Ironman in depth

s.lk+cap, s.mp xx RP xx HARDDRIVE xx PC is all you’d need. doesn’t seem like there would be too many cuz CAP blasts the opponent hella far. but with IM as an assist you can:

launch /\ sj.lp, sj.mp xx fly, f.lk+IM AAA, f.hp xx unfly / AAA hits twice, s.hk /\ sj.lp, sj.mk xx fly, f.lk, f.hp xx HARD DRIVE (whiffs) xx PROTONCANNON does almost full life.

s.lk+AAA, s.mp, AAA hits, s.lk, s.mp xx sjc, sj.lk xx fly, f.lk, f.hp xx HD xx PC

or even a simple standing short, short, rp xx hard drive xx PC does almost as much damage but a lot easier.

you can sj.cancel a s.mp(1hit) on a grounded or falling opponent and tigerknee Harddrive also. on a standing opponent its kinda iffy to hit though. you gotta do it pretty fast.

still messin with the team in training mode.

every now and then you can go for the simple shit. c.lk, s.mp, c.mk+cap, dash foward, and you can either j.lk infinite or launch to whatever. IM ducks real low for the c.lk so the s.mp kind of fakes people out sometime so it don’t matter if they block, you’re just trying to trick them with the c.mk.

s.hk /\ sj.HP, aduf, sj.hp, sj.U+hk xx fly, U+HP+CAP, knee dive, missile xx fly, knee dive (or unfly)

kinda hard to get off. the missle doesnt combo obviously but its a very sneaky missile a if they block, you can drones+sj smart bombs. or just sj. smart bombs fly and call cap if they take the bait. if they get hit by the missile you can PC. if you cancel to fly immediately after the missile and follow it, the opponent usually will try and attack sicne you’re in fly mode and you might be able to get a U+HP unfly U+HP off.

i’ve also noticed for a solo ironman, the best way (IMO) to start off an ATG unfly combo is s.hk, u+hp, adf or UF, U+hp, U+hk xx fly, U+hp xx unfly, U+hp. 6 fierces in a row eventually leading in to an infinite. haha take that magneto. and obviously the chain after that continues with a dash, lp, hp, fly lp hp. so thats 8 fierces in one combo. it doesnt go over 10 hits so thats 8 fierces full damage in one combo. if you dash foward you cross up and combo. delay it a little and its a reset. If it resets, they’ll be dead with no need of a super. get that guard break, infinite > HSF and sentinel has one extra super and we know how much damage that can do

launch magic series xxx hard drive DHC proton cannon

i didn’t clarify…sorry, im talking about a fast fly combo with capcom in it that somehow can be connected to a proton cannon…

i was thinkin something like sj.lk, f.lk+cap, f.fp, cap hits, unfly fp xx super xx dhc to pc

as far as punishing a tag in with standing combos? s.lk, s.lk, call im, lp, dash back, s.fp, rp xx hsf seems good enough

i like last stuff you posted tho

i’ll try yours later. but i’m pretty sure you can

launch /\ sj.lp, sj.mp, f.lk+cap, f.hp, cap hits, RP, f.lk, f.hp xx HD xx PC

its kinda tough, but as with all double RP combos you gotta make sure you’re above the opponent the entire time for the lk after the RP to hit

yep, i can do that type of stuff if i get me a launch =) without launch though, if i juss hit with a limb, i can’t do that

your combo works, just tried it out. the HD whiffs. same as my combo though, you gotta make sure you’re above them or the last HP will miss. pretty damn good damage though.

i dont know, i kinda like using IM better. that one looks cool, but you build up more meter using IM, don’t need unfly, and you can still DHC to him. im referring to the

ff+IM, unfly, AAA hits, launch, f.lk, f.hp xx HD xx PC.

does the same damage but you don’t need the unfly and is much more likely to connect (don’t need to be above them)

yepperz yepperz xD i just wanted to know if there was a cap one that worked like that, thanks bunch for tryin it out =)

combofiend is on the nasty dmg with no bar combo hotsauce

sent/im dmg = too much

foreal though

call IM slightly before ->s.hk xx DPRP dash back, launch, sj.lp x RP does as much as the corner combo but hits midscreen. if you’re near the corner, then turn it in to the corner combo to unblockable = death

or in the corner you can

launch /\ sj.lp, sj.mp xx fly, f.lk, f.hp xx unfly, lk+IM, HP, AAA hits, launch to corner combo > unblockable

combofiend does pretty much the same thing just with more damage.

call IM slightly before s.rh, DPRP, dash back spit f.rp hyper ball. ive seen him do it on cables whenever they tag in stupidly with full health and by the time the combo is done they have less than 10% left.

didnt have room to post in the original post. so i’ll hide the combos everyones lookin for right here.

Both Combos are basically 1 rep, of a 2 rep semi-infinite. Learn whats in the brackets, and performing it two times in a row should get you setup for the jumping infinite.

Begin the combos after:
a) a launch /\ lp, lk, U+HP
b) anytime you catch them in a high super jump (thats not too high) with a U+HP

On Sentinel:
[FLY, f.lk, f.U+HP, unfly, DOWN+HP, adDOWN FOWARD, lk, U+HP xx FLY, f.lk, f.U+HP xx unfly, U+HP, AIR DASH FOWARD, lp, U+HP]x2, LAND, jumping infinite.

On Normal Sized characters:
[FLY, f.lk, f.U+HP xx unfly, U+HP, ad/DOWN FOWARD U+HP xx FLY, f.lk, f.U+HP xx unfly, U+HP, ad/FOWARD, lp, U+HP]x2, LAND, jumping infinite.

there are easier ways off a launch, but those are the required combos if you catch somebody randomly with a sj. move in the air.

Most Damaging off a Launch:(this one isn’t a two rep infinite)
launch /\ U+HP, ADUF, U+HP, U+HK xx fly, f.U+HP xx unfly, U+HP, ADF(x), U+HP xx fly, f.lk, f.U+HP xx, unfly, U+HP, adf, lp, U+HP xx FLY, f.lk, f.U+HP xx unfly, U+HP, adf, lp, U+hp, LAND, jumping infinite.

(x)means it crosses up. You can use a LP instead of the following HP. Delay the LP and it resets the combo. VERY good reset/mixup. The combo, if you noticed, has 7 FIERCES IN A ROW. 9/10 of the first 10 attacks are FIERCES, SOOOOOOOOOO MUCH DAMAGE. flips off magnetos 5 fierce

Note:
-all the combos end the same way, so if they are not low enough (or i forgot to put in a rep) then do another rep of [fly, f.lk (or lp), U+HP xx unfly, U+HP, ad/Foward, lp, U+hp]
-Any time you [UNFLY, U+hp] delay the HP as late as possible to ensure opponent falling far enough
-if you really want to win, and both opponents are grounded, c.lk, c.mp xx fly, f.lk, f.U+HP xxunfly, U+HP is still the easisest setup for the jumping infinite. my combos are for DAMAGE, and/or if you caught them in the air.

let me know if i missed a REP of anything. i feel like a retard and lose my attention when i try to picture each move in my head and if it brings them to the ground.

I needed those combos, thanks alot.

sure thing, i actually had to put in a couple normals i missed. i’m adding tips and notes as i remember them, so check back if you have problems

I’m just having a problem connecting that flying lk after: up+hp, addf, up+hp

im not sure what will work for you since everyone is a little different but either try

1.) altering the time of the unfly U+HP (earlier or later)

2.) altering how long you wait to do the addf U+HP (try earlier or later)

also note that ironmans U+HP has a LONG stun. often during these combos when people fly, they dont even fast fly. with that long of a hit stun, you can just fly and do the next move without cancelling the lag with a direction. making sure you fast fly can help although often its not needed if you figure out the correct timing. also make sure that if you USE the fast fly, that you are fast flying TOWARDS the opponent

Hey awesome thread!
The one thing im having trouble with is IM’s crouching wpx2 into infinite. :sweat:
After the wp launches I can’t follow up for the life of me. Any tips from someone who’s got it down? Thx

c.lk c.mp

When the c.mp comes out, release the joystick to neutral and then do d,u for the super jump cancel.

random question, does anyone else find it MUCH easier to do the c.mp cancel if you do c.lk, c.mp xx sjc opposed to s.lp, c.mp xx SJC.

on dpad on ps2 i could do the s.lp way consistently, but for some reason on stick i can only do the c.lk,c.mp consistently

Probably because with the s.lp you have to go to down, n, down, up while with c.lk you start with down, so you only have to go n, down, up.