MvC2: Iceman

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.

taunt a lot.

I HATE this sob. he always gets me with his bloody icebeam(yea its probably just me). He zones or w.e pretty decently.

doesn’t the icefist keep him from doing simething?

Spiral/sent chips him to death.:slight_smile:

I started an iceman thread a while back. Use the search feature. I posted a list of what he doesn’t take chip damage from.

sort of safe from cable… then again cable isnt really much for chipping… just a guard break then ahvb…

You should do bla bla bla…launch, magic series icebeamXXarctic attack to get more hits off the super.

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??

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 :smiley:

I’m talking about storm’s 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 combos…

Does any one know how to do the iceman infinite? The one on the ground, it looks easy to do but i can’t get it.

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

That sounds like something YOU’D say…damn turtle. Play mags. =P

lol cable/doom > iceman and grenades chip for somereason…

iceman

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…

whats this infinite that i hear of??? How does it go?

It was shown in one of Joo & Yuta’s 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 punch…

Probably involves suki cancelling or something like that. Absolutely NO idea how they did it. :eek:

His infinite does involve Suki Cancelling.

And what is Suki Cancelling?

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.

Here is the next best one I found:
http://www.gamecombos.com/forums/showthread.php?threadid=6607&highlight=suki+cancel

I’m not even going to try to explain it myself, it gives me a headache. :sweat: