wtf, dont stick me between this shit.
mah bad dawg i guess i’ll take this one
and superior tech u need to easy up a bit man its just a game im not even an extreme IM player all i said was i dont like cyke and u get all mad but yea i guess i’ll come play you. imma be in ct like in da summer i’ll pm you about it or so when i leave or w/e late
Where do u get off thinkin that im mad??? im not mad, just annoyed. I dont think twice about playing against IM, or with IM. I am fully confident about what i’m talking about, what i read, and what i see. I didn’t get mad cause u said “u didn’t like cyke…” i got annoyed because “not liking something” first off, has no meaning…then talking nonsense like you know how to use cyke…was just wayyyy off.
i’m on srk to learn and teach. People are never gonna get anywhere without an open mind. And it’s damn annoying knowing IM isn’t getting anywhere by hearing the talk about him on the boards. comboing ANY clean hit into an inf should have been 2nd knowledge for IM users, at least 5 years, and at most, 1 week at home in training mode.
damn u got me there my bad then so if i go r u willing to play me? ill go NJ ur rigth i guess im only good with iron man wit like psy, [most obvious] doom war machine and sent those are like my best assist for him [the way i use him] so yea i cant ehlp anyone wit im/cyke can u help me? cuz i play bh iron cyke but nothing wit my im/cyke seems to work thx in advance
no prob…PM when u get up here…IM/cyke…what you wanna know???
LOL how the fuck do u use em? [lol] cuz im only good wit iron man wit projectiles cuz they stop rushdowns from magz and Dr.Doom’s AAA and dats it psy’s not much help for me she sux with him i think thats IM’s like scrubbiest team jus block n block n send that bitch out free infinite. i think thats kinda scrubby lol IMO idk how to use cyke so if u would be so kind to tell everyone how. Because the way i use cyke is for like AHVBx5, BH’s INF., Storm combos, Magnetos rom, sentinel shit, easy stuff i cant see how IM/Cyke works i tried so hard to do shit. just start off with some basic combos and basic set ups for his infinite so help please
hmmm…where to start??? Lets start with the advantages of having cyc AAA. 3/4s screen horizontal distance, loads of invincibility, long block stun, when connected-easy aircombos, and quick to boot. Why is it good for IM? Because IM lacks speed/quickness ground level. In the air, he has tons of mobility. Cyc will give you that extra range ground level, space coverage+quickness for IM to follow up, as well as toptier defensive AAA.
unlike psy, cyc will pop them into the air, where IM can use his range and mobility to follow up. to connect the inf after cyc hits…heres some options.
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<cyc hits> sj up+hp, ad. d/f lp, up+hp, land, start inf. use this setup after double-hit triangle jumps to avoid flying screen effect. up+hp doesnt cause flying screen unlikes d+hp. universal combo…ALL IM users should be familiar with this. it is a MUST know combo. U DO NOT NEED CYC FOR THIS COMBO!
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<cyc hits> sj d+hp, ad. d/f lk, mk, up+hp, land, start inf. much EASIER to time.
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<cyc hits> sj lk, <then, same combo as #2>. basically same combo, except ur inputting a sj lk first. it’s quicker then HPs, just in case you a HP will take too long to follow up after cyc hits.
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call cyc + sj SBs <cyc hits, then SBs> up+hp, ad d/f up+hp, start inf. use this to start up an offense. cyc covers ur ground, while IM goes into the air to setup SBs. If cyc hits, u get an inf. If blocked, cyc will keep them in block stun. SBs will cover cyc. Just fall w/ the bombs, and follow up somemore for a mixup.
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<any air combo>, activate flight, down+hp+cyc AAA, unactivate flight, (IM lands + cyc hits), sj up+hp, ad d/f lp, up+hp, IM lands, start inf. Again, that universal combo everyone should learn…it leads to a lot of things. Anyway, this is an aircombo, to flight, to cyc, to infinite. Meaning, if ur attacking someone in the air, and as so much as a simple “jab” hits…you can put them into a ground inf to PC. This combo is STRICT on timing. So if you’re good w/ combo #1, and ur good at knocking an opponent into a well timed cyc AAA, ur IM will be very strong.
These were just some inf setups. The main thing using cyc as AAA, is that u shouldn’t be thinking him as a “infinite starter…” If u understand his assist, u’ll realize how well he compliments IM. Use him as an AAA, use him to cover space, and use him to force a 1on1 game between IM and the other character.
Cyc will force opponents to act and give U time to react. If they attack cyc, after u call him…no prob. U should have SBs, and you should be above them, drop, attack, mixup. Use it as bait. If they try to counter cyc w/ another assist, IM is a good 1on1 character. get in there and see what happens. If they SJ away, mixup as they come down…or attack them in the air where IM is strong. If they block, unibeam to chip, SB/normals to stay in control.
Thats all i can really think of right now…in general, just be patient, and look for holes. Dont be afraid to block, when u have an AAA like cyc, u kind of want them to come after u. Remember, all u need is that 1-hit…if u know their patterns, call cyc, and inf.
Damn!!
Dang superior tech thats dope. damn i really gotta play you then wanna meet up at evo? or sumthing in case i dont go to CT? dat shit would be tyght man and u should make like a short vid of all dat shit dat would be crazy. anyways so IM/Cyke is like wit magz right? you have to de set ups after he hits them? like for example…
c.lk+cyke c.lk [cyke knocks him up in da air] super jump hk addf lk lk land ROM- dats with magneto
is it da same way with IM cuz aint that kinda hard? cuz sumtimes the easiest set ups r hard [FOR ME} like dis one…
launch up+hp add lp up+hp sumtimes i go to high dats it for now thx in advance
P.S. i said im no hardcore IM
yup, same idea. Combowise, IM can do a lot of things Mag can do, and more.
i guess im/cyke is dope as hell damn i gott put him on a team but i cant use sent for sum reason… :xeye: im da worse sent user of course i know my combos and shit but i cant pull them off
Ok, so I’ve searched around the infinate threads and prety much understand all of them, but I can’t do them. I’m not skilled enough to do the unfly infinate, all I want for now is to be able to do the simplest one. Is this the simplest one and the correct way to perform it?
In the corner: s.hk (launch, hold up/forward), sj.lp, sj.mp, (pause)sj.lk, u/f.sj.hp, land, (jump up forward), j.lk, j.mp, (pause) j.mk, u/f.j.hp repeat.
Or should it be sj. after you land. It’s these minor details that’s messing me up.
Is this the infinate from the Mitsu vs JW 2005 vid? I noticed mitsu called out AAA Cable just after the launcher but I can’t quite see what’s going on.
If some one could go into as much detail as they can it would be most apreciated. I find it hard knowing when it can and can’t be performed bucause of height, weight, characters, everything. Seeing as I’ve never performed an infinate before. Half the time I can’t connect the first mp after the lp because they are to low and they land prety much the same time as me; confusing. God marvels harder than 3s, lol.
Unlfy infinite: (anywhere on screen) s.hk, sj, u.hp, dash up/forward, lk, u.hp, fly, lp, u.fp, unfly, u.hp, dash up/forward, lk, u.hp, fly, lp, u.hp, unfly, u.hp, dash up/forward, lk, u.hp …
Not much detail but ehhh. Dont do it too fast be patient and take it slow but not too slow.
In my personal opinion, you only need 3 ironman combos.
- This is the infinite i use if i did NOT use a triangle jump to start the attack.
Dash in or whatever, c.lk , s.hk, /\ , Nuetral+FP , Addf, ad.sk,ad.mk, U+FP, Infinite
2.This is the inf i use if i DID use a tri jump to start the attack.
Tri-jump, j.sk ,j.sk, / , dash forward, s.lk, s.hk, /\ , U+FP ,ADD, ad.lp,U+FP, Infinite.
- This is the combo to do if you catch them in the air with a sj.lp or whatever.
Sj.lp or whatever, U+Fp , aduf, ad.lk , u+fp, Fly , f.lk , f.U+fp
Hp unibeam. Or continue the unfly inf if your in unfly mode.
Thats all i really use combo-wise and i do pretty well. IMO the jap setups are overrated. Its just as easy to use launcher setups if you know which one to use to avoid flying screen. I can do the jap setups, but i find i fuck up sometimes when compared to the regular setups.
IM/Storm/Cable
Best IM team hands down IMO.
Over rated not really. Ever since I have learned this its been the easiest setup. It all depends
on what u practice and your skill level I guess. Mixing up with crouch canceling and launcher setup gives IM more cross up options. If your opponent always sees the same setup over and over cross ups become more predictable. Launcher setups are useful as well Im not saying they are useless. To me when ever I go for launcher its mostly to cross up. It has to be on a grounded opponent though. When they are in the air even a lil bit I dont like to use it as a cross up and go for and INF or an AC into another possible cross up.
I don’t really see the point of the SJC setup, if you can land a low LK, why not just launcher into infinite. I don’t get it.
If you’re not quick enough to hit confirm the c.lk, then the c.mp is safer when blocked/whiffed than s.hk. There are ways to make s.hk safer on block… but it might distrupt IM’s flow-- especially if you’re trying to rush.
IMHO, the jap setups would be preferable for someone who has good execution but doesn’t have the ability and/or the inclination to hit confirm the c.lks or do something to make s.hk safe on block.
On the other hand, if you have less-good execution, or are very good at hit-confirming, or don’t mind covering the lag on blocked/whiffed s.hks, then the s.hk setups would be better, due to better damage and (arguably) easier execution.
Just my $0.02
Uh. You do know most people connect IM infinte from Cr.LK (or LP), Cr.MP, St.HK…right…
Good point, I’d been using the other setup for so long that that didn’t occur to me. In my case, though, I still don’t notice whether it hit or not fast enough sometimes. I sometimes accidentally input the command for a sj cancel even after they’ve blocked the c.lk AND the c.mp… which is still safer than a blocked s.hk.
I suck, I know… but I’m sure there are other people with the same problem… sometimes we can’t count on reaction time so we’ve gotta make sacrifices.
But yeah, s.hk is generally better. It’s easier and more damaging.
Yeah, and if you notice, you have a fair amount of time after the MP to hit confirm if you notice, so it’s not so bad.
I was talking to Toi, and he said the SJC’s are mostly for show and because they get boring. But I mean, if you get just as good with the SJC as with the other for kicks, why the hell not? You know?
I’ll stick to my boring basics.