So if you do Iron Man’s ADD j.H as low to the ground as possible, you have enough hitstun to dash in and do c.M, s.H xx Fly into the full bnb, even from the maximum range ADD j.H hits the opponent. So you can hit confirm into the bnb from really far away. Its interesting you can do this, but the fact that you have to hit it as low to the ground as absolutely possible to maximize hitstun probably limits it a lot. If Iron Man’s ground dash wasn’t so terrible than this might be better, or maybe if j.H had a bit more hitstun. Still interesting you can do this because it gives you a longer range hit confirm than anything else you can do from that range but I really don’t know if its match practical at all because of how tight it is. I managed to get it to work with ADDF j.H too but the same rule applied, I had to hit ADDF j.dH as low as possible to the ground. Dashing and hitting c.L works too closer to the corner.
This character’s sum of shitty parts is annoying, you have to find ways around everything. Your bnb basically exists to get around you’re terrible magic series/launcher range and now you could actually get good hit confirms from far away if your dash wasn’t so ass.
i can’t get the infinite working…it always ends a single hit after the otg
I’m trying to do the liquidmetal version…but i added a l. atk before the first dh in the up tac, and do addf. dh, addf. dh, df. *s…*fly, l. bomb, l. atk and then it techs…
what i’m doing wrong?
I had this problem too. Make sure you’re doing the falling j.H as low to the ground as absolutely possible after the air Smart Bomb L OTG or else you won’t get a hitstun reset.
You need to hit the opponent as soon as possible after the Smart Bomb OTG, which you need to do from a j.S as low to the ground as possible. Basically the opponent can never be put in an untechable knockdown state. When you spike them with j.S very low to the ground there is a brief moment where they are not in this state, you can tell by the way they kind of quiver on the ground. Then they get hit by the falling j.H xx Fly, j.M, S into the jump loop infinite. If the opponent techs out at any point during this, adjust the falling H and air L Smart Bomb OTG because the opponent managed to be put in the knockdown state and the game started factoring hitstun deterioration again.
Hopefully this helps. I am starting to get consistent with this but I was having the same problem you were.
What’s the best damage Iron Man is getting solo off an air throw in the corner? Mainly looking for good damage in a corner air throw reset situation. I think there was a 600k corner air throw combo in here or the combo thread but I can’t find it.
this is why someone needs to make a thread with up to date shit…literally half of this page is people searching for what should be easily obtainable info
Hey all! Decided to pick up iron man a few weeks ago and have been putting work into the Krispy Kreme as a first step towards learning the character. I can get it about 25% of the time, which is obviously not great (although I am kinda scrubby and the next hardest character I’ve played would be Skrull, so he’s my first real execution-intensive character). I can do any part of the combo but during the link between the second air series (M M dH S >>> 2M H S) the character drops. I can hit them with the crouching medium just fine but they pop out before my next move can connect.
If anybody knows where a likely place I am screwing up is, it could save me a ton of time fiddling around with all the various timings in this combo!
Thanks for the advice.[S] It worked most of the time. I do not have any issue with that link during midscreen attempts, only in the corner. In the corner I have to delay that air S after the air dH. But if I vary the timing of my first flight-cancelled H into H it can change whether or not I need to delay that air S later![/S]
This character is fussy haha!
Turned out to be really really good advice. I found out that delaying the air S as much as possible right before the cM>sH>Launcher makes the combo work even if my timing is a bit off with my jH unfly jH.
So my success rate went from like 25% to 80% over the course of a few hours of practice. So thanks VERY much, Invizoble!
what do you put at the end of the KK if you didn’t end up in the corner?
also the only part of the KK i’m not getting consistantly is jumping back up with MM after the unfly - how do you make sure they aren’t too low for the two M’s to connect?