron Man. Everything goes into flight so there’s no real hit confirming involved. You either do KK and you hit them into combo or it gets blocked and you go into flight. There’s no risk of getting punished or having your momentum stopped so it’s not really a confirm. Unless your character has to go into something that’s unsafe on block they never have to actually hit confirm.

That’s the whole point of hit confirming is confirming that you can go into something damaging, but unsafe on block. Otherwise it’s just a safe pressure string that goes into damage if you hit. Which is a lot of this game in general.

Yeah he’s both overrated and underrated, but more so underrated. I feel his issues are more so due to his difficulty of use in the neutral than him actually being bad at a lot of things. He has a lot of potential IMO to fit niche roles on teams for dealing with some of the game’s issues and setting up specific situations with his assists.

The main thing people will bring up as to why Magneto and Doom will always end up better than Iron Man regardless is that they have better OS games when they get in. Their OS throw, air normal pressure is just simply scarier than Iron Man’s and leads to damage faster. With that said I still think there’s a lot of potential with Iron Man’s air normal game especially considering there’s very few characters in the game that have air normals longer than the ones Iron Man does and those characters don’t have his air movement either.

We’ll see with time though.

Maybe its just that I don’t understand Capcom’s design philosophy for their characters. If Iron Man kept his old ADDF and wavedash from vanilla on top of all the buffs they gave him this game he would be a really good character. I don’t understand in a game where Zero exists they thought having Iron Man have good special moves and decent movement would make him game breaking. Its seriously stupid. Overall I think he’s better in this game than Vanilla but its mainly because you’re playing a gimped character either way, either good movement and shitty specials or bad movement and good specials, I’ll just take the latter.

I like his air dash down forward honestly, I just wish he had a wavedash.

I thought he was good in vanilla. At very least, better than Doom. But I am no expert and I won’t pretend to be.

Ironman was truly bottom tier in vanilla, probably within the bottom five characters in the game. He literally could not do combos on anyone from further than a half a character away which is pretty terrible when your best asset is your range. He still has some issues where he can’t confirm combos from some of his max range normals, but it’s not nearly as bad, although to be honest I wish his type of range dependent confirms were the standard in the game rather than a handicap.

This is probably more important honestly, I like to imagine a scenario where I can wavedash in and do L Smart Bombs, c.M into a full combo after a Repulsar Spread at mid screen.

What is KK?

Krispy Kreme is Iron Man’s best ground bnb and the only one worth learning for a couple reasons. One, it lets him convert from almost max range normals, and two, it guarantees you will be able to launch your opponent into Iron Man’s air series if it connnects. Iron Man’s launcher is pretty terrible, but this combo gets around this.

Check the combo thread, but here is the notation: j.S, c.M, s.H xx fly, j.M, j.M, j.H xx unfly, j.H, land, j.u+F, j.M, j.M, j.d+H, j.S, land, c.M, s.H, s.S, sj.M, j.M, j.d+H, j.S, land, H Smart Bombs xx Proton Cannon.

Krispy Kreme

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Ironman has a strong midrange game. I think he’s most similar to sentinel, not magneto or storm. He doesn’t play like a rush down. He’s more of a hybrid character with very strong midrange options.

Some examples:
Ironman’s low A is 5 frames. As fast as wolverine’s faster than magneto’s 6 frame low A.
Ironman’s stand A is antiair hit confirm like magneto’s.
Ironman’s hit confirms hurt.

Ironman has the directional Air H’s, very high priority, all flight cancellable and hit confirmable.

Ironman has a 12 frame flight startup. Much faster than magneto’s or storms.

Ironman’s normals have more range…he needs it, since his ground dash is mediocre.
Ironman can combo off any air throw, although learning to do it consistently is work.

Proton cannon as a dhc is a frame kill. It’s also very damaging for a level 1. He also has a very damaging and invincible level 3.
Tigerknee unibeam is very very good. Recovers much faster that ground unibeam because of the landing cancel, and it something many characters cannot easily duck under, dash under, or normal jump over. It is also comboable in some situations, and definitely very useful if you wish to x factor cancel into a combo.