Yea Magneto does the fucking hokey pokey for his flight animation. IM flight cancels is not a gimmick.
I had decent success with Day 1 Iron Man stuff locally last time I played casuals. Sure tri jumps get blocked but even if you are pushed his air M covers a very solid amount of space to get back in there really quick. His tri jump is surely above sub par.
Raw repulsor blast is good, sure the damage from a combo you might get from it isn’t great, but landing a raw Repulsor blast isnt hard especially since the range is pretty good. Plus the combo after the RB puts you in great position for offensive attack/mix up.
A lot of what you said I see comes off more of the lines of hard to use and not bad. Like knowing his spacing and being able to hit confirm stuff for the bad frame data on his normals. 2 things people don’t want to have to do in this game when they can just choose Wesker or Wolverine.
Unibeam is a great assist and offensive he has great mobilty and solid options from medium-close range which is pretty easy for him to get to without the aid of an assist.
I do appreciate you posting your opinion though so I could see where you were coming from.
pretty much agree, though i don’t see it as that much of a detriment with how air heavy the game is anyways. and Tony’s air mobility is very good.
this is one of the reasons i really like IM. i like having to think about things like this instead of just mashing my face on ABCS like pretty much everyone else in this game. his damage is also pretty high from everywhere onscreen and with a good third/second (depending on where you have him) you can really tack on a lot of damage with just a regular DHC. the DHC glitch has really become the most overrated fucking thing in this entire game. most storm players are spending three bars to get to 1 mill even when using the glitch. when i can do around 850 for one super or DHC for over 1 mill from a combo that builds over 2 bars, i don’t need a DHC glitch.
no arguing there, a lot of my training time in this game is just recognizing block/pushblock to make sure i cancel 5C into unibeam or fly to stay safe. not hit-confirming your magic series is the quickest way to get killed with IM.
i really like his tridash because it works like it’s supposed to. it’s very easy to hit a j.B/2C at normal jump height or whiff a j.S and land low. i do agree that air throws are usually hard to pick up from. but it doesn’t mean his os air throw is bad since j.C is one of the best air normals in the game. that move is especially good after an air throw tech because it’s got such great range and speed. i can’t count how many times i’ve tagged someone after a tech with it.
the real problem with his tridash is that none of his normals have the possibility to cross up. i just don’t understand why j.B can’t do this. your only option to cross up is to go low.
it’s not good on point, i’ll give you that. but it’s the best beam assist, especially when paired with a teleport. his toolset is still really, really good despite that though.
eh, i guess so. but his mobility is still enough to catch them eventually. pretty much everyone except the dog and wolvie has bad matchups anyways.
definitely agree. nowhere near as good as 2’s smart bombs.
overall, he’s high-mid imo. this game is just progressing pretty slowly. ABCS still rules the metagame, but the few playing IM with good execution definitely don’t think he’s bad. just look at flash’s tier list. that’s been the most agreeable list i’ve seen so far.
^The j.M crossup seems entirely on the whim of the character hitbox. I seem to get a succsessful j.M crossup on big characters that didn’t turn around yet when you jump behind them. I had some success w/ j.S too.
Alright, now for a quick question. In most match vids that has an Ironman, I always see players doing “cr. L>cr. M>H>S” to start their combo. After lots and lots of time messing around with spacing in training mode and in some actual matches I’ve found that the launcher can miss on numerous characters after a st.H in a good amount of distances. Why don’t players instead go for
"cr. L>M>cr. M>S"? The opponent stays closer so you don’t run the risk of missing your launcher. Getting push-blocked in between st.M or cr.M won’t leave you open as long as st.H does. Plus, there’s plenty of time to hit-confirm. Is there some benefit to st.H I’m missing outside of just a little extra damage?
haggar and ironman are best friends his beam assist helps him get in and i can take out anyone with 911,000 health or less with on haggar combo dhc to ironman…now if only i was good with him
I agree with shinquickman. On this. I don’t use s.H midscreen unless it during a combo. However I noticed that getting the S to hit in the corner is really hard on some characters without using his s.H after the cr.M. Specifically, viewtiful joe, authur, ammy, and modok. It can be done but if you’re like me who does 2 cr.L’s to hit confirm its more than likely going to miss. s.H will get rid of that problem.
^Do you mean Repulser Blast (qbc L/M/H) or Repulser Spread (qbc L/M/H> qcb H)? Repulser spread is the same no matter what strength of Repulser blast you use. If you mean Repulser blast, yes you can combo off any strength. It’s wildly dependent on how your enemy gets hit though.
Hmm, you’re right about that combo missing in the corner against certain chars.
@shin: Not that I disagree, but canceling stand H into fly unfly ect is fairly safe.
I think people don’t quite understand how good iron man’s mixups can be if you put the time in to make everything work perfect. It’s not like magneto’s on the seat of your pants do what you want mixups, but if you are willing to map out every option the opponent has in various situations, he has a really mean advanced mixup game.
I also think he zones better than mag (although I certainly don’t think he is a better character overall). Mag’s beam is great, but repulse blast, spread ect combos, can a 3 frame super in his proton cannon help to even the odds as far as zoning goes.
His os off air throw is awesome, leads to full damage combos.
Iron man does 850k with assist for 1 meter. That is solid damage any way you slice it, DHC for a kill on most characters.
I think played at his best he is at LEAST top 15, if not top 10 in this game. But that won’t come to light for a long while.
back, upback, and downback all work. also all of those ground fly combos ARE practical. and some relaunches off of his launcher do break the 850 barrier with an assist.
anyways, i’m back in the lab and trying to max out damage after an air throw
I meant Blast (the actual ball of energy, not the cancel). My bad. Anyway thanks for the answer to the question, when I get some time I’m going to training mode to test how random it is.
I’ve been combing the video from OS for the past few days when Flash was playing a good bit of Iron Man. I’ve probably watched the first segment (IM/Dante/Tron) 5-6 times so far to learn why he’s doing what, and of course when he’s doing what.
I’m liking the use of an assist that pushes the opponent in the air on an OTG so that you can do Repulsor blast (using H) xx Spread. That keeps you out of sight, and the opponent now has to guess what to do next…which okay is a mixup, but still relevant. Flash was using c.L afterward, but I’m pretty sure you can vary that up significantly…and maybe expand on it depending on your team.
Also another thought I’ve been having while practicing a version of the Autopilot combo, is that you could work the timing so that you could slip under the opponent near the bottom, or some other such trickery to start a fresh combo even if they’re still in the air.
Those are the two most obvious ideas for mixing/reset the opponent, but for sure there are many more that nobody is really showing/using just yet since he’s not that popular (like his best friend Cap) yet.
For anyone who hasn’t been able to keep up with CEO 2011…Iron Man is being represented by Flash again.
I’m extremely happy to see people finally start to get to the lesser used characters to help get all this tier nonsense sorted out properly instead of just easy mode picks all day. It’s waaay too early to say anyone is garbage yet, and it’s finally coming to the light.
Archived footage from yesterday can be found here…
I missed Viscant earlier today, but I’m going to watch ALL of the footage from CEO over this week during lunch, and first thing in the morning before work. I did catch a lot of it, but then again I missed a lot too.
Could someone post up all the Flash and Viscant things when they appear?
I don’t have the game to test (I play like once every other week at a friends), I think the 850k was a air fly unfly, not ground IIRC. It does require assists though.
So I have this theory, that since Iron man’s 623 ATKx2 super grounds on dhc right? Doesn’t doom get a DHC glitch off his air super if done high enough to create enough time to reset the combo? I think it might be possible with the 623 ATKx2 off of like, assist repulsor spread upwards. Or well any assist that could be done to lift the opponent high enough. Maybe some sort of long distance cannon or something. Definitely some lab work next time I get a chance.