Other IM infinites?

What other infinites does IM have besides lp,mp,lk,uf+hp?

I believe there’s one sj.lk,sj.lk, ad d/f, sj.lk,sj.lk,uf+fp?

But I dont know if it’s true, and I think it might only work on sent.

sj. lp, air dash forward, lp, lp, u+fp. Brandon showed me this way back, but you’ve gotta be fast to do it reliably.

Repulser blast infinite: (Ironman in the corner)
[s.lp, c.mp, repulser blast] repeat brackets

Unibeam infinite: (opponent in the corner)
[c.hk, lp unibeam, jump forward, j.lp, j.mp, j.mk, j.up+hp] repeat brackets

Smartbomb infinite: (Juggernaut in the corner)
[c.hp, smartbomb] repeat brackets

There’s alot more than this, but I thought these ones were interesting…

get sexy with it

HP Corner Infinite: (opponent in corner)
[hp xx fly, f.lk, U+HP, unfly, u+hp]

Lk Cancel Infinite: (Opponent crouching)
[c.lk xx sj.lk, addf, lk, u+hp / dash foward ]
if standing, you can throw in another lk right after the second one and dash foward for the first dash

LP Cancel Infinite: (opponent standing)
[s.lp xx sj.lk, adf, lk, lk, hp \/ dash foward]

Sentinel Infinite: anytime
setup your launch [s.hk /\ U+HP, add, U+hp \/]
Variation [s.hk /\ U+hp, adf, U+hp, U+hk]

All Fierce/hard Infinite: anyone
launch [sj.U+HP, adf, U+HP, U+HK]

Unfly Ground infinite: need unfly
[s.lp, c.mp xx fly, f.lk, f.U+hp,unfly, U+HP \/ dash foward]

disclaimer, i know they’re unpratical. i just like to see more people getting sexy with it.

posting vids would be sexy… :slight_smile:

lol, i only play at the arcade. i dont have a working console, but if anyone local would like me to go to their house and do the editing for me, i’d be more than happy to do a vid on all the stuff i listed

[media=youtube]CEnUsvLmV5g&NR[/media]

there you go a vid

do this one. If you can U NICE. ive done it until they spin out. lp,lp,upHP. its harder than lk,lk,uphp but u can mix it up.

yea i variate between lp,lp,up+HP and lk,lp,up+HP it feels like MVS all over again

before going on forums and crap i tried to learn the IM infinite on my own and actually started out with the lp, lp U+hp haha. but i couldnt do it until dizzy

im trying to do the all fierce infinite and i can only get this much consistently

launch hp ad/df hp hk then i land and try and super jump hp but it never comboes or ironman is no where near the opponent.

and the way i start the regular infinite is launch D+hk ad/df lk mk U+HP land infinite.

this is what i do VERY specifically. everyone that i know that can do it, does it a little different.

launch, U+hp, air dash FOWARD, U+hp, (x) U+HK and then repeat
(x) definies a crossup

key notes:
-after the launch, hold UP instead of U/F
-make sure you do the first U+hp as fast as possible
-the 2nd U+HP you should do right as IM’s body touches the other sprite. but a tip would be to HOLD U/F while performing this move and do not let go until AFTER THE HK
-Perform the U/F+HK as late as possible for it to combo

the U/F is important because it makes sure you keep on moving in the air to get that cross up. if the crossup and HK is performed, you should now be perfectly positioned like the opponent has been launched. all you need to do is SJ and repeat

oh and another tip, since after one or two reps of the infinite you already reach 10 hits. you can SJ U+HP, add, U+hp > jumping infinite after the first or second rep. its your best bet unless you like to be fancy

tech you pretty much nailed that, i will make a side note on the all fierce inf. You dont have to cross the body ever. It is possible to time the whole infinite to where you dont cross the body and just go across the screen, but its a little harder, and i think the constant crossing of the body looks cooler anyway.

Seal, i do it a little different than tech in that after i land my first rep on the re-super jump i sj up/back just a tad and hit fierce. After that first fierce you can just dash forward straight, when u touch the sprite hold up and hit fp again, then i wait till i start to descend towards the ground then hit RH, by lagging just a bit u can see whether you are going to cross the body or not and it still connects, so no worries. Any way you do it is fine, But no more than 3 reps of that inf is needed, cuase after that all damage is reduced to 1 i believe, so just get em into the ground after that. Hope that helps out. Peace

whats good about the cross up, is that its harder to block. i can stay on the same side, but usually only for a couple reps. if you want to really get fancy you can damn near cross up with every attack and still combo. its weird. its kinda like flying triangles around them haha. it looks SUPER fancy though and pretty damn tough to block if you mess up

k originally when i first picked up iron man i could do his infinite but then i couldnt do a solo inf set-up aside from nj.U+HK. so i gave up on him. then i seen the killa kelly vid so i tried again but i failed. then i tried fast flying with sent and i couldnt do it so i tried with iron man and i could so no i want to try ironman again.

Does the unfly combo string have any variations?

like is it launch sj.lk U+hp Ad/uf lk U+HP Fly U+HP unfly lk U+HP ad/uf lk U+HP fly U+HP …

i seen in videos that u can bring them from the air to the ground. and i think i read that if u use a lp instead of a lk then u can do it?

also, how come after u fly u only do an U+HP and not another lk U+HP. in training mode i can get it to combo.

and say in a match u know u dont have unfly but u manage to catch someone in the air with an U+HP so u proceed with one rep of the inifinite, would the best thing to do is instead of unflying to just do a lp unibeam or is there something better?

and say i go for the unfly infinite thnking i have unfly mode but i really don’t. i’m i safe? cuz no attack will come out and we would both just fall. Can my opponent attack me? can i even block?

i tried doing the fierce infinite again but, during the first rep, if i try and slow the U+HK down it doesnt combo.

also im trying to learn the infinite set up where u do launch U+HP dash down lp U+HP but the lp doesnt combo. however on cable only i can launch U+HP dash downback lp U+HP and that combos but that only seems to work on cable.

also since war machine has a faster dash would it be easier to do unfly comboes with him or is his fly too slow? i find it easier to fast fly with ironman then with sentinel, i fast flew with iron man my first try while sent took like a three days and i only got it four times ever.

lol k thanks oh yeah and killa kelly ur iron man vid is bananas ur ironman is teh haxor uber pwnage and tech master u really are a master i seen u on every character forum droppin knowledge

when you unfly, your supposed to do U+hp adUF lk U+HP. there are plenty variations, but the typical fly lk, U+hp,unfly U+hp, aduf U+hp is the easiest. there are several ways to bring them down. i wouldnt even practice that until you get the normal one down because you really gotta feel pretty much “free” with your ironman and have a good understanding of what moves should be done. the lp doesnt bring the opponent as high, so thats why you should use that if youre trying to bring them down.

if you dont have unfly and you end the combo with a unibeam, thats fine. just know your match up and realize what certain characters can do. cable can AHVB if you STAY flying. so after the unibeam, i would unfly or cross up immediately.

if you think you have unfly but dont, you cant even block. thats why you gotta pay attention to when you have it, and if you suddenly realize you dont. you may want to get to the ground depending who it is. magneto cant really punish unless he DHCs.

as i said, you want to do the U+HK slow, but not so slow that it wont combo.

the launch, U+HP add U+HP requires a little more strict timing for the solo infinite setup. i find the easiest one to be launch, D+HP, addf, lk, lk U+HP. the first setup should work on anyone though, as i said its just strict timing.

war machine has a faster dash but his normals are a little bit slower. ironman is superior, so i would really stick to IM.

ironmans fast fly is easier because you usually fast fly off the HP which leaves the opponent in stun for a LONG time. sentinel fast flys off shorts which makes it much more difficult.