(psy…shot?)
spongebob! (smartbomb)
donkey punch!
(psy…shot?)
spongebob! (smartbomb)
donkey punch!
From best to worst (for being IM-based and how much the team as a whole benefits him):
IM <B> | Sentinel <Y> | Cable <B> = Team Toi
IM <B> | Cable <B> | Doom <B> = Team Illan
IM <B> | Storm <A> | Cable <B> = Team Mitsu
Magneto <A> | IM <B> | Sentinel <Y> = Team COMBO FIEND
If you’d like me to explain why/how, jus’ ask.
Jus’ $.02.
No one plays IM/cable/Psy??? Bullshit.:bluu:
'Cuz both IM/Psy and Cable/Psy are mediocre at best.
Why? Would Cable/Storm suit him better?
IM/Storm and Storm/Cable are both leagues better than IM/Psy and Cable/Psy.
Even though playing Cable/Storm is hard, to say the least, the other two combinations more than make up for it.
In addition to that, Team Mitsu has safe DHC for IM to leave; ICP does not.
Fuck. Well till I learn IM good enough, I’ll keep Psylocke. I kinda depend on her a lot.
IMO i don’t think combofiend should be at the bottom of the list, or at least for overall team chemistry. team Illan is a great team just for IM support, but both magneto and sentinel are better characters/duo when you’re not even considering ironguy. throw him in there and sent is GODLIKE with that assist.
Mitsu isnt bad, but lacks dhc of doom and im/storm or im/cable/ or storm/cable just aren’t as good duos as combofiend.
team phat toi is good but man, magnus is just MAG-FUCKING-NETO. i don’t know if combofiend is the best IM team, but i just don’t think its below a couple of the ones you listed. i even think storm/sent/im is better than a couple of those.
^^^pretty much what I feel
it’s pretty much best assists for IM vs. best overall team with IM in it.
IM plays a pretty big part in ComboFiend once you get the first kill through DHC to IM…GB to INF heaven. Unless you go through the GB to (or with) PC dhc to HSF>>>profit
whadabout Mags/IM/Doom (tentatively named The Gentlemen, by myself) :’( it’s a fun, but jank-ass (AKA stupid, weak, lot of work) team
IM has insane amount of ground support with drones and em disruptor. IM needs absolutely no help in the air. What Iron man lacks is solid ground support which is provided by sent/mag. The block stun and cross screen range with these assist make up for his slow air dash which when accompanied with drones is very effective. And two un-escapable gb setups with two assist make it the best IM team IMO.
As an overall team, I agree that COMBO FIEND is the best on the list. Basically 'cuz once Magneto touches you (assuming he’s starting…which like 98% of all CF players do), the match is over.
But I was basing my list on best assists for IM, on teams that “work” and give him the most/best benefits while he’s on point. However, to tell you the truth, after witnessing what J360 did w/ that team @ SB3…I’m starting to consider that CF is probably better for IM than both Illan and Mitsu. But IMO, I like Cable AA more than Magneto’s EMD for IM.
Jus’ like beatsofdevil said, there’s a difference b/w a team that benefits IM the best vs. the best team that happens to have IM on it.
Also…personally, I’m not really a big fan of IM/Storm/Sent (or whatever order that team’s supposed to be in). Jus’ somethin’ 'bout that team that bothers me, dunno what it is…
Jus’ my $.02.
P.S. I experimented w/ Mag/IM/Doom years ago…but couldn’t get it to work. In theory, it should work like a watered down version of CF. ROM->Un-mashable tempest XX DHC PC…ggpo.
drones with IM are sick…iunno about em disruptor though. I think rocks is up there above EM-D.
ugh, rapesquad (right). DHCs of deaths. It sounds like a pretty good squad, but meh, Magnus is fun
yes, the gentleman are a way watered down CF…but I don’t play sent…and it was my first toptierish (non random low tier team when I was a noob to how mvc2 should be played) team that I’m going back to learning/playing. but ugh at trying to work with it against all dem psylockes and cyclops and sentinaaaaals
Why are drones good? I don’t know jack about Marvel so don’t yell.
block stun
extend hits/combos/hit confirm timing
possibility for resets from that^
setups to INF in the corner for IM (including from GB)
jank type antiair/protection (if you get hit, drones hits your opponent a lot of times if they are not careful…a lot of times they either are forced to block, or will be in hitstun enough for IM to recover>>infinite>>profit)
control quite some space for quite some time because of that^like j360 said, it’s dat ground support
spreaking of which, no help in air J360? whaddabout against sent? ugh…I can manage a bit with the sents who will want to try and fight in the air, how I want. but against the ones who know IMs limitations and that he can’t really catch sent if he flies back (LOL) but will hit you inbetween you trying to attack him. I’m sure I’m not doing some stuff right, but when I don’t do anything I just land back on the ground after a SJ, get owned (stomped) and repeat until death. my only chance is getting a lucky hit in the air and a2g to PC or hopefully getting a nj hit to inf to PC
UGH against sent. I use rocks though. I can’t imagine EM or Drones would help anymore (well drones might if sent tries to stomp) but in those situations I find anti airs really help IM. I do better against Sent sometimes with anak/IM/sonson compared to mag/IM/doom simply from IM/sonson doing thangs compared to doom gettings beat out by everything
Ughhhhhhhh. So is Sent hard to learn? Cause I guess I gotta replace my baby mama Psylocke with either him or Storm.:bluu:
every character (well top tier at least) has some good simple stuff to learn, from there as you become a better player your sent becomes better.
depending on the level of people you’re playing, it may be easy to profit with sent and his keepaway shenanagins/HSF/super armor/low damage input but high damage output
I love playing with Combofiend as long as sent doesn’t get snapped in or I can win before it comes to sent…lol. I don’t play him or really practice him for a couple reasons. Combofiend might be a hard team to learn him with compared to having commando or cyc back him up
This is quite possibly one of IM’s biggest walls, but that wall can be broken down. To be honest with MUCH experience vs sent players (too many in NY) after a while you start to learn that fly back dont mean shit.
Be patient force sent towards the corner, take an aa here and there for unfly. Whore smart bombs and ABUSE up fierce. Iron man is about interruption/counter hits. If you can force sentinel to jump, the only way he can call an assist in the air is to fly (which most sents have a bad habit of doing).
STAY ON DAT ASS, drones will enable you to initiate the block stun that you need to stay close to sent on the ground and if he ever decides to sj and try to fly, your in the best possible position and the worst for sentinel RIGHT UNDER HIM. Theres nothing sent can do against a well timed up fierce, and if sent doesnt fly? he gets put into more block stun. Drag his ass down and put him into more block stun.
Gotta get to work will post more later.
not any harder than the other gods.
his ground game consists of distant spit spamming, when its safe to go in then you go for high/low mixups with c.lk xx fly, or when they think you’re going low, then immediately go for a j.lk, hk combo. if the opponent comes towards you then you can counter with a fly frying pan.
if the opponent blocks everything, who cares as long as they aint hitting you. all sents moves cause guard damage. instead of going in and rushing, you can always dash back to bait an assist and spit xx HSF that bitch.
for air game, what you’ll be doing the most, learn the priority of his moves and the max distance each move will connect at. whore re-fly pressure strings in training mode, NOT IN THE REAL MATCH unless they have a solo character who doesnt have a decent anti-air for themself.
don’t abuse your anti-airs, or at least don’t let them get punished, and learn fast fly combos.
ugh
finally got the IM a2g without any assists (still need to perfect it). I had the habit of speed ingrained in my execution, and I had to let go of it and allow some time after my up+HPs to do the combo…namely the unfly, up+hp section.
I’d be doing fine with the infinite, but wondering why I’m barely too high to complete it…
and j360’s variation of just doing up+hp, addf up+hp, fly, fly forward just a bit, f.lk, up+hp, unfly, repeat is pretty useful
keep that in mind those who are trying to learn it
ALSO: unibeam while trying to addf is sooo annoying, lol
tell me about it. i mastered the combo, then dropped ironman in serious game play and can’t do it no more. its one of those combos you gotta stay up on, at least for me.
j360s version is nice, but a bit more difficult because of the specific fast flying. very useful though cuz the sooner you get to the ground, the easier it is to get them to the corner. if i were learning, i would learn his though since both take time regardless.
the unibeam coming out is probably my biggest problem also. what you could try doing to avoid the unibeam is after the unfly U+HP, addf, press U/B+HP. should solve your problem. just a little confusing with all the directional inputs