Thanks NefariousJoe and TimTim. I’ll be hitting the lab to get that combo consistent.
If he had a matchup thread it’d be like 2-8 against anything and anyone with a projectile.
Random Zero/Ironfist stuff I was messing around with today, if you play Zero/IF you might find something useful here =)
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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. Here’s the last video I did that had Iron Fist in it along with Ryu and Hawkeye. Let me know what y’all think. Enjoy!
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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.
I’ve been questing for the great one-bar combo. This is what I’ve 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 isn’t 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 doesn’t matter that much.
-Naturally, the hardest part is landing a hit after the rising fang. You’ll 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 you’ll always be dashing backward to land the dual palm.
-You can do a lvl3 instead of the spirit of the dragon super and it’ll 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 dragon’s 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. This’ll 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.
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I was using pretty much the exact same midscreen combo but for corner I’m 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 I’m 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.
Soooo um yeah here I go. Been playing IF since day one and I can probably help. First off learn his combos and ways to get in.
-It’s important to use assists like akumas tatsu to get in with IF since he has a lot of trouble with that
- If you want to do :h::f::h: :qcf: :l: you need to slow down a lot. Give it some time after the :qcf: it’s a lot more lenient than you think but in the heat of the moment I don’t usually think about timing so if you confirmed your :h: you can use :h: instead of :f::h:. The damage is like 10k less but the problem is it’s a lot harder to be safe after :h:. With :f::h: you can jump cancel it if your m,h is blocked so yeah until you figure out the timing use back :h:
- Not sure what you mean by one or two hits and then miss but you should be hitconfirming with :h: and then :f::h:. If they block the m,h do fd h and then jump cancel it. If not continue your combo. BTW there are plenty of combos on the combo thread so check them out. The starting out bnb for corner/near corner is
:h: :f::h: :qcf::l::qcf: red chi :df::h: :f::h: jump cancel air:h::s: land :h: :h: :qcf::l::qcf::h: red chi :qcb::qcf::l::qcf::h: then fists of fury with SOD followup or just end it with SOD. Also instead of doing :h: :f::h: :qcf::l::qcf: red chi you can do :h: :df::h: :f::h: jump cancel air:h::s: and continue from there. Its more reliable and easier to do but does a bit less damage.
Thanks a bunch I have doctor doom plasma and Spencer slant hook for assist but I guess I can switch Doom out.
You don’t need to get rid of Doom. Switching to Hidden Missles would probably do very well for you. It’s a less effective assist for Spencer, but honestly, Spencer doesn’t 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 don’t spend a lot of time in superjump height. You could wavedash in behind it, and it’s 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 it’s 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 it’s a surprisingly good anti-air, but I don’t think it really belongs at the start of combos.
Thanks again but two things. Doesn’t 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 I’ll get to practicing thanks again
Yes, quick kick ( :f::h:) does allow for this, but you don’t 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, you’d 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 Fist’s own combos.
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So he’s not only difficult to use, but when you score a hit you’re 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, you’re using his assist, which is a great combo extender and adds a ton of damage. The man may have problems, but damage isn’t 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, you’re doing 1 million damage anyway so it’s not a problem. Plus the combo pays for itself so you’re not losing anything.
Yeah with Dorm’s assist only I can squeeze a million for 2 bars of off any clean st., but by switching out to either Dorm or Wolverine after the crumple I can do 1.1mil for 2 bars for less effort. It’s ironic and frustrating because at that point it’s likely that the character you switched to is going to have a better mixup opportunity than IF on the next character as well.
It’s just that the only thing IF really has going for him is his damage output, yet he does less damage if you keep him in after a crumple and offers poorer mixup options. At that point, after using his assist to its best effect, for me he really becomes more like a battery or a character to sacrifice to buy time for my others to recoop red health or wear down the opponent’s XF and/or meter.
Sorry if I got anyone a little riled by saying he’s getting ‘weaker and weaker’, I don’t know why I put that as he’s one of my main characters, I’ve had like 3,000 matches with him, used him in tournament every time and he’s integral to my team, but in truth it’s like you have this character who’s optimal combo off of a clean hit turns out to be st., st.:h:, :f:+:h: xx :qcf:+:l: xx :qcf:+:m: xx :f::d::df:+:l: > Hard Tag.
At the same time it’s an interesting dynamic because he’s got good health and you can really go in with him and just try to get that one hit, after which he gets switched out and utilised in a different way while recovering red health before using him in other ways. I also think my views on the character might be different to everyone else’s given that I’ve always ran him on anchor and usually only end up playing him in 2nd with Dorm as an assist and safe DHCs and/or DHC frame traps, and as the go to hard tag.