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

Do you guys have any anti air combos off of an air normal cancelled into flight? I’ve seen a few but I saw Joker do one where it was a H xx fly, j.M, j.M, xxx Unfly and then ADD H into a full ground combo or something? I know IM has combos off of air to air normals cancelled into flight but they all involve ADDF which doesn’t seem that great when ADD is faster.

Also saw DevilJin practice one here: http://www.youtube.com/watch?list=PL9C2D5C551090C309&feature=player_detailpage&v=4Y4ATzqMDio#t=657s

Read up please…I posted this ages ago on the SAME page.

Jump height:

j.h xx fly, j.m, j.h xx unfly, falling h, land and jump forward quickly with j.m, j.m, j.d/h, delayed s to drag them down closer to the ground, land and c.m into launcher combo ender

It is actually easier if you hit them higher up in normal jump height because it gives you more time to do unfly and falling h.

Super jump height:

j.h xx fly, j.m, j.d/h xx ADDF j.d/h xx unfly, falling h, land and jump forward quickly with j.m, j.m, j.d/h, delayed s to drag them down closer to the ground, land and c.m into launcher combo ender

@Vian do you also have a hitconfirm for when i connect with j.d+h? for neutral H it’s easy and free…
u+h… i use j.u+h ADU mh xx fly m d+h ADD d+h S LAND j.mm d+h S

but d+h is weird… is i best to go ADD or to air dash forward?

Best if you can connect j.h first into a delayed d/h, but it also works raw if its not too high. I do ADD after connecting d/h, so it will be like:

Super jump height

d/h xx ADD, j.h, jump again as soon as you land and do j.h, delayed d/h, delayed j.s, c.m into ender.

You can just do s.l, s.m into launch combo from normal jump height depending on positioning. Sometime you might have to do ADF into , j.m, d/h, j.s before you can do the combo on the ground.

Do you mind sharing some tips for the timing of this? I’m having a hell of a time working drones into my Iron Man combos.

I’m trying to the combo given me by KJunk in the other thread, which is:

cr.M H flight j.MMH unfly j.H (land) j.MM2HS (land) cr.MHS + :a2: (pursuit) j.MMH2HS (land, drones hitting) H Repulsor Blast, Spread, M Smart Bombs + Quick Work, H Rep Blast, Spread, finisher

Its pretty tricky, and haven’t had any real success with it yet. If anyone is doing anything similar to this and can help me, I’d appreciate it.

I really want to get this down because all of Iron Man’s combos involve a c.M, s.H, S in them at some point, and if you can get this stuff down you can add a lot of damage/meter gain to the combo.

OK, I think I have the optimal Up+Down TAC combo down.

(corner) Up or Down TAC, sj.M>H>L Smart Bomb, M>L Smart Bomb, L>dH>fly, M>H>L Smart Bomb, L>H>L Smart Bomb, (fly ends) L>H>ADU, H>dH>S, land, H Smart Bomb>Proton Cannon.

On some characters, this variation is much easier:

(corner) Up or Down TAC, sj.M>H>L Smart Bomb, M>L Smart Bomb, L>H>fly, M>H>L Smart Bomb, L>H>L Smart Bomb, (fly ends) L>ADU, L>dH>S, land, H Smart Bomb>Proton Cannon.

At the beginning of the TAC, you MUST hit j.M as early, and delay the j.H so that it hits the opponent as soon as Iron man reaches the apex of the TAC jump. You can replace most of the j.L in a smart bomb chain to j.M, but the execution gets that much tighter, and you’re only adding like 15k damage.

Be most cautious with the delayed j.H, and the L smartbomb link to j.M>Smart bomb chain. Those have the tightest timing in the combo, at least IMO.

On a side note: with some adjustments I believe Iron man, from a down TAC, is able to link into a L Repulsor after landing. The execution’s really damn tight, but I’m hoping it can be possible.

Here is a very useful combo off an anti-air Repulsar Blast (any strength) given to me by my good friend and fellow Iron Man players Dapvip.

Anti-Air Repulsar Blast, s.L, s.M, S, j.M, j.M, j.H, j.dH, S, H Smart Bombs xxx Proton Cannon or Iron Avenger.

Really useful and consistent and better then trying to convert off Spread. Try it out! You could probably get more hits in if you really wanted to.

Can Krispy Kream hit full screen?

Huh?

Corner to corner

Oh, OK lol. Your other post seemed like you were trying to ask if the Krispy Kreme can be done from full screen, which the answer is undoubtedly no.

Anyway, yes, the KK combo can bring an opponent from one corner to the other, but only against characters that can be hit by this combo:

cr.M>st.H>fly, j.M>M>H>unfly, j.H, forward jump j.M>M>H>S, land, forward jump j.M>M>d.H>S, land, cr.M>S>SJ j.M>M>H>d.H>S.

Oh that sounds surprisingly useful. Don’t suppose you have a list on hand shinquickman ;0
I think at the end of the day, IM will be staying on my team too. yay

^Sorry, no list right now. I’m fairly sure all big chars are vulnerable to that combo.

If HSD allows for it, L Smart Bombs, L Repulsar Blast xx Spread xx Proton Cannon or Iron Avenger is a more damaging way to end combos than H Smart Bombs. You might be able to do this at the end of the Krispy Kreme combo, I haven’t tried it yet.

Wait so can someone give me the inputs and is possible a vid for Kreams midscreen and corner combos. I can’t seem to find his corner one on the front page and I’d like to have the most updated midscreen one.

It’s all on the first page of this thread.

Does the kream combo work in corner to? (The one with the video going mid to corner)
Also I don’t see any full screen combos.
Also how reliable is smart bomb assist? I want to run IM instead of wesker but I kinda need a very good otg assist. I always like him just never took the time to learn him.
Finally how do you keep pressure with Tony.

Yes. The only difference is that you normal jump straight up after the flight series instead of up forward, and even that is not necessary, it just makes things easier/more consistent.

What do you mean by full screen combos? If you mean combos that go corner to corner, Krispy Kream also does that just fine. Only diff from mid to corner being that you will have to dash forward to get smart bomb xx super after the last air series.

Never tried it myself but I don’t see why it wouldn’t be. Just hit up training mode and try your BnBs with IM assist instead of Wesker. I’m also pretty sure that Spencer doesn’t need an OTG assist to do enormous damage with the right combos, but you may not be doing his optimal stuff.

The most useful pressure tool in my experience is to super jump either straight up or up-forward (depending on spacing) and then quickly air dash down with an air normal. j.M, j.H, j.2H and j.S are all appropriate to use in various situations (for example you might want to stick to j.2H and j.S against Amaterasu, but against Sentinel you can just use j.M or j.H and hit him easily even if he’s crouching). If done properly Iron Man should touch the ground before the active frames from the air normal end, so that you place your opponent in blockstun while canceling the recovery of your attack by landing. Leaves you with a lot of frame advantage to call an assist or w/e, and super jump forward + ADD j.H can hit people from very far away while just sailing over whatever they were doing. You can also just keep doing it if people are advance guarding you and steadily push them into the corner. It can be vulnerable to crossunders though, I would recommend using more j.S against characters like Wesker.

Other good things to do include using repulsor blast combined with an assist call to keep people trapped in the corner once they’re there and canceling your strings into cr.H xx flight (which you should be doing anyways if you are trying to use KK).

You should try to keep in mind that Iron Man is not really a rushdown character, though. He has a solid defensive/runaway game and doesn’t necessarily need to be going in if his team is ahead on life or relatively even.

Yeah I can do plenty of spencer solo combos but I’m running a mil for one bar with otg which I love and would rather not give up. The reason I don’t see the smart bombs being that useful is because it looks like it comes out slow like dante’s crystal. (Hopefully not) But thank you so much for all your help.
The reason I haven’t tried anything is because I’m a student and I try not to play on weekdays and hang out with friends on sundays so I don’t have much time to play.

I’m still struggling quite a bit to convert damage off j.H. At normal jump height, you can just do j.H, j.dH, S, c.M, S, j.M, j.M, j.H, j.dH, S, H Smart Bomb xxx Proton Cannon…but at super jump height things get way too hard.

I know there have been some air to air combos posted in this thread but I have had zero success with any of them. It seems like a combination of Flight and ADD would be the best, but the timing of everything is so strict.

I’m not sure if practicing Iron Man combos with more airdashes and air flight cancels would help me develop better air to air combos or not.