Xfactor lvl 1 is used, 2 assists. 7 repulsors
some IM airconfirms from normal jumps to superjumps, enjoi.
If anyone is interested, I just uploaded a video containing some of the dumbest and most impractical Iron Man combos ever.
On another note, I’ll be posting whatever practical stuff I find as well since I main Iron Man.
I’m sure it would require a stupidly short combo leading into the TAC > dash down > Hard tag portion but you can link a c.L after a hard tag at max range. Might be possible to troll that up a bit more.
Has anyone messed around with fly dash-under unfly crossup combos?
Finally got around to making that IM + Log video. Also found out that it’s possible to link RB H (no spread) > RB L (2nd combo on the vid if you go to try it, you have to put the 2nd RB input in the same direction as the first even though it’s clearly crossed up and it’s maybe a 3~4f link). Might let a few assist do triple RB enders?
If anyone knows better ways to squeeze damage/meter of out these. You would be my new favorite person.
You may be able to get more with a relaunch combos. While normally terrible as we both know it looks like that combo always gives you positioning to land s.H launch. So maybe try s.H, S, j.H, j.S, L Smart Bombs, c.M, S or something?
Have some match footage to share. First set is pretty gross/awful (my first matches of the day) and Staark is running his Mags sub-team, so don’t expect too much. (He switches to his Wolv/Doom/Vergil in the second set and that’s his main team). I think my last set was pretty decent.
So from 0 - 0:30 is Me v. Staark
0:30 - 0:52 is Wandles (Hulk/X23/IM) v. Staark
0:52 - 1:23 is P0tat0 5alad v. Staark
1:32 - End is Me v. Staark.
Normal 'appreciate any feedback bit."
Hello guys, i’m new to the forum but i have been checking out stuff from it for a while. I’ve recently uploaded me playing online matches against my friend and wanted to show off my team of Thor, Iron Man, and Captain America. Not too good by any means but i play with them more for the Avengers theme team. I hope this is of any entertainment and is open to criticism, pointers and tips would be most appreciated.
Your assists for Iron Man shows support for Iron Man from the ground while you look for jump/super jump hit confirms. At long range play lame with unibeam covered by log trap. Against that particular magneto team. You’re not going to lose the beam battle unless you’re within reach to be overpowered by storm’s whirlwind. When they notice their loss in the ranged game. Look for the super jump and harass them with sj.H(confirm into combo) or Repulsar Blaster to let them know that they can’t take this approach either.
When you do super jump, you don’t cover yourself with Smart Bombs for offense when you do air dash towards them. This is something that is essential to iron man’s game. If they’re still in the same spot you can force the “hard to see” high/low super jump tri-dash exclusive to iron man.
Eventually the opponent may try to chicken block, be sure to look out for this and bait the air dash down-forward straight into an air throw.
Another note about you super jumping. It’s a bad habit to air dash down-back TOWARDS your opponent. Iron Man just doesn’t have a good enough jump normal that can hit from behind him. If things aren’t working out, reset the neutral game and slow down the pace of the match again.
Although Iron Man doesn’t have a strong tri dash like Magneto/Storm you can harass them by just jumping with your long pokes such as j.H(if they’re airborne) or j.2H(if they’re grounded). If they get hit, they’ll more than like start standing, you can take the opportunity to air dash down towards their legs for a low or air dash forward for a double overhead. This will become another chicken block attempt which you can go for another air throw.
Another thing you can consider because of your team build, you can actually harass enemies with smart bombs from normal jump height covered by log trap(matchup dependent) around mid-range. If smart bombs hit, the follow up with log trap will confirm into a free combo for Iron Man. Just look out for occasional baits to punish iron man and your assist with a super.
When storm/magneto attempts to tri-dash pressure you with no cover for an assist. Use st.L to AA and confirm into combo. this will force them to stop harassing you without coverage.
Iron Man against Magneto/Storm are definitely do-able. Just don’t be cornered and force the pace of the match in your favor. Slow it down a bit, and make your move when your opponent is sleeping on your offense. IMO it’s probably 4/6 slightly in their favor.
Doom himself is a different monster to handle. He just outclasses you in setting the pace. While being scary in somewhat the same way Magneto and instant combo foot dives. I took a break from the game, so you’ll have to forgive me for any lack of matchup experience ATM against Doom.
But my theory is that Iron Man needs to be above doom to beat this match. The match actually becomes who can control air game better if played correctly. Being above doom shuts down his strongest projectile to beat iron man, which is his plasma beam. Photon shot
loses outright to smart bombs. The only thing you should be worrying about is his butter gun(can be push-blocked), his air normals if you’re too close(if you see him jumping, should be sniping with long range normals), and then practically all his projectiles if he places himself above you.
If he manages to get above you before you can snipe him with your air normals, you can just land and null any projectile with repulsar blaster (xx spread) to let him know that as long as you’re grounded, his air projectiles are useless, which forces him to make air to ground offense(good situation for iron man) or to land try the ground game again.
What makes the matchup kind of bad for iron man is Doom’s hyper combos that just resets the pace or places you in check if you were trying to go for anything.
I’ll come back for the other characters. But good games.
I don’t think IM can win the zoning war against EMD purely because of speed and the fact that it shuts down Log on startup (I’m pretty sure there’s a few spots in here where I’m trying to counter zone directly and when I couldn’t do that, I switched over to point X23 since I think she beats out horizontally based zoning). I think you have to play from neutral jump height against that playstyle. Against the typical plink + assist/tridash nonsense mags I actually think that IM wins (maybe 6-4 or 5.5-4.5). Staark just plays the EMD Mags since he’s still learning the character so I’m still trying to see how to deal with the lamer playstyle.
Against tridash spammers, I avoid being in s.L range (also, the hitbox on that isn’t as great as Mags or some of the other good AA s.L. I was playing some matches against wandles the other day and I was trying to use it against hulk jump-ins and was getting beat by pretty much every hulk normal.) I think RB is always the better option and if you’re too close to get that out without being stuffed then you’re not running the spacing game properly. It’s too easy and generally safe to throw out RB+Log that I don’t really feel like IM has to worry about tridashers at all.
In general, log won’t convert well off smart bombs (maybe lower j.SB L, but if I’m using that, I’d just rather go with his fly H options.) At higher ranges SB will hit at the same time as log and negate the wall bounce so air options are a bit limited. The plus side is that there’s not a whole lot in the game that beats out c.H+LogxxUB so you rarely get forced to play from the air.
I’m trying to get out of the habit of actually air dashing all the way in from the air and just forcing myself to stop short and get optimal spacing for his normals/startup. Normally, I just do my best to not use that since I don’t think it’s terribly useful unless you’re running a lockdown assist (and even then, that’s really close to rushdown Tony which I think is a bad idea, in general.) More importantly, I’m trying to get in the habit of never doing any long dash without unfly available. I eat way too many shockwave punishes for no reason. (I do manage to unfly out of a gravity squeeze at one point, which was nice.)
Doom MU is absolutely free to IM+Log. I’m willing to say 7-3 if not worse. If he tries to SJ lame IM out, sj UB directly counters it. If he tries to play on the ground, you can out durability him and you’re a tad faster. If he tries to play air to ground, you get free RB conversions. Just flat out a bad matchup. I love seeing dooms on teams because IM just kind of pisses on everything he wants to do as an assist and point. (Goes double for doom/vergil since I’ll usually get a free kill on doom and then the free RR unblockable on Vergil.)
The Storm+Missiles MU is looking a bit rough since you can’t rely on log and you can’t use RB to clear missiles since you get to eat a free hailstorm if you do. (same with having the Storm DHC/THC available since any bad button or call from me is a HBD > Xfactor > screwed.) It def. seems like you can’t play her from the ground (and she is hardly ever on the ground to begin with) so I think it comes out in her favor. The only nice thing about that MU is I think PC might be fast enough to punish Hailstorm on reaction.
It’s weird…I wish I had a capture video to show some matches against my friend’s magneto team(he plays mag/dante/sentinel). I can outplay him in zoning if he chooses the wrong EMD, or even if I happen to block the first EMD. If Iron Man’s beam is already on the screen(or happen to collide at the same time), Magneto’s can’t beat his. Iron Man’s beam durability is shot all at once, while Magneto’s come frame by frame. If Magneto block’s Iron Man’s Unibeam, then the tables are reversed where it’s in his favor(unless you have an assist to place magneto in more blockstun after the first beam). I try not to make my next unibeam predictable against Magneto.
Haha, it’s not the all purpose anti-air against close jump-in’s. I use it exclusively to tri-dashes since the normals that are typically used in tri-dashes are low priority. I also do it to check people who like to chicken block iron man’s offense. Trying to AA Hulk normals with st.L is really bad too. Of course, this normal is matchup dependent and knowing which normal the opponent is using.
I believe I said normal jump height from my previous post, DX. From super jump height, log trap is already active by time you’re using smart bombs. I was only listing it as another possible option of aggressive zoning/safe offense.
I look forward to your next set of videos,
I think I only mentioned something about doom because I seen one match where it was left to just doom and iron man, and you just froze up. I was screaming through my monitor for you to make a move, haha.
The problem I was running into against his mags is that he was mainly spamming EMD L. It seemed like UB wasn’t fast enough to stop the next one after blocking and I didn’t feel like I could ever get any traction. Adding missiles into the mix only made it worse. I’ll def. check and see if I can counterzone on block next set I play against him. Against most other zoners Log will usually play cleanup for you and you can use RB to screen clear and poke with it or just beat everything clean out and convert off the UB hit.
On that hulk matchup, I was mainly trying to beat out his j.L just for the sake of testing normals. It’s really easy to jump up and throw or j.LL on hulk. My only beef with that is that if you’re in range for s.L to hit, you’re really close.
You did say normal jump height and I wasn’t disagreeing with you there, I just don’t feel like smart bombs at that height makes more sense than dH fly walls since it converts into c.M s.H+logxxUB > dash > combo without all the startup or recovery.
Also, I’m sure I come off as a dick on here (totally not intentional), but I really do appreciate the feedback.
from the team you were playing against compared to yours. I do understand how it can be a losing battle. Your opponent does EMD covered with Hidden Missiles. If you get hit, it’s guaranteed that the next EMD will go unpunished.
Always shoot for L Unibeam after the block. Magneto is in too much frame disadvantage to try match Iron Man with any of his EMD. I want to test and see if there is a sweet spot with log trap and unibeam against magneto’s EMD(theory should be that Magneto tries to zone back with EMD after blocked unibeam but either gets hit before EMD is shot or during the recovery). But there might be just too much of a frame gap.
But there are always a chance that they will be in your face. You don’t want to give the predictable read that you’re trying to jump out of the corner, or chicken block an open mixup.(they’re looking for those scoops, lol)
But…Smart bomb hits at ranges where his big normals can not. this is particularly useful against characters that has air normals that rivals iron man’s(tron/sentinel, to name a couple). I have another buddy that plays tron and we’re constantly challenging each other air normals, it’s ridiculous. Just a thought…
You’re fine, really. It’s good to play the devil’s advocate. To really make sure someone know’s what they’re talking about and to see where are the flaws in their opinion. If you’re unsure of something or feel different, press back with questions and your input (which comes with a line that some people don’t see and always love to cross, haha).
Tron is another matchup I used to hate before I picked up log. She really doesn’t have an answer for rb when you can convert it into big damage. It’s funny watching her flounder around when she can’t abuse her air dash spam.
I haven’t looked into it since I first started labbing up the pairing but I want to say that if you’re outside of dH range you’re outside of sb+log conversion range. I’ll do the normal jump adu sb fly log etc spam when I’m looking to pester people but in general log is all about ground dominance and crazy defensive play.
Post lab edit: so glad I was wrong. I guess I’m so used to missile helping zoning that it was messing me up. It beats out l and m but loses to H. UB L beats out all emd spam which I’d pretty godlike.
I’ll need to actually see how it pans out in matches but bunny hop log + smart bombs is better than I remember too.
Thanks for the badass tips.
hi guys, i’m jeopardy. i picked up iron man in december for the unibeam assist over hawkeye’s triple arrow, and have been learning him ever since.
here’s a video of me playing with iron man at the runback last week, against zero491:
3:11:40
if anybody knows how i can incorporate the timestamp into the url, please let me know
and if you guys have any comments/advice/questions, lmk as well
How do I be as awesome as you Jeopardy?
The high/low you used on Zero (on point) you can still use on incoming if you don’t think they’ll be pressing buttons. I could try that unless it’s Doom and you can just RB him and bait Latverian stomps. I did learn a lot from your neutral at the same time. I need to be more solid there.
I got an LGP this past week and recorded some matches, hope to get them uploaded tomorrow or the next day so I can give some practical examples of how well IM + Log works. Was playing against my friends Nova/Vergil/Doom and was leading at first, evened out to 22-22 at the end of the set. I feel pretty good about it, overall.
Got an LGP last week so I have a lot of match vids to share. Probably 4 or 5 hours total. First one is me getting absolutely BODIED by P0tat0 5alad. First match is an infinite double dirt nap, though RR screwed me on the anchor. Still manage to get a perfect though. For all those times that I’ve said ‘stop doing X or Y, good players will punish the shit out of you for it’, I was talking specifically about this guy. The plus side is he forces you to learn how to play footsies and I think X23 with footsies is pretty awesome.
Next 4 vids after that I either win or go even in 30 min+ sets, so don’t worry, there’s some better stuff on the way.
[details=Spoiler]http://www.youtube.com/watch?v=kFuZ8yDgn9s
http://www.youtube.com/watch?v=v9E1_ycAlso
http://www.youtube.com/watch?v=K84Lr7fL2Lc