I started an iceman thread a while back. Use the search feature. I posted a list of what he doesnāt take chip damage from.
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sort of safe from cable⦠then again cable isnt really much for chipping⦠just a guard break then ahvbā¦
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You should do bla bla blaā¦launch, magic series icebeamXXarctic attack to get more hits off the super.
BarrelO
46
You can usually get more hits out of air combo into super if you start magic series with short instead of jab.
found that other thread of iceman http://shoryuken.com/forums/showthread.php?s=&threadid=16344&highlight=iceman+chip
good stuff in there!
So good assist are sent/Bh??
erco
48
not to be a stickler, but his launcher is more like Iron manās then storms. storms has good horizontal range while the two beam happy boys have great vertical range.
Again, sj back, down fierce, Ice Beam is stupidly effective.
Just a tidbit I found out: His variety assist (iceball) is really good and beats out doom clean 100% of the time(assuming you can get your assist out). Also, itās a good assist in general for zoning because it does take up a nice 80% of the screen. I always used Icy/Doom/Cable 
Iām talking about stormās c.hp launcher. are you thinking of her s.rh one?
whats some good setup combos after the ice hold grab useing assist too for extra damage, other then the standard combosā¦
Does any one know how to do the iceman infinite? The one on the ground, it looks easy to do but i canāt get it.
I find itās way easier to kara cancel ice avalanche into Arctic Attack in an aircombo than icebeam.
Anyway, Iceman is a good character, and can actually be used as a sort-of āCable on secondā counter character. If your first guy can beat his first guy, you can get in Iceman and just block. It works fairly decently, and is a good way to not have to think on average comp at least. LOL
That sounds like something YOUāD sayā¦damn turtle. Play mags. =P
lol cable/doom > iceman and grenades chip for somereasonā¦
iceman
Some good BOBBY stratsā¦
-build meter quickly, and relatively safely⦠SJ, at peak, d+fp-cancel to ballā¦
-do normal aircombo, then cancel icebeam into superā¦
-use iceman against beamers on pointā¦and use him as an assist against physical attackersā¦
whats this infinite that i hear of??? How does it go?
EEK
57
It was shown in one of Joo & Yutaās combo vids over on gamecombos.com. Probably volume 6.
S. Short kick, S. Fierce punch, dash S. Short kick, S. Fierce punch, dash S. Short kick, S. Fierce punchā¦
Probably involves suki cancelling or something like that. Absolutely NO idea how they did it. :eek:
His infinite does involve Suki Cancelling.
Saige
59
And what is Suki Cancelling?
EEK
60
Complicated to explain. I originally read about suki cancelling on gamecombos.com forums, I think eidrian posted a thread explaining it. I tried searching for that thread for you but it doesnāt seem to be there anymore.
Here is the next best one I found:
http://www.gamecombos.com/forums/showthread.php?threadid=6607&highlight=suki+cancel
Iām not even going to try to explain it myself, it gives me a headache. 
You know who elese is strong??? Some guy you never heard of named Cordell in Orlando I lost a bet with him now he is the best in the world!!! OMG Too Strong!!!
Just general info guys but,
Suki Cancel = Canceling a normal to block, to cancel recovery from your normal. This allows you do do follow up attacks not normally possible because you are canceling your recovery time. There are conditions, however.
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There must be something on the screen you can block, or you may not enter block from a normal.
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You must be mid combo to safely accuratly preform it, as you can not sjc off a blocked normal.
It is match doable, but is very situational, and generally you wont find many good uses for it in a match. More important is learning all the guard cancel setups, and how to combat them, and learn everything about pushblocking in general.