"Game of Death" Iron Fist Combo Thread

Height Dependent but, I use / go for:

5m, 6h, jump delay h, s, land, 5h, 6h. From that point it depends on where you are at on screen:
corner: 236h, 236l, 236h, 214m otg, 236h, 236s, super of choice
midscreen: 236l, 236h, wave dash xn, 214m, 236l (if they are in corner by this point go for 236s to super of choice, if not, go for 214s to FOF)

I use Iron Fist (Rising fang), Nova (ground bounce), Spencer (grapple). Here’s what I do to rack up damage.

:m:,:h:,[:f::h: xx j:h:j:s:,(land),:l:,:m:,:h:,:f::h:],:d::df::f::l:,:d::db::b::l:,:d::df::f::m:,(Chi:l:),:s:,sj:m::m::h::s:,(land/dash),* spencer assist*, :d::db::b::m:(otg*),spencer connects*,:d::df::f::m:(crumple), (Chi:l:),:s:,sj:m::m::h::s:,(land)nova assist,:d::db::b::m:(otg),:d::df::f::l:,nova connects,:d::df::f::h::d::db::b::l::d::df::f::h: xx FoF

After FoF you can either dhc, Rising dragon, or cr:h: and go for air grab. You can even air grab people after a rising dragon. I honestly don’t know how much damage this does because I suck at mashing. The highest I’ve seen it do in training is 1,014,000. brackets means optional for standing enemy. Usually with a lazy mash it does 974k.

I think I can make this combo better by changing nova’s assist to something that saves the ground bounce and extend the combo. thoughts?

Lol I can’t imagine any of those characters with out an projectile (although I’m seeing more and more teams like this) how do you manage?
Also I see a lot of :d::df::f::l:, :d::db::b::l:,:d::df::f::m:, personally I keep my rekka chains to 2 hits for a faster transition to chi and more time to wave dash into them into the corner while their crumpled and I start with the low rekka earlier so they have less time to start crouch blocking.

I was just about to post this myself. Starting in Power Chi is so completely unpractical unless you have some crazy post character death mixup. Doing 1 mil while starting in Power Chi means very little imo.

Anyway I’ve been spending more time in the lab and come to realize that for the most part it doesn’t really matter what route you take with Iron Fists rekka’s or strings as the biggest factor is the duration. So you can do a kick rekka chain or a punching one and ultimately they will end up doing roughly the same damage but the kick rekka’s seem to take a bit longer. For example, in my combo I have posted above I cut out my final :qcb::l: into :qbf:h: and just kept it with the heavy input. This gave me slightly more time in Power Chi on the Fists of Fury hyper, increasing my overall damage slightly even though I dumped an input. Same goes for where I’m doing the power chi. My thought process was that going into the 2nd Chi before the :qcf::m: was a slight 10-15k damage increase when it’s in fact a 20k~ damage decrease from it’s maximum potential. So the key to being a great Ironfist is inputting your commands as quickly as you can after the 2nd Chi to give yourself as much time as possible to have powered up Hypers. Here’s my new bnb with Spencer slant that does around 935-945k. Effectively touch of death to 90% of the cast.

:m:,:h:,:f::h:,:qcf::l:, :qcb::l:, :qcf::m:, Power Chi, :s:, :m::m::h::s:, Spencer Slant + :qcb::m:,:qcf::m:, POWER CHI (input as fast possible from here on out):s:, :m::m::h::s:, :qcb::m:, :qcf::h: cancel into :qcf::atk::atk:, :b:h:, :dp::atk::atk:

931k~, generates 1.65~ bars. If you slow down your SMHS loop you will lose out on 30k+. Have to be fast! I’ve also found the final :b::h: decently difficult to land and seeing as it only does 1k~ I’d say it isn’t worth the risk if a simple Dragon Fire will kill your opponent.

How many wave-dashes does it take to otg an opponent after qcf+H midscreen? I never make it in time.

Don’t think you can follow up on it midscreen unless your close to the corner, if you can’t do it one dash then it’s too far (at least from what I’ve seen experienced in matches and what not). But this can be somewhat alleviated if you wave dash them into the corner after crumple.

You cant follow up, You would be better off doing something else

Use a kara cancel from H to OTG, it covers A LOT of space and is more reliable than wavedashing, some times you wavedash too much and miss the OTG.

I thought so but I just thought I would ask.

I never thought of wave dashing to the corner after the crumple. Gotta try that.

s.MH, f.H, QCB.L, QCF.L, QCF.M, Red Chi, S launch, j.MMHS, QCB.M, QCB.L, QCF.L~

Can you translate that in terms of

,

,

,

Thank you.

st:m:, st:h:, :f:+:h:, :qcb:+:l:, :qcf:+:l:, :qcf:+:m:xx:dp:+:l:(Red Chi), st:s:(pursue), j:m:, j:m:, j:h:, j:s:(land), :qcb:+:m:(OTG), :qcb:+:l:, :qcf:+:l:xx:qcf:+:atk::atk:(wall bounce), :dp:+:atk::atk:

Thanks! Also is this midscreen or wall only?

It can be done anywhere on the screen just needs a little adjusting with where he maybe positioned.

Iron Fist with Doctor Strange Bolts of Ballsack assist

:m: :h: :qcf::m: Power chi L, :a1: + :s: j.:m: j.:h: j.:s: j.:s: :qcb::m:,:qcf::h:,FoF,SotD

904,000 damage.

I really liked that assist when I played him, once you got in that is

I’m kinda new to marvel so can you please explain how exactly you do the :f: + :h: into jump cancel J :H:, J :s: st :m: st :H: fd :H: lotus whip into crumple State. I can do the :f: + :h then I jump nd :h: and :s: and is it supposed to not do a hard knockdown because I can’t connect anything after that (Any video explanations of this combo or similar ones) . Thanks for any help and finally can someone link me to Jwong’s bnb or some nice IF combos with Spencer/Hawkeye assists?

The jump cancel from the :f: :h: into j.H j.S only really works on tall characters. You need to delay the j.H as long as you can and then do the same with the j.S to then go into M H etc… If you want, you can check out the combo video I put out for IF, just search youtube for Advanced Iron Fist Combos" and its on our 8bitEGO page :slight_smile:

I will definately do that.

Why IF players always try to “ONLY” input jump HS after Quick Kick whereas it would be easier for them to do Jump MHS after it?
I’ve tried for hours and hours to successfully connect this “mini air series” on several types of characters, from Strider to Sentinel, and I know you must connect the S input on the feet part of your opponent if you want to continue your combo.
If you do Jump MHS instead of Jump HS, your opponent will levitate a little bit more but if you correctly space your inputs, you’ll be able to do Stand MH, Dual Palm, Dragon Tail, Lotus Whip, Surging Fist, etc.

what is a good get it with iron fist to start off a combo?