Superior Tech Talk: MvC3 Iron Man Q & A - Ask Questions get Answers

Perfect it took it a while to click in my head but I’ve got it now!

Last question for everyone…I’m looking at investing into a fight stick now. I realized that I can’t get the quickness and consistancy I need from the combos with the controller…I know nothing about fight sticks tho I’m playing on the ps3 does anyone have a recommendation of which one I should get. I’ve looked at the faces of some of them and I’m trying to find one that has 8 buttons and the first 3 top buttons are A,B,C and the bottom 3 are S, P1, P2 or do I just have to change the button configuration on the game to make that happen? Thanks for your help guys!

madcatz TE - button layout B in the options menu and you’re good to go.

the TEs are amazing.

Great! I’ll take a look and get myself one! Thanks for the help I know where to come in the future when I have questions. Now I just need to find some IM BNB combos to practice…I’ma get my game up in 2011!

tri-jump is an airdash down forward quickly after a jump and a square jump is an airdash forward quickly after a jump.

this might help conceptually - pretty simple little outline of a couple mixups.

NICE!!! Thanks I’m going to master these simple yet game changing techniques and put them into my mix! I appreciate your help.

I’ve recently went from having Iron guy as my anchor to moving him to a seperate team, and i plan on putting him on point. I think this will force me to play him a little bit more methodically and with more patience. My question is which characters aids his rush down the most? My thoughts are currently playing Iron Man, Wolverine, Sentinel. Drones are slow enough to get there and Iron man’s beam has enough durability so that ppl don’t just destory them when you call sent.

Thoughts?

^Any assists that can pin people down so that you can start your high-low mix-up is good. You also want to make sure your assist can extend your Smart Bomb OTG potency. If a helper can do both, then that’s the helper you want. Doom rocks, MODOK laser, Dante Guns and Cold Star are all good for this in that respect.

Apologies if this has been asked before, but where is generally the best place in a team to run Iron Man (that is, first second or third?) I’m considering using him, but obviously don’t want him in an obviously wrong place. I imagine this might vary from team to team, so the potential team I’m thinking of specifically is him, Wesker, and Dormammu. What would be the best order to run such a lineup?

last place imo

i think iron man is suited for any slot. only detractor he has from one spot to another is no safe on block super for safetag. other than that he seems to perform the same no matter where he is. personally i like him first cause it forces me to learn him better and hes more functional having access to 2 assists. 3rd slot is good for assist abuse… 2nd is probably ironmans worst position cause he brings nothing special to it ie no glitch follower, no safe on block super, assist is only used for 1 character. still he definitely will work there and wont be a detractor from the team assuming your ironman is actually good and the team is made for it.

although i will say that personally i REALLY like my second character to have a safe on block super for easy tagging. reason is be ause if i can keep my point from dying for 2 meters. itts a good tradeoff imho. safe on block super for 3rd character doesnt matter to me as much cause i probably wouldnt burn 2 meters to save mmy second character.

perfect 2nd character in my eyes: storm, wolvie,ammy
perfect 3rd character: sent,phoenix
perfect 1st: mag, wesker, iron man

-dime

I think Iron man tends to work best with more meter than that - plus that assist is good enough to warrant him not being the starter… but it also depends a lot on your team. Gotta love Iron Man’s versatility.

i see you on that gimpy, his lvl 3 is ridiculously good so that is another point for him being in second or third spot… lvl 3 to otg cannon or reset = to good.
hes crertainly versatile and will fit just about anywhere.

-dime

i also play him on point although my teams changed alot i tend to keep him there , but since I have picked up magneto i’ll be putting him 2nd i think

I play Iron Man on point but I think he is better suited for anchor. X factor lV3 for him is really good. You only really need basic combos to do anything. You dont need to spent time doing the harder fly unfly combos.

I’m using Iron man on point because he has just the balance of mobility, health, and moves I wanted while still giving me an OTG assist (dem smart bombs) to use when he swapped out and can second like a ghetto second anchor if my usual (Dante) kicks the bucket early. But now I kind of feel like I’m wasting him bu not making much use of his lvl3 hyper (I DO have Devil Must Die though).

In case your wondering

  1. Iron Man/Smart Bomb
  2. Haggar/Double Lariat
  3. Dante/Jam Session

The way this is set up I can change styles quickly between temporary zoning and offensive tactics, though obviously the group is stronger with offense. Haggar gives me his wonderful assist allowing me to create space and along with a way to do massive damage to irritating offensives (i.e. Wolvie) or really beefy characters (i.e. Thor or Tron Bonne). Dante’s versatility is greater than near anyone else due to his massive move set answer for everything. Zoning gets totally circumvented using Air Trick properly. Characters without projectiles can be zoned with missiles and spacing created using Million Carats and the move that leads to it. And well, Dante has PLENTY of combo fodder coupled with great normals to create offense. So, with all of this, and my fimiliarity with him, natural choose for anchor. Only problem is I don’t care for him health being @ 900k.

So the important to questions here relating to the topic are:

  1. Am I making the most of Iron Man with this positioning in the following team? If not, what am I wasting specifically?

  2. What gaping (or minor) weaknesses am I leaving myself open to, and how would those be fixed?

  3. What are the best ways to make the most of Iron Man with the least meter use? (He is my point, I’d rather not have to throw away meter every time I build it up.)

Don’t be afraid to break it down to the point of “is he stupid?” because I’m very new, and have less than stellar fighting game experience. I know all of the basic terms for MvC3, but videos without button input would probably be lost on me, just saying.

Greetings IM mains I hail from the skrull boards and currently looking for a 3rd member of my team which consist of skrull and sentinel. I recently saw a few IM videos and was awe struck on how versatile he can zone extremly well,apply beast pressure,crazy mix ups, and does a ton of damage. I decided right away that I wanted the iron avenger on my team but I have a few question b4 I start to put in work.

1.What are his pros and cons?
2.Whats his basic BnB(I did some research n I know its the Krispy Kream combo but anything else I can use in the meantime while I get that combo down?)
3.What position on my team should he be on?(I was thinking skrull-IM-Sent)
4.Do I need an otg assist for IM to be really effective?

Really appericate the help guys

  1. Pros = IMO strong dominance from the air. Although his conversions from the air into full combos need to be worked out…he basically has a j.H that is an 11 frame sword normal that activates and recovers extremely fast and can be angled in 3 different directions. He can legitimately high/low mix you up from a long distance especially with an an assist covering due to how long his j.M and j.H normals are. Cancelling super jump forward into air dash down j.M gives you overheads that basically touch the floor from a long range. His repulsor blast/spread special move with assists especially gives him a near free GTFO off me that can convert to combos if they’re towards the corner rather easily. If you have level 3 stocked and pop them with repuslor spread you can get a free level 3 easily. He’s also the only character in the game that can ADDF (air dash down forward) from super jump height all the way to the ground. He also does a boat load of damage with or without assists. Solid dash movement once you learn to plink dash and has solid ground normals with good frames.

Another aspect I really like about him on point is that he has multiple horizontal attack options from the air. A straight shooting beam and his j.H which can deter lame out characters from staying up in the air all day. Which is Doom’s probably biggest issue. He can bully people under him all day but people at his height or above him he doesn’t have much for.

He provides some of the game’s strongest assists in unibeam that you can use for a multitude of situations and can set up mix ups easily on hit or block doe to how it locks the opponent in place on hit or block. His repulsor blast assist is great for extending combos, a pretty reliable anti air assist with the right point characters and has strong projectile durability. Also has full screen level 1 super super that he can angle in 2 directions and at point blank range is the fastest starting super in the game. If you DHC into it you bypass the half second start up after the gun pops and the beam becomes a one frame start up super. In general anybody can DHC into him easily during combos which makes him easy to throw on a team when you just want to have a DHC super from any where that does big damage.

Cons = IMO firstly would be his inability his dash into normals from the ground until the 11th frame. This is a similar issue that Doom has where you pretty much have to improvise their movement with other methods so that you move and poke effectively. Just dashing forward and pressing on buttons isn’t exactly ideal with Iron Man although it’s still better than it is with Doom since he can cancel his dash at some point into attacks while Doom can’t. 11 frames goes by pretty quick any ways especially if you were already at a slight distance. He can cancel his dash from frame one into a jump so that he can block during his dash from first frame (by holding up back) just like Doom.

Other issues would be hit confirms from the air that are seemingly picky so you can’t just hit S in the air like Sentinel or Doom and expect to get full combos while you’re moving around with him. It definitely requires some work to reliably hit confirm into combos from heights in the air that tends to deter the average player from wanting to get into him. He also has no safe on block level 1 super and while his super has the fastest start up at point blank range and is a 1 frame start up super in DHC’s, it’s pretty damn unsafe on block so anyone with a tracking teleport or fast beam super can punish it easily. Meaning you’ll have to get creative to find ways to get Iron Man into the match safely. 1 frame DHCing into him when they do something that can be whiff punished is probably the best option where you don’t have to land a physical hit first.

Although this isn’t really an issue for experienced fighting gamers or people with good execution that play offline. Another issue with him for newer or beginner players is that his execution barrier if you want to do BnB’s that are safe on block and won’t kill you is among the highest in the game I would say. So be prepared to grind to make him effective pressure wise.

  1. Quick video that gives you the basics of some of his more used BnB’s in different situations with notations (in the video description). I would suggest learning Krispy Kreme so you don’t end up looking like an idiot when you get blocked.

[media=youtube]EpbUWssxoiY[/media]

  1. I would suggest 2nd or 3rd. The best Iron Man player ATM (Joker) seems to have great use putting him 2nd in front of Magneto with repulsor blast assist. I place him as anchor with unibeam assist and get good mileage off that also. His assists are way too useful for any team to put him first unless you just wanna be some combo video Iron Man hero. The only way to really safely DHC into him without character specific methods is to land a combo or use one frame DHC as a whiff punish so just keep that in mind. With Dante second and Iron Man 3rd I have multiple options. I can one frame DHC whiff punish, I can also use Dante’s ability to pretty much safely get anybody on screen by calling hysteric and then activating DT and raw tagging Iron Man in. I can do it without DT also if they are far enough away and don’t have some screen clearing super.

He generally does not have the ability to cancel his dash into attacks fast enough or a cheap enough throw OS to reliably use in the first spot without gambling Iron Man’s life. Plus you’re just wasting a character with awesome assists.

  1. OTG assist…not really. He can do a bunch of damage off of non OTG assists or just on his own. Iron man needs too much help neutral assist wise to be worried about giving him combo extension assist. Don’t even worry about it.

Pros:

Strong air to air game with his long range normals and Uni-beam.
Good air mobility, able to get from super jump height to the ground quickly, have access to the second fastest flight in UMVC3.
Multiple angles of projectiles, from the sky and on the ground, able to play strong keep away.
Can be very scary up close with his fast light attacks and very fast ADD attacks for overhead. Replusor Blast is great for stopping random teleports and protecting slow assists like drones and Doom missile.
Able to dash cancel air normals to beat AG
Very High Damage output and able to do easy meter positive TOD combos and have very damaging TAC combos, he can also hit confirm into level 3 hyper from full screen.
1 frame full screen beam hyper DHC.
Provide maybe the best beam assist to the team.
Looks cool and have cool looking combo, as well as the most hyped hyper.

Cons:

Inconsistent range on his normal moves.
No cheap air throw option select.
Crap air throw game.
Chunky Movement, IM is not very agile (can’t change directions quickly) and is free to chicken block without assists.
Huge delay on his ADDF dash.
Weak neutral game, can be difficult to open people up or get into position for mix-ups and maintain pressure.
Heavily rely on assist to achieve anything.
Difficult hit confirms, no retarded (safe) buttons for easy combos and pick ups.
No fast hypers or invulnerable move to get people off him.
No safe hypers.

I personally think second, because you will have IM’s awesome assist while you can still play him with one assist and having his powerful TAC combo and DHC available. While some players thinks third, because he is rather hopeless on point but he has strong assists. Going first is definitely not the way to go.

No, IM has his own combo-able OTG move. Ideally you will need a lock down assist to play IM on point, because he desperately need something to hold people on the ground for him and it can usually extend his combos. A “get off me” assist also works, because IM crumple under pressure quite easily.

Thanks for the response guys really appreciated. Played a few games with IM with him on point and 2nd and I must say I think i finally found my third after weeks of soul searching :D. I love how easily IM can control the skies and the ground with his air normals though I realized very quickly u must space them properly to get combos going. His high/low mix ups are insane his “landing” animation is extremely fast so its hard to block any of his lows on reaction. About to go into training mode to polish up on him a bit more cant wait to really open IM up already thinking of some really evil mix ups with sent drones n skrull-b >: P. I am not going to lie I always thought that IM was bad but after seeing and experiencing his game I must say he is truly a underrated character(damn you tier list!). Thanks again!

I just realized I put otg assist as my 4th question I meant an assist that combos well with IM’s otg for I can do SB>assist 1>R.blast,spread>SB>assist 2>R.blast,spread into hyper or is it not really necessary?