The “unescapable” Japan guard break is sj.Jab, dash forward, sj.Jab, sj.uFierce.
If you want to play evasion Iron Man, he’s rather basic in that aspect, but he’s also basic in rushdown, which is why he’s not really top tier. But anyways, superjump, smart bombs, dash B/UB smart bombs, sj.neutral FP while falling to dissaude them from trying to ground dash at you.
Yea, that japanese guardbreak is unescapable if you time it right…but it’s also hard. An easier is j. lp, j. u+fp, land infinte. It’s easy and if they block or pushblock or get hit, it’s infinte time. Problem is the position doesn’t give you as much priority as the jap set up does, so if you mess up the timing or something, you get kicked out of it. The SAFEST guardbreak is j. u+fp, wait til they guardbreak, launch and do flying screen set up.
Avoid getting rushed, by using his launcher and doom assist, random j. lp works well vs storm/mags that like to rushdown with short cuz it beats them out and leads to infintes. fp/rh are different, cuz you need to launch them out of it or stay away from them. Doom helps so long as you don’t call him when they’re right on top of you…storm’s fierce has a habit of beating out doom at that distance, but not if you do call doom early.
at the start of the match, call doom and launch, if you hit, go into infinite, if not, cancel into lp unibeam…OR…you can j. lk+doom at the start of the match. both are safe and allow you first attack and a safe start.
edit:
zenpuken: try launch, lk, u+fp, ad upforward lk, u+fp xx fly, lk, u+fp and unfly infinte if you can. vs cable, do NOT end in unibeam, as he’ll kill you and there’s nothing you can do about it.
do i need to use doom’s assist to not get rushed down? what about cyclop’s AA assist or cable’s AA? anything i can do with them or without any assists at all at the start of a match to not get rushed down?
I hate to tell ya this but doom is not the best against rushdown unfortunately. Most good mags, or storm players can take doom out before he even starts those damn rocks(myself included:p ). Do the rocks come out sometimes?? yes, but the more you call doom the more he’ll get fucked up, most of the time when someone calls doom consistently through out a match he’ll lose a whole lot of energy. Cyc. is a much better choice to avoid rushdown or help defend against it, so is capcom. However i would use cyc. simply because he gives IM so many options.
Actually calling Doom and then s.rh is not a bad plan on Magneto and makes his life quite miserable for awhile. The major problem is what are you going to do when the rocks go away to cover yourself while Doom goes away?
Storm doesn’t care, she can just typhoon into storm is a bitch super.
what’s his B&B air combo where it ends in a unibeam? i think it involves flight mode somewhere in it also, but i’m not sure.
another good way to start the infinite is to use sentinels projectile assist (lp rocket punch) and they bounce up to the right height for the infinite.
Like I said, it can be true that dooms gets hit out, but I think it does better than a conventional anti air for two reasons: the first and foremost is the chance that he can snap you in and your AA is SOL, and now on point vs an angry magnus. That’s never any good. If they snap in doom, you’re still good because all you need is Photon xx PC(or HVB xx PC) to even the damage or take the lead. The other problem, is it’s alot easier to counter cyke/cable as AA with capcom/cammy, and doom beats out most anti airs except for cyke. =\ But yea, I can’t argue that cyke doesn’t help out IM’s def alot.
My team is cable/im/doom though, and if I’m REALLY struggling vs rushdown, I’ll start cable and have doom AND IM aaa assists…and that’s not easy at all for mags.
rick: SJ smart bombs, dive, assist, whatever…IM doesn’t HAVE to stay close to magnus, and if he wants to breathe he has that option.
A question about the Japanese setup…on the people less taller than Cable, how do I change the setup? Because the regular sj.LP won’t even hit them sometimes.
You just need to work on it a little bit more, it sounds like your not hitting the sj.lp quick enough. Your talking about the very first sj.lp cancel right?? Just remember you gotta do it quick. Trust me it works fine, i can do it against Roll just fine, and she is tiny, just practice on it you’ll get after a while.
heh interesting infinite variation on huge sized characters:
normal infinite, launch sj. u.hp ad d lp, u.hp land infinite 2 reps launch repeat
basically do 2 reps to bring them lower, then do jap u.hp setup, does a bit more damage and looks pretty nice
been experimenting a little with War Machine so might as well ask here - how do you connect his Proton Cannon - i’ve tried c.lp, c.mp XX Jab Shoulder Cannon XX Proton Cannon, or s.hp XX Jab Shoulder Cannon XX Proton Cannon after the infinite, they both work but not often at all - is there a better way or should i just work on the timing?
i also noticed that War Machine’s s.mk recovers a heckuva lot faster than IronMan’s, not that anyone uses it anyway :wtf:
sorry for the triple post but i meant to ask this too but i forgot - is it ever possible to OTG after a Proton Cannon (IronMan’s or WarMachine’s) or a War Destroyer? cos i remember reallllllyyy clearly that a double Proton Cannon combo was posted before, but i was a n00b then so i didn’t bother reading it, and now i can’t find it again
yea u can but it is really really really (really really really!)hard to do what u have to is u have to get them at the top of the beam so they bounce a little then u have to be quick and dash and otg them this is easier with warmachine becuz they bounce off his missles