High risk high reward ...Is it worth the risk with ol' shellhead?

You can’t even attempt an incoming character mixup on Vergil without dying…

Play Mag, Skrull & Sentinel that’s only if you want to play sentinel. Skrull & Sent will piss people off than Mag, Sent lol

It’s okay. You had a pretty good showing from the few matches I watched, and there’s always next week to try lol

Keep repping Tony Alukard!

What?

And he plays on a 360 pad!

Quick Iron Man question: Does the KK combo still work if you hit lmh unfly falling h after the cr. m st. h fly? I know that the mmh version has more range, but I’m just trying to figure out the jump cancels later on in the combo first and doing lmh after the fly is way easier for right now. I would obviously go back later and hammer that out but for right now will I still be able to land the KK combo doing the lmh after fly?

It does indeed work but you lose a significant amount of range doing it this way.

Hey guys im a long time reader and i just made my account a couple of weeks ago. I play a team of SPEN/IM/SENT and i’ve been wondering what are the basics i should have down with stark. Not really combos cause i already got down the kk and his other combos, but like fundementals and tech wise. if you really have any advice it be greatly appreciated. thanks in advance. and i dont know if this is already but off of IM lvl 3 you can raw tag in sent into rocket punch plasma storm or if its a raw lvl 3 HSF.

I don’t really think necessarily it’s that ironman is being slept on. I think ironman is only viable with full mastery of a lot of tech. An average ironman will lose to average anything else. A good ironmanwill lose to a good anything else. I only feel like he’s scary if it’s a great ironman. Why? Because he is a whackbot…Compare him to a herp derp character. If I land an air hit (footdive) with doom, his combo is scary easy, and stupidly damaging. You don’t have to worry about the distance, the height, corner or not, etc etc. With ironman, you do. So until you fully master completely every type of air hit confirm and air poking, he loses to doom footdive for free. Same thing with his movement. His air dashes have weird cancel properties, and he has a whack ground dash. He’s got a fast flight startup, but he moves slow in flight. So to get the most out of him, you have to know all his movement properties and explicitly know the range of all his tricks…because he can’t just trijump in whenever he wants to.

It’s a headache:

If I land a hit off of stand a.
air jump c
air jump c height, but i’m flying
air jump c height, but i’m dashing forward/backward/trijump/straight down
If I hit with repulsar blast
If I hit at super jump height/super jump height but flying/ super jump height but dashing.
If I plink dash his flight, which dashes to use (not the diagnol ones)
If smart bombs hits at super jump height…etc etc etc.

Doom answer:
FOOTDIVE!

IMO, ironman’s strength is that he has moderately effective tools at all ranges. That means even though he is a whackbot, he always has a weapon, or some sort of answer to a problem. Therefore, the biggest thing to learn is his movement. Since ironman is a whackbot, that means you have to be on top of his movement more than any other character with an 8 way dash/flight/teleport.

To add to the headache, you have to learn the weapons and tools at each range. He has a lot of midrange weapons that are not effective up close, yet he can’t trijump unless he’s in their face. Like smartbombs is considered junk, but it isn’t. It’s just useless really far away or really close up. But when you’re in the right range in the air where the opponent can’t really do anything about it…it’s really good.

There was another character in mvc2 that was dominant in the midrange and air…sentinel. But it took many years before people really played sentinel effectively at that level, and sentinel was helped out with a super fast fly movement, super armor, and massive health. It helped too that team watts had that annoying trap that people couldn’t get out of easily early, and that storm -> sentinel dhc was basicaly like a dhc glitch.

Just trying to trijump makes him a really bad magneto. Just trying to zone makes him a really bad zoning character.

To thunderbird: I suggest learning to start KK off of both. Why? Because it forces you to pay attention to the hit confirm range and later on, you’ll have to be able to adjust from situations into a hit confirm, and that ability really helps.

I think once you learn all the basic combos and hit confirms…I’d work on learning how to deny rushdown characters their game. Ironman is considered weak to rushdown, and you will always see magneto/zero/wolverine no matter who you play, so learning to deal with it early will make your life easier.

Iron man has lots of weapons? Yeah sure, its like having shit lots of toothpicks and fighting a machine gun. IM’s air dash is so damn slow its even slow in lv3 xfactor, and its not even useful in most situation.

Btw, there are universal air hit confirm combos that work in all ranges and height. And they have the same starter whether he is flying or not, so its not that complicated.

Just get off that coo-coo theory land and accept this piece of shit of a character will never be considered “good”. It will make your life a bit easier.

I’m pretty sure he knows Iron Man is bad, everyone here should and if not they are in denial. He’s just saying you need to approach matchups differently and use his different ‘decent’ tools differently in those matchups which I agree with.

No one is insane enough to suggest Iron Man is good, except maybe a vocal minority that don’t play him.

Yes, at the end of the day, he’s still a whackbot. He’s not a useless bottom tier whackbot like a lot of players think, but he’s a whackbot.

poor tony … i hate when i have to chase people … thats when he loses -___-