"Game of Death" Iron Fist Combo Thread

yeah i run it after fists of fury
but you can just mash dash instead of having to time two wave dashes

I use Spencer grappler assist so they’re standing, cant do jump cancel combo after it but I just go straight into QCF H, QCB L, QCF H, QCB M, QCF H, fists of fury. Easy 500 dmg, after FoF you still have your wall bounce so can do another FoF or go for a reset if your in the corner.

I’ve been playing with Spencer Slant assist and it’s funny to think the only reason he has real value aside from his AA qualities is the fact it allows you to Power Chi a second time. For example this combo changes between 10-20K before the hypers purely because of the timing on the second Chi.

:m:,:h:,:f::h:,:qcf::l:, :qcb::l:, :qcf::m:, Power Chi, :s:, :m:, :m:, :h:, :s:, Spencer + :qcb::m: cancel into POWER CHI, :qcf::m:, :s:, :m:, :m:, :h:, :s:, :qcb::m:, :qcb::l:, :qcf::h: cancel into :qcf::atk::atk:, :dp::atk::atk:

Does about 921K for 2 meters while generating about 1 1/2. The big difference here is the placement of the second chi. If you take the easier way out and do it after the crumple you lose out on about 10-20k because you don’t get the 20% increase for your punch. Small things like this are what are going to make and break the top Iron Fist players as it’s the small things that are throwing us over the 900k touch of death threshold. I feel like there’s more room for damage though without starting in power chi. Still playing around and figuring out whats possible.

You can get a second chi power-up without Spencer. The combo that Justin Wong posted is one example. What Spencer does is give you a second crumple.

His real value is not his AA assist. It’s the fact that when he hits you with his grapple he’ll leave the opponent in standing state allowing for better follow-up combos

The difference in damage is not that big without the crumple… It is there, but it’s not enough for you to only go for stading strings, you can go straight to c. H some times to catch them low and it will also do a ton of damage if you power up properly.

You don’t need the assist though. Justins combo pulls nearly as much damage as my Spencer combo and is not too much harder to pull off. Iron Fists biggest weakness are opponents with high air mobility, especially air dashes. Spencer assists aids in a big way here. I’m thinking Hawkeye is a solid middle man to maintain the dead zones Iron Fist is littered with. Frank West is solid as well but I don’t know how well he is as secondary. Seems more of a anchor/point than anything.

Got another character specific combo that involves Spencer Slant Shot assist and 2 meters:

:dp:+:l:(Power Chi); st:m:, st:h:, :f:+:h:xx:uf:(jump cancel), j:h:, j:s:(land), st:m:, st:h:, :f:+:h:, :qcf:+:l:, :qcf:+:m:(crumple)xx:dp:+:l:(Power Chi), st:m:, st:h:, :f:+:h:, Spencer Assist, :qcf:+:h:(assist connects in the corner), :b:+:h:, :qcf:+:m:xx:dp:+:l:(Power Chi, crumple), st:h:, :f:+:h:, :qcf:+:h:, :qcf:+:l:, :qcf:+:h:, :qcb:+:m:(OTG), :qcf:+:h:, :qcf:+:m:xx:qcf:+:atk::atk:(wall bounce), :b:+:h:xx:dp:+:atk::atk:

1,030,900 damage

The neat thing about this combo is that you don’t have to start out with any meter! The combo itself builds 2 meters before you activate the first hyper. Of course it only works on characters who are in a standing state. You do however have 3 hit confirms to tell if the opponent is in a standing state. The combo can be perform from mid-screen, so you don’t have to be right at the corner. Just when you call Spencer it’s ideal to have the opponent in the corner. That way you can connect his :qcf:+:h:, :qcf:+:l:, :qcf:+:h: and then follow up with his OTG.

Edit: I have a variant to this combo that involves his level 3. Basically, everything up to his OTG…

:qcb:+:m:(OTG), :qcb:+:h:, :qcb:+:s:(wall bounce), :qcf:+:l:(punch), :qcb:+:l:(kick), :qcf:+:s:xx:qcb:+:atk::atk:

1,104,100 damage

It gets tricky after the wall bounce. It’s going to be hard to gauge visually which side you are going to be on. When you land after “Rising Dragon” you will be in the corner instead of your opponent. After you do his :l: rekka punch you’ll crossover and your opponent will be back into the corner. Then just continue the rest of the combo.

You might want to do a little experimenting yourselves, but I find after the :qcf::m: (crumple), instead of following up with :m::h::f::h: , just go with :h::f::h: it puts the other character closer to the ground so there could possibly less timing involved for the following j.:h: j.:s: ect. Mostly for a real match purposes where you’re not always timing your hits.

Okay so I’ve been pissing myself off for the last hour, probably more, wondering why the hell I couldn’t connect the :d::h: to :f::h: xx Spirit of the Dragon after Iron Rage…

It doesn’t work on She Hulk after the Iron Rage was my answer.

I upgraded that combo with a slightly easier version that does more damage and builds more bar. here is a low tier video.

[media=youtube]hqC3fq4muew[/media]

ive been working on some Iron Fist combos and so far i can do around 955k with 2 bars, and 1.30 mil with 3 bars with my team of IF, Hawkeye, Doom

my BnB right now is M,H Forward H, QCF L, QCB L, QCF M, dash forward then power up chi L, dash forward again and launch, air MMHS, land and call doom beam assist, dash foward QCB M, QCF H, power up chi L, QCB M, QCF H, QCF M, FoF, back H, spirit of the dragon, and then if i want to extra damage i can DHC to Hawkeye to kill pretty much anybody, the combo works anywhere on screen and you only need the dash after the first power up if you started the combo with your back touching the corner. ohh, and if you DHC out of spirit of the dragon at the end he will still be powered up so his assist will deal extra damage, i use his assist in hawkeye combos so its helpfull to get that little bit of extra

you can use other beam assist besides dooms as well, im just not sure which ones work, i know ironmans does, but the timing is a little harder.

Dude, try that Bnb without the qcf.L qcb.L. Just go straight into the qcf.M, and watch the damage go up. Sounds wrong but try it out.

Also how does this work

  • I’m pretty sure you cant do more than one qcb.M in one combo… doesn’t it use up a ground bounce or something silly like that?

I will be releasing a video going over how to optimise IF’s damage with the rekkas next week so keep em peeled for it.

He used an assist before the first qcb+M to save the ground bounce.

if your assist hits as you do the qcb M it doesnt take your ground bounce, so you can use it to get a little more damage and power up before you go into supers

EDIT: i just tried it without the qcf L qcb L and it does 20k less damage, i guess for the combo im doing the scaling isnt bad enough for it to do more, thanks for the suggestion though

Holy smokes, to the lab!

I normally play Iron Fist on point with Spencer (Slant) and Taskmaster. Here’s a combo I use that builds 2 bars and uses 3 for 1.1 million damage.

j. H, land MH fH, qcb + L, qcf + L, qcf + M, dash in dp + H (meter gain), dash in S, sj delayed MMHS, call Spencer qcb + M, qcb + L (whiff), qcf + M, dp + L (power up), S, sj immediate MMHS, qcb + M, qcf + H, qcf + M, dp + ABC, DHC to Spencer qcf + ABC, instant air qcf + H, land qcf + S, qcb + ABC, instant air qcf + H.

I realise the last bit is technically Spencer, but I personally find this easy to hit off off any grounded hit. Only problem is if I happy birthday, then I omit the Spencer assist part to go straight to supers to try killboth characters.

Can be done at the start of the match, as long as you hit either the j. H or Taskmaster’s arrows or something. Otherwise, you’llbe just short of 2 meters gained. Of course, if you got some random hits in or got hit along the way the combo works without the initial jump H already and you’ll build enough meter to use all 3.

Great thread btw. Just found it and am looking here for inspiration on how to combo off air hits, since my Iron Fist is currently quite limited there.

I just have to ask, why is everyone starting their combos with Jumping S and powered up? Is this really how you start off your combos in real matches? Personally my combos are starting with M because it’s fast, has a lot of range (especially when dash cancelled), and it stuffs a lot of stuff. Powered Up Jumping S combos are great for training mode and to a lesser extent combo videos, but they’re not the kind of practical stuff that is really going to help IF out

Thank you my thoughts exactly.

Max damage output and meter gain I guess. Like personally, I put that jump H there in the one I posted because at the start of the match, if you omit that, or Taskmaster arrows assist, you build just short of two meters. Of course, in a real match, chances are that’s not the first hit and I can omit it anyway, but still.

Personally I just just try out to see if the combos work off other variations. Normal combo starters I personally use:

  • Stand/crouch M (most common)
  • Stand H
  • Stand/crouch L (hit confirm)
  • Jump H -> jump S
  • Taskmaster Horizontal Arrows assist
  • Spencer Slant assist

Anybody got a good hit confirm combo for catching people off anti-air standing M? I’m currently doing MH fH, jump H delayed S, land, L, throw reset.