Ironman gameplay questions

s.rh is too cheap and godlike

yeah but thats still conditional ya know… magz/storm/sent’s don’t give up unflys just like that… at least the ones that live out here.

usually a lp unibeam does the trick. Most of the time its used as an anti-air, or while the opponent is in the air. It counters a lot of reset/tri-jump rush downs effectively. trust me, its pretty godlike if used correctly. Also his leg reaches REALLY high, if timed correctly its difficult to punish (assuming you even have a fast enough move)

As for flying methods, i’d ff.lk+assist, dash foward, knee dive or somethin like that

random question: I was reading a thread somewhere where someone said that Cyclops is a better assit for IM than PSY and that his Anti - Air can lead to IM’s inf. I’am trying to practice it but I can’t get the timing or position down. Any suggestions?

to punish rushdown i agree lp unibeam and s.hk pwn… but if you through out the s.hk more than 2 in a match a good storm or mags will punish it especially with msp.

nah, cyclops may be a better anti-air in general, psylock is better cyclops for ironman.

with cyclops u have to time it perfect but with psylocke uh ave so much more leeway.

to start up the infintie with cyclops AAA if ur close just jump up as soon as cyclops hits and go striaght into the infinite, lp lp lk hp

but that probably wont happen in a real game ull probably be farther away so u would want to dash in and jump up and u have to press U+HP right after cyclops 3rd hit (the red bullet) hits, and u have to do it in a way that u are falling when u make the hit, then u land and go into the infinite.

its definately not easier with cyclops

all i do is whore roundhouse and i play the best, trust me whore roundhouse, its too cheap and is deadly in the hands of a smart IM

yea, its not punishable if you do the shit right.

if somebody is rushing your shit down with tri-jumps you’ll either trade hits, or they get hit. that will make magneto think twice about tri-jumps which takes half his game plan away.

if you time it so that you hit somebody from there jump while they’re as high as possible, its not punishable if you play smart. ex: unibeams, assists, etc. or cross ups etc.

How do you fight magneto and storm…help please

IM counters magnus with his limbs that beat out everything magnus has except crouching short at opening of the match. Get your hit timing better, and make sure you have the solo infinite setups down, if you need help with that check out the rest of the IM specific threads, they have alot of useful information on Infinite setups, and if your a visual learner go on youtube and type in MVC2 Iron man and see what vids you get. IM’s infinites are what make him BOSS.

For storm all i can say is if storm hits the skys you can beat her, if she stays grounded you might have a harder time fighting seeing as how usually shes backed by some buff assist that can combo into something much worse. Use air feirces to out prioritize her and keep a good distance so that she cant beat out your limbs. lp unibeams are good against storm if used across screen to keep her from hailing you to death. Play against her a little more and youll see what im talking about.

And last of all, if any of them ever get to close to you, and they put you into a situation where you have to block and you wont know where to block hit that standing roundhouse button, it beats out virtually everything they can throw out thats not a super move.

s.rh<3

^ I’m still having a hard time landing a solo infinite. I was watching a youtube video with the easiest setup possible I think it was jump in up.rh into infinite. That super easy but I cant get any of the dash down set up’s. For into ironman’s whats the BEST setup’s.

I want Ironman to be my main but I can’t get the solo stuff down.

for me its the super jump cancel one. c.lk, c.mp xx sj.lp, adf, lp, U+HP, infinite. none of his setups are THAT easy. its really just about practicing until it is easy

Its kinda like the SJCs for Magnus, its hard to find the timing, but once you do, its like second nature. The reason the crouch cancel setups are far superior is because you can actually rep them, instead of the NJI.

We all know the NJI makes you lose unfly, which takes away from your one hit kill game, it affects your ability to vary guard break, and also takes away the one sj. FP leading to the ground option> j3hit inf.

Playing like this you will almost NEVER lose unfly, whereas doing the s.hk>NJI means that if you lose the infinite, miss a reset, or miss a guard break you arent gonna have unfly to help you re-take control of the situation. That makes a big difference in your “Option Tree”. lol

try this:

crouchxx setup (either one) > sj.lp AD lp <up> fierce > sj. lk, lk, AD lk, lk, <up> fierce > s. lp, c. mpxxSJCxxlp AD lp <up> fierce

It maintains heigth rather well, you keep unfly mode, its really not that hard when you get it down, and you keep them at the perfect heigth for Proton Cannon when you get them to the wall.

If you wanted to be showy you would re-launch and use the unfly to ground combo just for the hell of it. Crouch cancels are just practical.

what do serious IM players think about strider\im\doom or IM\s\d?

I’m curious to know what the team’s options are vs s\s or if its going to have some tricky matchups? I’m mainly concerned about IM\D vs teams and if its going to be affected from lack of an AA assist.

i’ve been using that team as a handicap for some newbs and noobs in the arcade. as for my experience, i guess im/s/d is just an average team.

i use it with IM on point because it gives charges for strider and has a safe DHC out to strider. i find it difficult chasing runaway/flyaway characters though[specifically, storm]. cable is easy to manage. sent is quite easy if vs with strider with levels. as for mag, just block.

i dont know if its just me or what… but i seem to have more ease in doin c.lk, c.mp xx sj.lk instead of sj.lp… the sj.lp always misses… is this beacuse im cancelling too late??

as long as you do a successful sjc and press lp at the same time as you input “up” it should work. lk is just always better for hitting an opponent when they’re a little too low for LP. lk is fine to use as long as you combo, but its a little harder to combo in to the infinite than a lp. so i dont think you’re cancelling too late, maybe just pressing the LP a little late?

Yeh i think its more like me pressing lp a little late… i just played around with it in training mode on my xbox controller before i try it out on stick… its coming out but not as consistant as i would like…

blah. xbox controllers are horrible