Iron Man Pressure, Spacing & Mixtape thread. 2nd Test + footage of Texas Iron Man (Danke)

It’s not necessarily that I feel he’s the most valuable on point, it’s just that if you feel that the midrange zoning/spacing game is a strong suit of his, that’s the best place to put him to actually be able to do that.

It’s still probably the case that Dante + Unibeam is more valuable than Tony + Jam Session, even though Dante’s more capable on his own than Tony.

I will say that playing Tony on point leveled up with my game with him so much faster than if I’d been playing him at anchor. For as nasty as start-of-the-round situations can be, it’s worse when you’re coming in after a character kill.

Apparently j.S is active for 10 frames now. :tup:

If you’re looking to leverage active frames. jB is still your best bet.

Also, I’ve decided to break up my Iron Man stuff into separate vids. First up, is going to be repulser blast.

So, if any of you have any nifty tricks with repulsar blast, either as an assist or on point let me know. I will go over using it for combos, resets, and oki, as well as some of the unique things that the repulsar assist does.

There was a buff to the range of the j.s, the active frames is 10 now and the recovery is 2 frames less (27?).

Yeah j.B is too gdlk with c.M once you’re in krispy kreme range especially.

I don’t really have anything you don’t already know as far as like pressure or anything since I picked this guy up like literally 2 weeks ago. The only thing I know is the basic stuff like his poking and movement which I picked up pretty quickly from playing Doom. He feels fine to me movement wise since it’s not much different from Victor minus the ADDF.

I don’t know if this is new or if it is in the 40 minute video, after a Replusor hit, you can do j.l xx ADD for a reset (j.l, j.m, j.d/h, chain or air throw). It can be pretty deadly in the corner, because both option will lead to massive damage. You can also do a similar reset after a long combo due to HSD, the Replusor will not full combo, and if your opponent isn’t aware of it, you can just jump and grab him/her.

Actually, I forgot about this one. It’s on the list now.

Pretty much obvious but it can’t be advancing guarded. Allows for piss easy lockdown setups with assists that are hard to punish. Can also be used for resets such as: BnB into Repulsar blast (Call Sentinal a) (opponent recovers) Repulsar Blast xx spread (Drones connect) ADD mixups, Ofc this is corner only but it’s still rather useful.

Oh, two things I’ve been wanting to throw out there for a while now: His ground throw game and st. M. His ground throw game is really good now, and he seemingly recovers from the animation almost twice as fast as he did in Vanilla. You can get about 4 plink dashes in assuming your opponent rolls backwards (most people’s default decision) to get Tony in their face. You can setup just about any mixup you want, assuming you don’t want to continue zoning.

Also, I’m sure everyone knows this by now, but you don’t need Smart Bombs at all after the throw in the corner. This still seems to surprise a lot of people I play.

st. M is a quality poke, and st. M, cr. M is a viable hitconfirm from midrange. Shit’s really good. More Iron Men should be using it IMO.

Not to mention its +0 on block

Yep got all of those. (and with some other assists). I’m trying to make it work with a raw tag at the moment. I think I can… :).

nice man, really can’t wait for these vids, any idea on a schedule?

I’m just gonna integrate them into my T&T series. So I should have the repulsar blast one out over the weekend or just after.

I decided to split them up because of lenght, and also, some of the things apply to multiple characters, like the Marlinpie Guard Break setups, and fuzzy guards. So I wanted to cover them in a less specific manner, even if IM is still included.

about the super jump ADD:

first the general theory i feel about it:

best used defensively as it doesnt need assists to be good also of course good offensively if opponent is locked down, especially in the corner.

as far as how i envision it being used, i see it just like a neutral jump in sreetfighter ie you neutral jump bisons short scissors or rogs jab rush punch or feis rekkas then punish with a jumpin combo… this is how danke was using it and i feel thats the best version of it… if we watch dankes openings with IM most of them came from that pattern.

as far as what moves to use i feel that best all around is D+H… neutral H while having bigger range and probably better for spacial control wont be able to convert off hits from max range at all so i feel in the end its kinda weak if only because of that though i think Lunibeam into lvl3 will combo from max range so thats probably pretty strong and hitconfirmable.

all of these are defensive neutral jump ADD moves and what i believe there strengths and weaknesses are:

H (most range, least hitconfirmable, medium speed compared to everything else, also weaker to slides as it can wiff over some, definitely a good move)
D+H (hits below ironman so good against slides, 2nd most range, same speed as H, can wiff against slides and other forward moving moves if the moves take them behind ironman)
S (slower startup than the H’s, less range though its negligible, HITS BEHIND IM so that if a slide goes beyond him he can still crossup the slide or dash or tridash etc. controls less vertical space than the H’s meaning that it has less air to air priority than those moves… basically meaning that he can be air to air’d easier out of that move… still a good move though but the H’s beat it out in economy fairly well)
M (the best all around of all the moves, has the least range but still has really good range, quickest startup making it have priority that rivals the H’s though not as good cause of lack of range, can hit behind IM though the overall crossup hitbox is smaller than S, can also hit slides well like D+H, if in doubt you could probably do decent just using this over all the other moves)

overall because of this i believe that mixing up between D+H and M is the best overall strat as they are the most well rounded while throwing out a neutral H once in awhile when you feel you just need the extra range. over all though i feel like H and S are a little to specific for my tastes when i have 2 other moves that both do what they do while also doing more things… marvel and fighting games in general are about using broken moves that cover as many options as possible at the exact same time.

anywho i just thought i’d write this up as it seems as if people are still thinking mostly about offensive variants of the superjump ADD… and while those are good i think the defensive ones are even better.

-dime

Yeah I’ve been hearing about the cross up S but it seems weird to use unless you’re at super jump height for dealing with people. I guess the idea is just kinda run it like Doom’s air S where you’re just at super jump height hoping you fall on something or can you use it like the super jump ADD j.M/H stuff where you stay at normal height?

well the use i see for the jumping S is basically when you KNOW that your opponent will be doing something aggressive grounded, but dont know exactly what that will be. S is the only normal that IM has that hits behind him like she hulks jumpig H or zeros jumping H… etc. jumping M CAN hit behind but the backwards range pales in comparison to S as far as offensively using S is concerned… YEP its just about throwing out during a superjump ADDF when you dont really know where your opponent will be or figure they mght not be in the position they were in when you started the ADDF. its just basically IM’s version of a wonky hitbox mvc3 derp move that hits everywhere.

also if your TRYING to cross up with it, i dont think thats how its designed… just look for it to crsossup mostly cause your opponent caused the crossup by dashing forward or something like that.

in other words its an opportunistic random crossup that protects you from dash unders. not a move that you’d manually try and force to crossup… at least imho.

-dime

Yeah that’s similar to how Doom’s air M (and now air S) works because you can kinda just set it and forget it since it overheads and crosses up at the same time. I guess you just use it as his hammer type move to shut down people trying to dash under you because people will definitely look to dash under Iron Man since they know they can’t compete with his normals.

Been having a lot of luck in fly mode with j.2H. Once it hits, unfly into a j.H as you fall, then do a regular ground dash into ABCS -> air combo and then extensions. Good damage and really reliable.

He has so many patterns and things to get used to, it all just takes time.

yeah man… its easily the thing that makes him so freaking hard to use… ironman has tons of shit, but remembering all of it and PUTTING T INTO PRACTICE is ridiculously tough. i think ironman is the most complicated character in the game… hes the exact opposite, of like ghostrider or nemesis in terms of derpness.

@DJ… what are you on about?

-dime

On one hand, you can learn a really limited number of combos with him and be set there. But you have to get used to like dozens of different neutral game tricks to confirm and convert combos from his zoning stuff. And his corner game against incoming characters take practice (to get the timings consistently).

Dude is bonkers.