Ironman in depth

yea i understand that, but i get the c.lk version 99% of the time successfully. the s.lp i get maybe 1/10. doesnt seem like it should be that hard. oh well, its all for show anyway. 3hit infinite with s.lp, c.mp variation is just too sexy

omg…i just found out you dont have to be in fly mode to get unfly with IM or WM…

any fly character crouching mediums cancel into 1 rep of unfly.

seriously? example please?

i’ve noticed a bunch of times with sent and IM that i aquired unfly without getting hit but i’ve never been able to find out why. it happens quite often but irritates me that i never knew how

I feel IM teams are so “well” known that he has been confined to those teams and people have failed to really try to explore different teams and styles of play with IM.

Right now im working on two or three teams with ironguy.

IM/sent/capcom
IM/storm/tron
IM/sent/tron

I like IM/sent/cap because it makes his matchup against magneto and sentinel way more managable, and helps to control against a running storm (better than im/doom or im/sent-a or something). im to sent dhc always kills and even if you can’t go from air to ground infinite,you can still half life anybody with a basic ff combo from im/cap.

I just started toying with IM/storm/tron, but i must say I do like it, i am going to play it against some comp and see what i can figure out against a runaway storm, cuz that is where i see this team lacking bigtime. but i have tron to pin point character down so i can try to get some funny ad/f rh’s off. also storm’s horizontal typhoons are too good when u throw into them. if you throw a regular size character (including storm, THANK GOD) with storm-a it otg’s on the other side of the screen and you have time enough to get two wavedashes in and hop straight into the infinite starting with lk. and on sentinel if you throw with storm-a you just hop into the infinite with lk because it hits sentinel real close to you. this means throw to tron = done, throw to storm =)

I have been messing with IM’s sj.ad/f rh’s and they seem really glitchy and broken, especially on sentinel…the same way you can go down with rh, up+rh is good on sentinel because it breaks his super armor and leads straight to the inifnite with lk.

i really want to put storm into an IM team because i feel she is the best chara on the gd game and she uses the meter that IM gives the team from his infinite WAY better than sentinel. and i hate cable/tron, i think it is balls.

a new lil strat im trying to develop with IM is constant pressure from smart bombs. somebody try this out. c.fp+storm-a, fly unfly, sj.smartbombs(low to ground), ad/f sj.fwd+fp sj.smart bombs, call storm-a AS SOON AS U hit ground and tk lp unibeam, etc…not that THAT IS THE set pattern, but something like it could be used to bait assists out and chip.

im also trying to develop something with tri jump’s (that you KNOW will be blocked) add some smart bombs after a tri jump lk fp, can’t really see the use in it yet unless you get pushblocked and u r trying to keep them pinned…not sure…a work in progress =_=

give me any new thoughts =)

Those videos just made me want to play iron man.

Lame Iron Man bug.

FP unibeam cancels out assist attacks!

Im + Sent proj assist.

Midscreen, stand at least 3/4 screen away. Call in sent assist + fp unibeam and the arm goes right through.

Lamest bug ever.

i’ve tried messing with that 7 fierce unfly stuff today…

actually, I actually went right to trying to make one that didn’t have any lights based off the combo tech master gave

launch, up+hp, aduf up+hp, up+hk, fly up+hp, unfly up+hp, addf up+hp, fly up+hp, unfly up+hp, land, infinite.

no PC needed on cable…just reg infinite to 60 hits, he will die. strider dies much quicker. that last fly>up+hp is tricky. I got it every time the first several+ times I tried it, then all of a sudden I couldn’t get it…grr…just gotta be precise in timing so they are higher up.

when I couldn’t get it to combo as reliably any more I made (of course, mighta already created, but yeah):

launch, up+hp, aduf up+hp, up+hk, fly, up+hp, unfly, up+hp, addf, up+hk, [fly, up+hp, unfly, up+hp, adf, up+hk] repeat brackets till whenever (as long as you have unfly) start a reg jump infinite after any unfly>up+hp…now that’s a lotta fierces

depending on how you refly, you of course may need to do something like unfly up+hp, adf lp, up+hp if you see you are a bit high. you can also reset (adf[x] lp, up+hk) between adf reps (or switch sides and still combo) to be fancy :wink:

if you really wanna fierce it up, land, launch sj fierce infinite (next combo itinerary for myself to learn)

EDIT: nevermind above.

launch, up+hp, aduf, up+hp, up+hk, [fly, up+hp, unfly, up+hp, adf up+hk] repeat

is simpler

The forums need more posts like this. Im glad to see other people experimenting with Ironman and figuring stuff out on their own.

yea, i’ve been telling ironman folk that you don’t need to be so textbook unless you reallly need the win. Ironman has SOOOO many variations to get real sexy ESPECIALLY against dat sentinel. just hit dat training mode and come up with some saucy shit.

thanks.

doing the setup, and then 2 reps of the “infinite” part, resetting with a crossup and doing rest of fierces with unfly KILLS. ugh…

Question (even though you just talked about finding stuff out on your own lol): that “unblockable” I’ve seen you do to sent in corner (j lk, mp, mk, up+hp, land, juf lk, mp, mk, up+hk, land, hp, hk, air combo into mag-A and repeat) is it really able to be unblockable (like magneto going under sent and using HP)? Or is it an ambigous crossup?

I’ve done it to people I play against (2 reps is UGH), but after a while they tried blocking toward me and they block it. Perhaps I’m going to deep…and doing it a little more under makes it unblockable? Or is it just ambigous crossup? (like sometimes it looks like it would crossover but you gotta block it correctly)

I also saw some other unblockable (or crossup) setups after a launch in the corner on sent. is it the same?

I understand if you don’t wanna really post all the info you have on it, just wondering, maybe you can PM.

So yeah, I figured out some setups using Unfly Install (where you get a free rep of unfly under certain requirements…in this case: 1 light then 1 medium)

didn’t post earlier because they aren’t too practical…unless someone is better at flyingxxunflying then launch or sjc setups.

midscreen: cr.lk, cr.mp, flyXXunfly, lk, up+hp, land infinite

(easier, but seems to be strider-size only…) cr.lk+mag-A, cr.mp, flyXXunfly, up+hp, land, infinite

works corner too

in corner you can do something without an assist though and not as hard as first setup

**cr.lk, cr.mp, st.hp, flyXXunfly, lp, up+hp, land infinite.

rollable, but sorta funny: cr.lk, cr.mk, flyXXunfly, d+hp (or n.hk), OTG, j.lk, mp, mk, up+hp, land , infinite

if you wanna get extra saucey in corner (pretty difficult…but you can always mix it in between his other infinites): cr.lk, cr.mp, flyXXunfly, lk, up+hp, [st.lp, cr.mp, flyXXunfly, lp, up+hp]xN…doesn’t quite work midscreen it seems…they get too far, but can still mixin with other infs**

just a few setups…plenty more I’m sure, especially with other assists.

Awesome, I need to work on those combos. Really helpful!

Would IronMan/Sentinel/CapCom be good for beginners? Probably not like Team Scrub, but for people whom are trying to learn IronMan and Sentinel at the same time? Any match vids of this team being played well?

that team lacks some chemistry because capcommando knocks the opponent way too far away to set up Ironmans infinite. On the other hand, Sent/commando is one of the most dangerous duos in the game. The only way that team would work is if you got your Solo Ironman infinite set ups REALLLY good. If you look at pretty much very iron man team, the assist helps Iron man set up his infinite. On the other hand, Sentinal’s assist (Rocket punch or drones) both help set up the infinite well, so it could work.

eh, I wouldn’t say it lacks team chemistry. you jsut gotta play it kinda funky and a bit different from other IM teams. Of course its not a top tier team, but its still very functional.

Ironman can play very defensive. Captain commando is a high damaging assist and you’re more than likely going to have the opponent eat a couple AAAs. You can get pretty tricky and BAIT the opponent to catch Capcom to the face with sj fly/kneedives xx air dash. once they eat capcom you can unfly safely/call smart bombs. Even if they don’t catch capcom, you can throw out smart bombs anyway to cover you and call him again or use sent to cover your unfly to the ground.

or if you catch em with a couple normals in the air, if you can get a few fierces in and combo Capcom, that does ridiculous damage.

After they eat a few counter hits, you’d be surprised how much damage this combo does

tj.lk,hp / c.lk+capcom, c.mp xx proton cannon

does STUPID DAMAGE. you wont even need the infinite. they’ll either be dead, or you can dhc to sent for death.

or you could always start SENT. Sent w/ IM AAA is fucking GODLIKE, and so is sent w/ capcom obviously. If you watch combofiend, he does most his damage when starting SENT and abusing the IM AAA correctly.

DHC to ironman for death, guardbreak and there you go.

if the opponent is about half life you can

with sent:

Launch /\ sj.lk, sj.lp xx fly, f.lk + capcom, f.hp xx unfly, HP, QCF+PP, DHC IM

so yea. its definitely not the BEST team, but its one of those teams you definitely shouldn’t sleep on.

yeah i shoulda said weird over the chemistry issue. As you may notice in my post, after i said that, i kinda started talking about how the team DOES have chemistry lol. Commando + smart bomb and j. fierces definitely zone well. and yeah sent is there to help set up the infinite much like he does in other IM/sent teams.

yea, if you really think about it, ironman CAN play somewhat kind of self dependent when on point.

His most common assists are EM Disruptor, Drones, and Rocks.

With rocks its a bit different. He can rush down MUCH easier opposed to EMD or Drones. The way the rocks work, they are stationary for half the time they are out (spinning around doom.) Then it is shot forward. It is real versatile as it serves as an anti-air, projectile to lock someone down, AND chip damage. When IM has doom, his entire play style CHANGES to compensate the abuseable assist.

With EM Disruptor and Drones, he pretty much plays like he’s playing solo. Not entirely, but for the most part he does. Whether he has drones or EMD, he is pretty much doing the same things as if he didnt have an assist. Going for random s.hks, SJ’s and dash forward lp’s to create different means of travel and hit werird angles that will hopefully land that U+HP.

How often do you see a high level player get tricked with a cross up drones? 80% of the time, they will block the drones and then after that they will block IM’s next rush attempt. Basically the assists are used for counter hits or to cover some hole in IM’s gameplay and not necessarily to setup the infinite.

WIth all that being said, you could now see why captain commando isn’t really a downfall to IM’s game except for the simple fact that he’s not as functional of a character as Mags, cable or storm. Hence why its not a top tier team.

What makes it “funky” to play is the technicality of actual combos since its hard to combo with Capcom and the fact that you can play the runaway game instead of looking for openings for infinites. Since you can change your gameplay from looking for random hits to infinite or to playing a defensive game, really keeps the opponent thinking. However, if you think about it, capcom assist isn’t chosen TO COMBO, but more so for its vertical advantage and raw damage.

Take sent/capcom. if you’re spit checkin a fucker, you’re not sad if the opponent gets in and EATS commando but you didnt get to combo. You’re just happy that he ate commando in the first place. Sent DOES have the fast fly combo that does fuckin damage, and guess what? You still have that combo since sent is on the team. Ironman still has DUMMY combos that have capcom. if you catch somebody with a sj.lp then you can

sj.lp, U+HP, U+HK, ADUP, U+HP xx fly, f.lp+capcom,f.hp, xx smart bombs.

this does ALOT of damage for no super or infinite and you could probably incorporate another fierce in there for more damage. The smart bombs wont combo, but it will force the opponent to block. you can unibeam for chip, or just start back at stage 1.

All this is just assuming you even start IM or have him in with both assists. I really don’t even think i’d need to explain Sent tactics with IM and Capcom AAAs backing him up.

to bring sentinel from the top of the screen to ground infinite with 2 reps of unfly:

cr.lk, cr.mp, st.hk, sj.lp, sj.lk, sj.up+hp, sj.up+hk, adu, sj.lk, sj.up+hkxxfly, f.lk, fl.up+hpxxunfly they are now at the top of screen, n+hp, addf, lk, slight delay, up+hpxxfly, f.lk, f.up+hpxxufly, n+hp, addf, lk, slight delay, up+hp, land, infinite

remember to fly forward a bit after the “addf, lk, slight delay, up+hpxxfly” parts and that you can addf quite a bit, after the neutral fierce, before hitting with lk

neutral+hp is your friend

in corner: use the same combo (air dash straight down instead of df…unless you’re low enough and are too far for an add attack to hit…) you only need a maximum of 2 unfly reps to bring anyone (didn’t try on servbot/roll) down from top of screen,only one rep of unfly at lower heights

EDIT: another thing I like about using neutral fierce (as opposed to up+hp addf combos) is that you don’t have to worry about messing up during the uf, df, uf movements of your stick and a unibeam coming out

hope this helps

i have to try that beats