his launcher has similar priority to storm’s c.HP, so it will beat a lot of jump ins. if your opponent super jumps, wave dash to get under, then go for a launch + doom (or some assist).
BH is another decent partner for iceman…you can call BH, superjump, d+fp, angled icebeam.
don’t do ground icebeam against cable unless you plan on nailing him.
not to be a stickler, but his launcher is more like Iron man’s 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, it’s a good assist in general for zoning because it does take up a nice 80% of the screen. I always used Icy/Doom/Cable
I find it’s 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 “Cable on second” 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
Some good BOBBY strats…
-build meter quickly, and relatively safely… SJ, at peak, d+fp-cancel to ball…
-do normal aircombo, then cancel icebeam into super…
-use iceman against beamers on point…and use him as an assist against physical attackers…
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 doesn’t seem to be there anymore.