{ ShellExecute ('Iron_Avenger.exe') } //UMvC3 Iron Man combo thread

Duck Strong’s air to air combo is indeed really good but you have to make sure you hit the j.dH unfly H at the end. If you fuck it up and do j.H unfly H or j.H unfly S it won’t work.

Sometimes I do it correctly and the jump loop still doesn’t carry them low enough for the the c.M, S to connect though. I’m thinking that learning to do j.dH unfly j.dH would solve this problem, the trouble is this motion is incredibly awkward, at least for me. Danke uses this in his air to air and TAC combos so its obviously a good thing to learn but I haven’t found a way to reliably do it yet. If anyone has tips on how to do it I’d appreciate it, I think if you took Duck Strong’s combo and did j.dH unfly j.dH before the jump loop it would always work. j.dH xx Unfly j.H is easy but I haven’t found a way to go from j.dH unfly j.dH yet without screwing something up in the process.

Does Duck Strong’s air to air staircase work off of ironman’s launcher as well?
Also, I know there’s been a lot of arguing about consistency vs. the other combos, but the other launch combos have some merit if they do more damage than KK in the midscreen. If you trijump or something and you know you are close enough, I think it makes sense to hitconfirm into the more damaging combo if that’s what you want to do.

Why would you need to do the air to air combo off a launcher? As for the KK, its been explained countless times why its better than the relaunch combos. If you still don’t want to learn it, it may be time to find a new character.

Because KK hit confirm is off of c. m. What about situations off of antiair stand A? If a relaunch does more damage and you know from hit confirming that you won’t drop it, then doing a more damaging combo makes more sense.

The staircase is exceptionally useful because it works off of multiple situations. KK is pretty much a flight combo that starts off of ground stand C. Last I checked, in high level play you’re not always going to hit characters in situations on the ground.

Also, I’m not saying don’t learn KK. It’s the bread and butter. You gotta learn it. But it is neither the most damaging or the combo that corner carries the best. What it is, is safe and reliable. There are going to be situations where you need something else.

Examples?: I’ll pull off of what the magneto players are doing. Because of hyper grav loop in the corner being so good, the players developed variations to the BnB flight combo that allows a corner carry from any position. The magneto players have a good reason to learn these setups because of the hyper grav loop, but positioning is also important when designing snapback combos and resets, etc. When designing combos, why shouldn’t we do/learn the same?

Anti air st.a is almost always a bad option, that normal has a terrible hitbox and leads to terrible damage. The thing you don’t seem to understand here, is that aside from super optimal corner combos, there AREN’T better damaging combos than KK. Iron Man’s damage standardizes to be within 50k given just about every midscreen combo, regardless of how ridiculous the confirm is, and the thing is KK actually scales hitstun the least out of the lot of them giving you better assist extenders and thus letting you end up with more damage.

Staircases don’t work of multiple situations with this character, go land an anti air stand A and show me a real staircase off it that does more damage than going into a fly loop, fuck at that point you may just want to end up doing a smart bomb relaunch. There aren’t people on SRK forums who care more about optimization than myself, if there was a truly better option for “strong” confirms that you know are going to hit I would be all over it – the fact is there isn’t, at least not that anyone has seen outside of as I said, some crazy corner combos that are mostly character specific or require a TAC glitch that is breakable. KK is actually decently lenient and can be hit off multiple jabs, or an air to air d.h that leaves you low enough to cr.m, which is quite a common occurrence. The only way I see a st.a hitting is if your mashing it and they continue to trijump, and you are really living on a prayer at that point where it would be far better to simply up back.

Learn KK, learn air to airs, learn throw combos, learn the distance where you are too far to KK and have to just do unibeam into level 3 or a wonky assist extender, and when you figure out the midscreen combo that is actually doing more damage and corner carry than KK please tell me what it is. At high level play with this character you probably won’t ever land anything outside of repulsar blast and max range cr.m anyway.

The major reason why I like Duck Strong’s staircase was because it was the first real example of a combo that works in strange situations. The biggest thing that makes ironman a headache is that every combo/hit confirm is some sort of mess that’s different from his other combos. If I land an air throw…if I land a ground throw…if I hit with chaining stand A’s, if I hit with an air c, if I hit with a superjump air c…etc etc.
But it’s inevitable. I think to really really be good with ironman at a high level, he needs to be like sentinel in mvc 2 and dominate the air. That pretty much requires that any hit you land anywhere can lead to a damaging combo or a coner carry snap.

Edit: Isn’t the staircase harder than KK? I think it is. I can do KK, I can’t do the staircase at all. I’d love to be able to snap out from a superjump height all the way down though.

Well, I know a much harder version of the KK that gets you about an extra 5k damage, so yeah, kinda pointless, lol.

I thought ironman’s stand A was decent. It doesn’t beat trijump/Nova/Spencer claw like Magneto’s does?

What about repulsor blast combos? Is there a KK variant off of repulsor blast?

Watch Iron Man when he does st.a, he fucking leans over like an old man completely murdering most of the anti air hitbox, it has situational uses but you are much better off trying to block your way out most of the time unfortunately.

As for Repulsar, I’ve found that trying to combo off a non spread repulsar is most often not worth it, any followups are inconsistent and low damage. I find it preferable to either proton cannon off the spread, or if you have meter or x factor do the followups i outline in this video. Obviously if you are in the corner you can simply do an otg pickup.

www.youtube.com/watch?v=sWnZ5RUQwbU#t=2m4s

Tell me your shit! I need to know of this and the TAC glitch combo I want it so bad!!! Also super optimal corner throw combos, I feel like you had one with a missile in it that was really good.

The TAC combo is just combo #1 from this:

[media=youtube]Z9-gt_1gQO0[/media]

When you unfly, you do the TAC at the last moment and you land without switching and they go flying, allowing you to loop 2 repulsor blasts.

There are a few ways to do it, you’re a bright guy so I’ll let you figure out the most damaging setups before arriving to the TAC. Personally, I think the best way is to actually let your self ascend a little higher on the initial launch so that you’re still within airdashing height once you activate flight. This allows you to loop at least a second rep with the air backdash cancel before coming down into the TAC (which you’ll have to hit a little differently since you’ll be higher). You should be hitting like 15 :h:'s and :s:'s in a row, lol.

Also remember that the cr.:h: missile counts as a special move so it scales to 30%.

The alternate KK is pretty shitty and not nearly as reliable. It just involves doing j.:m:.j.:h:, :u:+:h: unfly blah blah blah after activating flight.

Duck Strong’s staircase combo is a true air to air hit confirm, because it stems off j.uH, j.S, it legitimately stuffs a lot of stuff in the air and is great to learn.

Off anti air s.L I would just do s.L, s.M, c.M full KK combo, but you have scaling at that point and the damage is shit. That being said s.L is a shit anti air anyway. s.H is decent but Repulsar or j.uH are really your best normal move anti air options.

Something interesting to note…its possible to get the full KK combo off an Air Smart Bomb H, but the damage scaling is terrible and you only get like 550k or something stupid. There might be a better damage option off air Smart Bomb H add j.H when you factor in scaling. There might be a much better damage optimal combo off Air Smart Bomb H that is worth learning, maybe just H Smart Bomb, ADD j.H, c.M, s.H xx L Unibeam xx Proton Cannon would do decent damage.

Also, in the corner with Iron Man, I think resets are really important. L Smart Bombs is + 10 and they tech out, what I like to do is jump at them after L Smart Bomb OTG and do j.M, j.M and then ADDB and either do j.H or hit the ground and do a c.M, putting them in a 50/50 reset where you are safe on block either way. Iron Man has no real way to break the 800k damage barrier by himself in the corner off one bar without assist extensions, so I feel like resets with L Smart Bombs are really important when you are in the corner. My corner combo right now is still just the KK. I really can’t find anything better. That throw combo you posted Duck Strong seems really good though because in the corner Iron Mans forward throw becomes a new way to open people up, something he lacks mid or fullscreen because his ground dash is so atrociously bad.

Here is a question I have for Iron Man players though…the KK into a Iron Avenger using H Smart Bombs as your OTG move does 970 something K fully mashed. It doesn’t break the million barrier. Is there anyway to break the 1 million barrier after that without just doing H Smart Bombs xxx Proton Cannon? H Smart Bombs might bump it that high by itself. Maybe you could do L Smart Bombs, c.M, s.H xx L Repulsor Blast xx Spread or something and break the million barrier without being forced to spend another meter to kill someone like Doom with 1 million HP?

One thing you guys should know about throws, if you can avoid having the guy hit the ground you should probably do it. If the first hit of a combo produces a hard knockdown it really kills what you can do after, hence why most characters have to significantly truncate throw combos. It’s also why Magneto can pretty much do his regular combos off his throw because it’s not actually a knockdown.

Off a corner throw, Iron Man should be juggling his opponents before they hit the ground.

Iron Man can link his c.L off a forward throw in the corner though yeah? That’s what I usually do but I just do the KK combo afterwards. I don’t have an optimal combo so I’m gonna start using yours.

Another thing I’d like to add, lets say you are playing anchor Iron Man and you get either Unibeam or Repulsor Blast xx Spread into Iron Avenger. With no assists, what is your best follow up option?

[media=youtube]EpbUWssxoiY[/media]

Now many of the combos in this video break the “don’t do c.M, S combos dummy” rule, but after the situation I described above, I think one of these combos might lead to better damaging follow up than the KK. If I was in LVL 3 X Factor after I did a Unibeam Into Iron Avenger, I would think you would do dash up, L Smart Bombs OTG, c.M, s.H xx fly j.M j.M j.H unfly j.H and then do the jump loop over and over until they are dead, but I have not tested this myself. In level 3 X Factor if you land your bnb you just loop the jump loop part three times and hit 1.3 million damage before HSD kicks in and makes the combo impossible (not that it matters, they are dead anyway).

But without assists if Iron Man gets either a Unibeam or Repulsor Blast xx Spread into Iron Avenger I’m wondering what the optimal combo to use AFTER that would be (assuming its only Iron Man and he has no assists like in Danke’s video). I’m thinking in this case, one of those c.M, S combos with relaunch, staircase junk might actually be better, because you are guaranteed to be right next to them to land your L Smart Bomb OTG c.M, S. Its the one situation I think one of the combos that uses c.M, S in it is actually applicable. What do you guys think?

Off standing a you can do l l l m h fly mmd.h unfly h then regular kk combo stuff.

I haven’t tested it much but im pretty sure you can get about 500k-600k off a mid screen spread so I guess that’s more worth it for the meter gain.

Im also pretty sure you can do off h d.h add h(forget which h it is) tac

two ground dashes/addf smart bomb cr. m s magic series into super. I think it net’s around 1million so it kills pretty much everyone.

Somebody linked me to a video on Facebook earlier. When I clicked it said video removed by user. When I asked him what it was, he said a midscreen TAC infinite with Iron Man.

[media=youtube]HU_ytOjwGgo[/media]

I really hope someone else caught this before it got taken down.

apparently Ray Ray tweeted it:

Hi guys, I’ve been practicing Krispy Kreme and although I can pull it off occasionally offline in training mode, I cannot do it online for the life of me. Do you guys stick with KK as your BnB online or do you have to tone it down to another BnB? I was thinking of learning Joker’s BnB instead as it looks much simpler to do online (can’t find notations though).

inb4lolonline.

Never use different combos for online, I always do Krispy online and I admit at first it seemed impractical, just practice doing t in matches an I assure it will pay off

So I have the modified Krispy Kreme pretty much down. The only issue is the other character pops out between the smart bombs and the cannon. Any idea why?

Answer: I was canceling too quickly

i assume your missing the fly MMH. you can just do fly LMH but you wont have the max range but its better than wiffing his gimpy launcher. in the corner i mostly do Fly LMH.

Is there anything specific that should be known for dash canceling air normals? I cannot seem to get it to work at all.

I’m also curious if there is a list of combos that should be known for Iron Man. Krispy Kreme is a given, but what about throws, corner combo variants, TACs, etc?