iron man ease of play > magneto ease of play
…
also damage ouput normals movement throws hypers and uhh…
well he’s just better.
except iron man can trijump lower yayyyyy <3
iron man ease of play > magneto ease of play
…
also damage ouput normals movement throws hypers and uhh…
well he’s just better.
except iron man can trijump lower yayyyyy <3
i just love getting that rewarding feeling for hitting up the lab. magz isn’t rewarding in the slightest.
iron man is tight. LOL that’s all i got to contribute.
I’m trying to find a good third choice for my team. Right now I’m playing Deadpool (Katanarama), Iron Man (Repulsor Blast), and Shuma Gorath (Hyper Mystic Ray). The other characters I am found of are Morrigan and Chris, but I’m not sure if either of them would work in that third slot.
Would there be any way to make Morrigan work on this team? If Iron Man is being played as an anchor, what assists would work well to cover his rushdown game?
nice combos.extra swag using up+H in your combos…
onto why ironman is so unpopular there are some reasons like the huge executional gap between him and other characters when you want to do more damage in a combo.
also it seems like you have to put more effort into learning ironman all around.
In order to have a chance at landing a cool combo you gotta learn how to open people up with ironman, to open people up you need good movement, setups, zoning etc.
For example:
You can have a good “half-A#$” wolverine, but there is no such thing as a good “half-A#$” ironman:karate:
Pretty sure IM is unpopular because
1 his dash doesn’t cancel fast enough
2 his normals aren’t reliable for combos at all ranges which is stupid since his sucky dash makes it hard to adjust your spacing correctly without getting blown up
3 pretty sure that at IM’s current meta, magneto does everything better
4 the community is probably not playing IM to his strengths
5 dropping combos rarely lead to resets but instead get you comboed (wolvie and wesker on the other hand)
6 IM’s versus lvl3xf ability is nothing amazing at its best
7 lvl3xf IM seems to have the numbers to be great, but doesn’t seem to convert well
Regarding the first combo in the vid: when going for the relaunch cr. M -> H, etc., I often find the character is too high to land cr. M. Any ideas why? I was practicing this on Viper last night, ad I only managed to land the Cr. M -> Relaunch a handful of times.
I remember reading in this thread or the combo thread about the double jump instant overhead. The issue was u couldn’t use a dash to get in and you have to wait for the jump to go down to execute it. I was playing with some block string and I was exploring around with some fly/unfly double jump strings.
The idea is to have fly/unfly to have iron man in air state as close to the ground as possible while perserving your dash/double jump for the mixup.
Here is some examples:
j.m, c.l c.m fly unfly j.m dj.m j,m combo of your choice: this is a low to high mix up and the double jump forward will let you catch the opponent thinking of blocking low after the 1st j.m
j.m, c.l c.m fly unfly j.s c.l c.m s.h combo of your choice: this is a low to high to low
j.m, c.l c.m fly unfly j.m j.s c.l c.m s.h combo of your choice: this is a low to high to low
This is just some examples of fly/unfly and double jump to open up opponent. My execution is not great, but I would think there are possibilities of j.m, c.l c.m (assist) fly/unfly c.m to have a low to empty fly to low mixups.
Maybe someone with better execution and understanding of Iron Man can make use of this
there’s a slight delay between j.8C and j.S on some characters. in the corner, you don’t have to worry about that though since neutral jumping the j.BB2CS part makes it a lot easier.
Has anyone found any uses for stand alone smart bombs? i’m currently running Spencer(slant)/zero(variable)/IM(beam). i want to start using smart bombs more because i think they are severely underused in IM’s game. I’ll report back my findings a little later today.
this is exactly what I have started doing I was going to make a similar post later on tonight aswell.
not only that but inbetween the fly /unfly you can press a button (in my case M) iron man starts moving then drops straight down. It makes this mixup a little harder to read
another thing I have been doing is J.8H fly J.8H , S
Another thing is, this tactic relies heavily on your assist to counter Advanced Guards, i find calling your assist when u do your square jump/tri jump m will usually let you hit the c.l c.m so u can start the mixup. However, that means you can’t have your assist to cover your jump in the first place.
it was mentioned a while back.that you can use canceling into flight as a way of avoid pushblock it applies here aswell
If you didn’t know, magneto can cr.H, fly, j.S as a blockstring that negates pushblock and is also a frame trap…
Well I found that IM has the same thing (but different and more difficult), it is cr.M, fly, unfly, j.M…
OK, so now on to the benefits of this technique…
All the reasons magneto players do it are the reasons you should too: its a decent speed mix up, it’s a frame trap (you can get hit by most light attacks if you use j.S out of your fly), it pressures while keeping you in (negates pushnlock), a hit is easily confirmable and leads to IM’s most damaging combo, it’s safe…
The exclusive reasons why IM players should learn this: it’s a split second 50/50 hi/low mix up (after unfly you can hit j.M or land and hit cr.L which is near impossible to react to), you can fuzzy guard it (unfly into j.M lets you jump cancel into j.M which hits most of the cast on crouch and fuzzy guards the rest then lets you combo into a 3rd j.M into a full bnb), if you hit with cr.M and do not confirm a combo you are safe and can still apply follow up pressure, the low j.M gives you enough block stun to dash in safe (rare for IM)…
I had a ton of trouble learning this, here are some tips to help…
Cancelling fly into unfly kept getting me a j.S until I started to tk the unfly, just make sure that you are already at up back before you hit S.
The j.M has to be done really fast out of the unfly, if you do the unfly motion (prefferably the tk motion to me) then plink S into M it becomes pretty easy to do.
If you go the tk unfly motion route, don’t forget to release the stick before the plink so that you do not jump and j.M at the same time, this will get you blown up unless you cover yourself with smart bombs quickly but that isn’t even 100 percent…
Try to cancel the cr.M into fly as early as possible to keep the frame trap as tight as possible…
To beat out advancing guard, you have to switch into fly or unfly after they push block you, not before…
Hope this ups the pressure game for a lot of you guys out there…
Thinking of picking up Tony, I have a few questions:
Jumping very fast and great range, and easily is best air move for tri-dashing.
Can’t answer this, don’t understand.
Multi hitting projectiles that force your opponent to constantly block. For example sheild slash from captain america or sentinels charging drones.
This could be debated, but I would say second or last. Since he’s a jack of all trades he can hold his own a lot easier than some characters. As such it’s better to place character which need assists to help them more to fight before stark in your roster. That and saving xfactor for him helps a lot too, since you can use iron avenger which really limits your opponents options.
Not sure what OS stands for, can’t help here.
I don’t think so no. He can combo off his grabs but not to the same extent as magnus.
Hope that helps.
for full air hit into full combos max is about between normal jump n super jump height its easier the closest you are to the ground though
he can get a full combo of both grabs if you execution is on point
also j .h can be like a wall it has mad hitbox
I forget who was asking about air to air combos, but here’s what I was talking about:
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that was me - how about if you catch somebody WAY up there like doing a superjump? mhh fly mhh unfly double jump (if you have it) mhh unibeam?
or something? i dunno. i’ve been messing around with him and my contro over the character has gotten a lot better so i’m feeling good with iron man.
after learning a decent air throw combo ,I’m doing waaaay more throw resets , nobody expects a iron man throw reset, i think alot of people forget how mobile he is