Ironman gameplay questions

How can I combo into the infinite if I start with a double overhead. (like jumping lk,mk or lk,fp) It sends them into flying screen after the fierce.

launch, up+hp, add (or addf) lp, up+hp, land, start infinite is the most common way…of course there’s other ways with unfly or flying screen

those were a decent watch. thnx 4 sharing

Ah I see now. I practiced it off of a launch and got comfortable with neutral hp, which gives the flying screen off the double overheads. Using up+hp solves it. Thanks

EDIT:
Meh I’m having trouble with this. What usually happens is the second up+hp misses b/c I have gone too far underneath the other character and it comes out behind them. Could someone link me to a video with it or explain it in detail?

Try air dashing straight down lp, up Fp. If that doesn’t work, air dash down back lp, up Fp. So it goes…

air dash down foward lk, d. fp / lk, launch, j. up+hp, add (or addf/addb) lp, up+hp, land, start infinite.

yes

air dash straight down is what should usually be done.

I would recommend never airdashing down back

down forward can help in some positioning situations too…but it sounds like you might also be airdashing too much or something.

hmmm

The following U-HP Setups are the best IMO:

They go like this: (after overhead attacks und landing)

1.) LK, HK, SJ Forward, U-HP, dash down-back, LP, U-HP, Land and start combo

or (I prever this one)

2.) LK, HK, SJ neutral, U-HP, air dash down forward *, LP U-HP, Land and start combo

  • After u started the airdash downforward u must release the the stick. If u keep holding it forward u will dash forward 2 much (because of the aircontroll u have during a SJ). So airdash, Release and press neutral UP to make the UP-Hard punch.

3.) LK, HK, SJ Neutral, U-HP **, air dash down, LP, HP , Land and start combo

** Use this against Sentinel. Against him it’s the best setup after a launcher because it’s easy against him. If you are playing against other characters than sentinel you must not press the first U-HP immediately after you SJ-ed because eather the LP will whiff than beauce the enemy is 2 high or it wan’t be combo because the break between the first U-HP and the LP has been 2 long. Sentinel falls faster than the other chars and thats why this setup is the easiest against him.

I hope I could help you.

Hannes4D

Thanks guys, I’ve got it now. I was cancelling the up fierce into the airdash, lp too quickly. That led to the opponent being too high for the second up fierce to hit. Also for anyone interested, I found out that if I follow the launch with a straight up sjump, then I should dash df. If I follow the launch with a upfoward sjump, then I should dash straight down.
Now if I could just get the guardbreak and comboing into proton cannon…

I always sj uf and air dash straight down during the setup and never have a problem. I would say it’s your best bet

You can also start iron man’s infinite by simply calling on magneto’s capture assist right before you do a hp throw. He’ll toss the opponent into mags hyper gravitation, and all you have to do is jump and start doing iron man’s infinite. it may take some practice to call an assist while performing a throw. u can also do this with ruby heart’s AA assist, but u must have a little more precise timing when starting his infinite.

i got a quick question, what do u do if if u kill the character u are fighting and there assist is still on screen? by reflex i always just hit them with hk thinking i can just keep hitting them with it like if it were mags c.hp

sorry if this has been posted before in the thread

I usually laungh, up, add lp, up+hp, land, repeat…

I keep forgetting to go into practice and think of something more effective (that doesn’t move forward) if possible…

maybe this week I’ll have a chance

so after the launch u sj. and dash down with out hitting them first?

nope

up+hp after sj-ing. then air dash down, then up+hp, then you land, then launch again

ah ok, sounds like that does damage. cant wait to give it a try :tup:

u wouldnt happen to have a vid of that would u?

yes that is correct it does do damage because the counter resets every time after u add… so u dont have to worry about doing it quickly because the slower the better!!! or u can just launch fly up +rh xs, then up lp +rh, then RH again and unfly manually then launch and repeat!!

you can also do launch, up+rh, add, up+rh, land, launch and repeat

or launch, sj add, up+rh, land, launch and repeat

EDIT: launch, sj.lk, [sj.u+hk, recover, u+hk, land, launch]xN

I decided to pick up Iron Man full time recently to rekindle my love for the game.

I have a question for all of you who do Air to Ground Combos in matches.

First, when do you guys normally go into them? I usually go for them whenever I hit them with a sj. normal myself and confirm into it. Is there any reason to do air to grounds from a launch or is that just considered flashy?

Also, are there any known Air to Ground combos with Storm-a and Sent-y? I have learned the ones with Cable-b and Cyke-b, but I wanted to know since I’m maining Storm/IM/Sent.

I try to whenever I get a hit in the air and they have a lot of life. if not a lot, regular is easier if you even need it at all. if in the corner with the right assist, knocking them into it is easier or even just flying screen if you can kill 'em without a PC.

launch is only flash…or damage too for a lotta fierces

don’t really use those 2 assists. of course, in the corner, you can knock 'em into drones, land, nj.lk, mp, mk, up+hp, inf

Good lookin out man. I never knew how fun Stark is to play now lololol. :looney: