Ironman gameplay questions

you just need to do a few quick reps of the reg. infinite and then they’ll be low enough easy. lk has enough stun and picks them up enough for it to be possible

you can get them low enough, then just repeat reps of [sj.lp, adf, up+hp, land, nj.lk, mp, up+hp] or [sj.lk adf up+hp, land, reg. inf] also

or you can just start them both off of a sjc cr.mp

I was able to get cr.lk, cr.mp, sj.lk adf up+hp, land, sj.lp, adf, up+hp, land, sj.lk, adf, up+hp…good luck keeping that combo up…and i was able to rep sj.lk adf up+hp about 4 times in the corner…you need to cancel everything fast so that the lk doesn’t pick em up too much

you can also: [sj adf lk, up+hp, land, reg inf], repeat

mess around with sj adf lp up+hp too of course…

Iron man best play

nice. I wish he was as fast as he was on msh. then he could probably rom lol

You can also do the super jumping/air dash infinite on sentinel, black heart or Juggernaut.

launch them with S.FK, SJ.FP (neutral), Air Dash D/F+LK, LK, UP+FP, land, (SJ.LK, LK, air dash forward, LK, LK, UP+FP), repeat parenthesis.

Also take into mind that your positioning on the SJ.LK on the way up makes a world of difference.don’t immediately press LK the moment you hear the “swish” from the super jump, make a slight second pause because you are gonna want to hit them with the SJ.LK around the chest area, then after that air dashing will let you connect with the other 3 hits so that you can come back to the ground and repeat.

i prefer doing the sj.lk mk right away, and then air dashing forward with lp, mp, up+hp

that infinite is very lenient with attacks, where you dash, and how you time certain attacks. its more fun if you don’t even do a set infinite. incorporate some unfly sexyness in there! i mean, if you’re doing this infinite, you’re trying to show off anyway right? =D

yeah, very lenient like roming sent.

Any more on this J360 or Superior Tech or anyone?

perhaps the problem are the assists I’m using. drones does makes things easier…but when I have rocks I can’t do what you were recommending before. sent is usually in the air, at the distance best for him. up fierces won’t hit. they use his flying and dashing speed to stay away. use max range lks. never let me get close enough for doom to beat commando (if they are using them) so commando instead beats doom. manuever around smartbombs etc.

I can’t really pressure him into the corner as you said. I would say that’s the best that can be done with my IM team.

Smart bombs and up fierces are rendered nearly useless. Neutral Fierce is most useful for these smart sents since I can stay away but hit sent. so it’s really just a game of constantly doing that unless they want to try to get close (which they don’t).

even a solo sent is trouble, until I ground him.

IM really can’t get close enough where he can do something against sent (with only doom/mag as assists)

hmm can someone explain how that u.hp u.hp u.hk infinite or semi-infinite goes? like do i need fast fly? any set ups? sorry if its been posted but im too lazy to search :bgrin:

Hey guys,

I trying to attempt to learn Iron man (since he is my favorite hero) and I’m having some difficulties utilizing him at all in combat. My team currently is Iron man AA Cammy AA and Psylocke AA…

I can’t seem to land his infinite at all during a match… Everytime my Psylocke AAA hits, I’m never in position to land the infinite, so I’m usually stuck with an C.lk - C.lp - to PC on the OTG. And If I can’t even land the psylocke AAA, my iron man can’t do much besides super jumping smart bombs…

I can switch out psylocke with another assist that you guys recommend. I’m decent with Sentinel so do you guys recommend his Ground or projectile assist? Doom AAA? I want someone who will add to my cammy’s rushdown while assisting Iron man to land his infinite. Is there a way to land it through a launcher?

Or should I just go with Combofiend LOL?

Psy is good with IM for a variety of reasons… but landing the infinite… is only one of those reasons when the player doesn’t know what they are doing…

Here is how you land the inf… by FAR the easiest, safest, and most consistent way to start it… welcome to the world of the sjc… or Super Jump Cancel…

basicly from standing or ground dash… superjump and the nanosecond your toes leave the ground you air dash strait fwd or d.fwd as needed… canceling that dash as quick as you can into lk, u+hk… and then just start the inf… doing this is the very first thing you should probably do when learning IM ground inf… start the path from trying to land the inf out of a scrub ghetto assist setup… to an ironman who is far faster and more effective w/out an assist setup… easycakes…

with psylocke as an assist its kinda hard to soley go in to the infinite on reaction to psy. Its best to use the assist already after a combo has been initiated. its easy in training mode but thats because you don’t have a moving opponent. you simply just have to play against an actual opponent, even AI, and learn to move comfortably with ironman. Know his spacing and timing to get the infinite off of his normals. You need to get used to using j.lk to begin the infinite because you can do it with a late reaction since the lk hits a lower opponent.

you could also try calling psylocke, then air dash D/f U+HP. that will almost always land unless you are point blank of the opponent. in that case you could just simply jump and start the infinite.

and just for the sake of utilizing different times to call your assists. You can use ironmans s.hk as an anti-air to tri jumps. hold U/f and call psylocke. if it hits, continue with a combo. if it doesnt, you stay grounded and psylocke comes out to protect you from retaliation.

if you want to keep cammy, then i would go ironman/cammy/sentinel. cammy is really good with drones and it can’t be bad to have one of the best characters in the game on your squad.

i’ve never tried it, but the team seems like it could be real good. not top tier good, but good. with those two assists you can pretty much control space real good. if you don’t get first hit when the round starts, you can play keepaway for a bit.

they’re more than likely to try and get in on you rather than just simply dodge everything you throw out, because quite frankly thats too hard to do. so take that in to consideration that you KNOW they’re going to try and get in. so if you properly control space with a couple drones and smart bomb setups you are baiting them to get hit by your s.hk or an anti air with cammy once they finally get in.

If it hits they now have two problems. They have to doge your zoning and once they get in they realize its not entirely safe to attack. Sooner or later they are going to hesitate once. they’ll jump in and maybe block and thats when you try and do some training mode setup thats a guaranteed infinite.

if you land a sjc off a mp i would probably go for c.mp xx sjc.lp, adf, lp, U+HP. there are benefits to learning that setup in particular, ie mid screen and corner guard breaks.

combofiend is probably the best team WITH ironman in it, but not necessarily the best team to support IM. Ironman has the inescapable guard break with magneto assist and sentinel does really well with the ironman/mag assist. Mags is just beast with either of the assists.

Doom is an assist you pick if you want ironman to be the sole enforcer of the team, or at least in most cases. I’d only pick doom over sentinel if my ironman was just too sick. i find myself getting the lead early more often when having doom behind me. its just not as good as combofiend because you’re basically picking doom just for an assist and not as a point character.

when having ironman on the team and trying to decide on a team, you have to take a few things in to consideration.

How is the best way to kill people with ironman on the team?

You can either have ironman first. This is when you want an assist that really supports him. You want to be able to land that infinite right of the beginning of the match. Rocks is probably the best decision here.

You could also have ironman second. DHC proton cannon is godlike. So if you have somebody BEFORE ironman in the rotation, you need to know they have a twirkable DHC. You want to KILL somebody off with the dhc that way you get guaranteed guard break.

If you just like the ironman assist, then thats when you would put him last. So you want both the characters above y ou to be very effective with ironman assist. Perhaps Mag/Sent/Ironman or Storm/Sent/Ironman or even Cable/sent/IM.

This game is hugely about team chemistry. So you need to think about all the specifics.

hey guys,
i’ve been playing IM for a while. I am working on touching up my Jap inf setup specifically this one

c.mp xx sj.lk, sj.mk, addf, sj.lk, sj.hp (up)

i am having issues getting the timing correctly where i end up not being able to jump on time to do the infinite.

I believe it’s the timing for my ADDF that is my issue.
either i need to ADDF earlier/later
OR
ADDF longer/shorter
OR
timing for the UP+HP before landing.

Any tips for this setup?
thanks in advance.

Also… the mp xx sj.lp xx adf xx sj.lp, up+sj.hp is super hard. i assume this have to be executed extremely fast to work. . .

it should be 2 lk (lk, mk) after the air dash

and yes, I guess sj.lp, adf, sj.lp is…“fast” faster at least. it’s the preferred setup really if you do jap setups (I don’t really do jap setups cause I like damage :P)

THanks Beats,
I have tried the 1 lk after the ADDF on cable and doom several times and it works once in a while, but i’ll give the two lks a try sometimes tonight.

im just learning it for the hell of it… it’s an OMG wtf kind of combo is that?

i assume you prefer air comboes into infinite?

yeah, it varies by how quickly you press each lk (that first one is the one that can really change the combo)

yeah, I prefer launch, sj.up+HP, add, sj.lp, sj.up+HP, land, infinite

or n.fierce setups too of course

So the first two LKs after the sj cancel have to be done instantly…
and the timing is pretty much strict depending on character’s size for the ADDF lk . . .
sounds troublesome, but it’s worth it when people go OMG lol

Hey beats,

I’ve been practicing your set up for the infinite, but I’m really not getting any results. When I hit the U+HP,ADD, the lp doesn’t connect or it gets blocked. does the lp have to land instantly after the air dash?

Also I’ve finally decided to main ComboFiend. I’ve got the Magneto unmashable tempest combo down using Iron Man’s assist (well not down, just 3/10 LOL), but how does Iron man play on point with this team? Like the guard break using Magneto’s assist, how does it work? Anything would be fine, thanks in advance!

IM guardbreak + Magneto assist.

Opponent falling in.

J+HP / sj.lp, adu/f, lp, U+HP xx f.lp+magneto, neutral hp xx unfly, magneto hits / infinite

make sure the initial HP is performed on your way down like the basic guard break. The first dash can be in different directions depending on your spacing.

wow tech, it was a lot harder than I expected LOL, I was thinking more like mag assist to j HP into infinite, but I’ll practice that haha.

I got the launcher infinite set up ok, but when I land and start the infinite it gets blocked… IM really does have the easiest infinite to do, but landing that thing is so much more difficult haha