What could Iron Man have done in that instant where he air to aired Hulk at super jump height with j.H (in the video after 8:50)? It caught Hulk 3/4th screen away mid air… I am wondering if he couldn’t followed up at that range.
Well that was like max range j.H at super jump height so I’m guessing not a whole lot. I doubt fly cancel j.M, H, air dash, j.M, j.H etc. would have worked even. Unless there’s something else I dunno.
At closer range though he could have pulled this number… http://www.youtube.com/ watch?v=Zyt_jGJ_YDg&feature=mfu_in_order&list=UL#t=13m0s This is my main anti super jump combo when they are in range.
If he was at normal jump height the range on this would have been nice… http://www.youtube.com/ watch?v=Zyt_jGJ_YDg&feature=mfu_in_order&list=UL#t=33m45s Looks like you can connect that from near max range if you’re in flight but not sure if you can do anything from that range at super jump height. Have to see.
Heh, heh. That makes sense. Hope your optimism serves you well - especially if you’re dedicated to playing him anchor. Let’s see how long that honeymoon period lasts.
edit
Also, any character can be played aggressively with drones in the back.
http://www.twitch.tv/col_cc_fchamp/b/304767535 Part 3 at 38:55, Shady starts playing Iron Man / Doom / Sentinel for a while. There’s a lot of Repulsor Blast + Drones going on.
Pretty true, but not all characters are equal when it comes to their ability to protect Sentinel or how many mix-ups they get off the assist call.
I really like how Shady K is zoning with IM and not go in at all, he answered a lot of my question with the way he plays.
Yeah once he leans the real hit confirms and not that Wesker shit he should be good to go for basic Iron Man play. Being able to throw out sword style normals with an 8 way air dash character is very interesting.
Isn’t Trish the only 8 way air dash character with a sword? Anyway I thought Shady K’s confirms were quite good, yes he choose the easy option instead of going for big combos, but I think it is too risky to go for a combo unless you are absolutely sure you are in range for it.
“Sword” is my general term for long disjointed hit boxes. The fact that he can angle his j.H’s up and down and they’re basically 11 frame start up sword normals is very interesting for space control for someone who air dashes around.
Playing around with him more I’m starting to understand what they wanted to do with Iron Man. They basically wanted him to be an 8 way air dash character that** operates at super jump height rather than normal jump height** (his ADDF’s suck for regular jump pressure but are great for super jump height).
Which of course forces him into a more zoning with assists oriented style. You can kinda makeshift super ADD M or H pressure with him but at least early on with playing him I’ve been getting a lot of accidental ADDF’s which are really more so for super height pressure and slow down your regular height up/down stuff. Once you get in you can easily overhead with his lightning fast start up j.L (4 frame) and mix up with any of his lows.
Jin, your train of thought is going exactly as mine did. You’re going to find out soon enough why Super Jumping is a bad approach to take with Iron Man - hell SSJing is bad in this game in general. Admittedly, Iron Man gets away with it a bit more due to retarded range of is Jump S, but it’s no Wesker/Spencer j.S in terms of how it protects Iron Man.
I think with the right assists you can do some good things with the effort put in. He’s probably one of those types of characters where the effort still isn’t worth it even with those assists but I’m using him mainly for the assist any way so I’ll just work with. I think I can get some damage in if I try to work him in 2nd with jam session assist sometimes and then just start learning Dante anchor.
Honestly if he had something like Doom’s S dive with the hard knockdown I’d say he’d be good to go with just easy mode SJ approaches but it’s obviously designed to take a lot more work.
Just gotta take pick the lemons and try to make lemonade out of them for now.
i couldnt find the shady k play… where exactly is it in that mess?
-dime
He wasn’t really doing anything that good really (in comparison to like Joker) but he had some basics down. He had no real hit confirms either. Just unsafe c.M S stuff.
The archive is so damn long it’ll be hard to find now though. You’re not missing much basically.
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Long set between my brother and myself. I’m working on anchor strategies first with Iron Man and just get to figure out everything I can do before I change things up. The team will also force me to learn Dante anchor which I never really got into at first because it’s too easy to open people up with Dante with an assist. He feels clunky to me without an assist but Jam Session is a great assist for Iron Man and Dante can really hassle a lot of other anchors when he himself is anchor. Which the new team set up kinda forces me to learn Dante anchor and make it so I can make things with him as anchor and Iron can have an assist.
It’s going to take me a while to figure out how to make Dante work as anchor cuz I just am too used to using assist mix ups with him but I’ll see what I can come up with him. I’m used to 8 way air dash anchors because I like the anti advance guard options and combos off throw options they usually come with.
In the fights I tried a couple times to put Iron Man second with Dante backing but I just don’t know enough about Iron Man yet to really get it all working. Just played a bit of a zoning game for now until I can learn more about how to make the assist work for him and how to work him in general.
I really do like the mix up and space control options with the beam and how you get a free mix up on hit or block basically.
Once I get the synergy between Dante and Iron Man down better I should be good from there. I like having a beam super DHC so I can get damage at the end of combos from anywhere. Doom behind Dante was getting kind of annoying because Dante always side switches during his BC bnbs and if they’re not in the corner you don’t get a damaging bnb afterwards. Proton Cannon isn’t safe on block but it’s a beam super so I can still 1 frame DHC to punish anything that people can’t block during and get Iron Man in. Plus Dante has plenty options to get people in safely without DHCing.
Overall score was like 8 to 14 which isn’t terrible since he’s hasn’t switched that team for nothing since the first day of Vanilla. I don’t mind using low health characters against TOD Zero (he rarely drops lightning loop at this point) since you might as well just play a lower health character so they build less meter and if you’re playing a low health character they don’t even need to TOD to kill you any way. He doesn’t really have the strongest mid ranged assists on his team so I can kinda play the lame out game with him until I find a spot to get a hit in with 23. 23 is just either really trying to build meter for dirt nap or just give Dante a shit load of Devil Trigger meter so he can just do whatever he wants.
I would have brought it closer to even but can only do so much with a week of Iron Man and a few matches I could have won I ended up losing due to dropped combos on Zero flying up super high during every combo as usual (X-23’s stubby normals can barely reach him after he goes up a certain height). Reminds me to let Zero fall lower before I launch him with Laura.
EDIT: New footage of Japanese player Condor_Missile. More Anchor Man action. Starts around 4:25.
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yo, I’ve pretty much been lurking for awhile on these forums. felt like i should post some of my matches on here.
I haven’t re-watched the stream yet, but the majority of the games are good here.
I’m the Spencer/Wesker/Ironman.
be kind.
Hey it’s cool man I saw you trying to get the krispy kreme in there and stuff and don’t worry about what those guys are saying…Wesker with a beam assist is better than level 3 XF Wesker (less random and less prone to gettting random out, more dumb shit that’s safer, same profit but much safer and overall more effective).
Iron Man with only Wesker gun assist is garbage any ways and you only get access to XF2 so you might as well just wait for the XF3. Wesker can run whole teams with an assist. You don’t even need to burn XF on the first character because he has non XF more or less TOD combos on any character with decent health. Just learn his TOD combos and then safe the XF for the other 2 characters (if there’s actually 3 characters left by that time any way).
Your main problem with Iron Man was you weren’t patient enough against the Sentinel player. A Sentinel player without XF is easy as hell to beat. You just block something he does, XF guard cancel it and he dies (wait for the 3rd hit of the c.M then pop if you block that). You shouldn’t have lost to that at all especially with sitting on guard cancel. You also dropped a few confirms that would have killed him free but otherwise just stay patient against Sentinel. You don’t need to press that many buttons against Sentinel. He can keep you out but he can’t really get in on you either so just wait for him to whiff or try to burn hard drive early until he burns his meter out and then punish him.
You can even do tricks like chicken block the hard drive, air throw him into the corner then just XF TOD him if he doesn’t have XF anymore.
i tried to chicken block HD but i got super jump both times XD. Was dash cancelling into crouch block, but i see hd and i hold u/b.
also, having people to your right shouting bad advice is jarring. proton cannon when there’s hidden missiles around + sentinal force… Doom could dash in and get a full combo.
but yh, i needed more patience… pretty much that whole match…
Stark Industries went in on the FT5. Reversal proton cannon DHC FTW.
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Still kinda ABCS with his hit confirms but at least he knew when he was in range for the ABCS. Spaced with the aerial d+H’s pretty nicely and knew how to bully wtih the proton cannon in the neutral and during DHC’s.
I actually agree with the Uni-beam hit confirms, because Krispy Kream is too dropable in a tournament settings, it is best to get the damage while you can without putting yourself at risk.
The only thing that’s “droppable” about Krispy Kreme in tournaments is not knowing the spacing for it against different characters. Timing wise it’s just like a link in SF and the timing is the same on every character where you should have it down. I would say if anything his super jump height combos require considerable more knowledge of spacing and timing and general risk.
If anything…ABCS for hit confirms is WAY more risky because if you screw it up…UR DEAD. It also has no range so you have to be ON THE ball for that. I kinda have to give props for anybody running ABCS as a hit confirm because it’s the riskiest hit confirm Iron Man has and probably among the riskiest in the game. So for him to know where to put that risky ass hit confirm in a tournament setting…big props.
With krispy kreme once you get the timing/spacing down there’s really nothing to worry about even if you do drop it because it’s a string that allows you to whiff cancel into flight which is way safer than the Wesker confirm. It allows you to go from shit into shit regardless of hit/block/whiff like Mags.
He basically said “ok when I’m close enough I’ll do ABCS and when too far away I’ll do beam”. Which honestly requires more work hit confirming wise than krispy kreme because you have to commit to an unsafe launcher or shoot a fireball depending on range.
As for the unibeam confirm…well that’s fine since he knew when he was outside of range for ABCS (which is like anything but point blank range) so it’s easy to know when to go for unibeam if you can’t krispy kreme. He had a few situations especially against bigger characters like Doom where he could have max ranged krispy kremed him easily. Big characters like Doom you can easily krispy kreme them even if it’s a wonky situation like max range when they’re in the corner.
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YES! My Replusor Blast, jump up l reset is in it!