I try to keep my dummies in training mode random just to spot check for stuff like this, and it does work on most. Iāll try to switch it up more methodically the next time Iām in the lab just to be sure.
It does a bit under 900k, youād be better off doing what has become the standard bnb, or some slight variation. Behold:
Thanks NefariousJoe and TimTim. Iāll be hitting the lab to get that combo consistent.
TimTim
222
If he had a matchup thread itād be like 2-8 against anything and anyone with a projectile.
Diveman
223
Random Zero/Ironfist stuff I was messing around with today, if you play Zero/IF you might find something useful here =)
[media=youtube]iwEoWXZdcDY[/media]
[media=youtube]-mhp4NuUUuo[/media]
[media=youtube]W0TMm7kulPY[/media]
[media=youtube]djZ1pxxMBgU[/media]
Zeohawk
224
Hey, folks. I finally made a SRK account today, and I started to post some of my practice vids to get some feedback and suggestions. I already posted on the Deadpool forums earlier today, and now I want to post here, because I like Iron Fist. Hereās the last video I did that had Iron Fist in it along with Ryu and Hawkeye. Let me know what yāall think. Enjoy!
[media=youtube]vlmoaUlbh9Y[/media]
Something I discovered today: Dual Palm (
:h:) cleanly links into s.M in lvl 2 and 3 xfactor. It seems to be a good way to front load some meterless combos with some pretty serious damage. Should work well with guard cancelling.
Iāve been questing for the great one-bar combo. This is what Iāve got so far:
It does 825K, works on creatures great and small and is very meter positive
:h::f::h::qcf::l::qcf:
:dp::l::h::d::h::f::h: jumpxx j:h:j:s: land
:h:
:h::qcf::l::qcb::h::qcb::s: dash back
:h::qcb::l::qcf::h::dp::l::qcb:
:qcf::h::qcf::s::dp::atk::atk:
Notes:
-The combo opener isnāt optimized, you can squeeze another 10k or so out of it by just doing sH to lotus whip to crumple, but really the way you open doesnāt matter that much.
-Naturally, the hardest part is landing a hit after the rising fang. Youāll have to dash back after a slight delay. This delay with be slightly longer than you expect and the dual palm to dragon tail just after is very quick. The good news is that the combo goes corner to corner, and youāll always be dashing backward to land the dual palm.
-You can do a lvl3 instead of the spirit of the dragon super and itāll do just over 1mil damage, but there are better, easier combos for this purpose. Though I suppose if you just want to learn the one combo, this would be a good one.
I like the combo for all the obvious reasons, but mostly I like it because it uses every single rekka, which I think is just super cool. Anyway, if anyone improves upon it, please let me know.
edit: No wait, I take it back, using dragonās prey in this is amazing. Instead of just placing it at the end in place of SotD, go straight into red chi xx lvl3 after the OTG. Thisāll do 1.05m, which puts him into a higher OTK bracket with 3 bars, and if you do green chi throughout instead (but keeping the red chi cancel at the end), the whole thing only costs about 1 1/4 bars, but still does a million damage. I am definitely keeping this one around.
TimTim
227
I
I was using pretty much the exact same midscreen combo but for corner Iām sticking to the old jwong combos. They just feel more right.
BUT this is probably his best possible combo. I mean it works anywhere on screen. Is only a bit tougher than his regular combo and does almost 100k more (than the bnbs 1 bar with no followup).
Hey, not sure how many of you have this for the vita, but I was playing with Iron Fist and noticed his crumple has a much smaller time frame to get the launcher to connect compared to the console versions. So basically you cant use the chi power up before you launch. Was this meant or will it be patched soon?
Hi Iām new to UmvC3 and would like to learn iron fist so do you guys have any suggestions other than just keep practicing these combos? Also sometimes when i do F H and cancel it into QCF atk instead of getting the special it gives me a chi move instead any ideas? One more thing, I was wondering how you would hit confirm into these combos because when I was practicing with the computer I would get one or two hits then miss the next one any tips.
TimTim
230
Thanks a bunch I have doctor doom plasma and Spencer slant hook for assist but I guess I can switch Doom out.
You donāt need to get rid of Doom. Switching to Hidden Missles would probably do very well for you. Itās a less effective assist for Spencer, but honestly, Spencer doesnāt need that much help, anyway, and he can get use out of it as well. And I wonder if rocks (molecular shield) would do well against characters that donāt spend a lot of time in superjump height. You could wavedash in behind it, and itās good for lockdown. I bet it would be hell on Hulk and Sent and the like.
As for the :f::h: to rekka problem, my advice is to just stop using it. Combos do (slightly) more damage without it, you run into that execution problem, and Iron Fist usually gets pushblocked before it comes out in blockstrings and itās a huge opening for a whiff punish. It is a very valuable tool for starting pressure (dashing up and throwing it out is totally a viable thing to do: you might get a throw, if it hits, the hitstun is long enough that you can hit confirm on reaction with practice and if they block it you can just jump cancel and go for a crossup) and itās a surprisingly good anti-air, but I donāt think it really belongs at the start of combos.
Thanks again but two things. Doesnāt landing the F H allow you to cancel his specials at any time like before they hit, and how do you get the symbols do you copy paste from shoyuken wiki? Well Iāll get to practicing thanks again
Yes, quick kick ( :f::h:) does allow for this, but you donāt have to be in a combo already to make it happen. In fact, it works even if you whiff the move. I would suggest using it when you have the opponent locked down with an assist and, again, youād be starting with the quick kick.
As for the icons, they work like smilies. To get what I used above I typed :F::H: (but with the letters lowercase). The full list is here: http://shoryuken.com/forum/index.php?help/smilies
you can also click the drop down arrow to the left of the undo button but what NefariousJoe said is faster and easier.
Ok, so essentially Iron Fist is looking weaker and weaker. This video demonstrates how hard tagging to another character results in better damage and following situations than Iron Fistās own combos.
[media=youtube]S6GZVrUzp4A[/media]
So heās not only difficult to use, but when you score a hit youāre better off tagging him out? Yay for Iron Fist!
Two things: Fist excels at dealing big damage for a very low net meter cost, and if you use assists, you can get just as much damage out of Danny. Plus, youāre using his assist, which is a great combo extender and adds a ton of damage. The man may have problems, but damage isnāt one of them.
yeah his solo two meter combos can kill a lot of people and some of them are corner to corner.
If you hit someone with IF and you have the right assists, youāre doing 1 million damage anyway so itās not a problem. Plus the combo pays for itself so youāre not losing anything.