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

L and M for footsies/anti-air/space control and H for combos.

I use the L version exclusively outside of combos due to its faster startup. I’ve found that if the opponent is at about mid screen it is much too easy to get hit out of the startup of the heavier versions if they just rush in and hit buttons (which alot of people seem to do against Iron Man as soon as you give them an opening). There might be some uses for M and H versions during neutral game though, I just haven’t really explored it myself.

always use the light one

The vast majority of the time the light one is preferable, but the heavy one does indeed have uses with it’s massive range. An easy example i can think of is if you see dante sitting back shooting air plays, dashing under one and doing a heavy repulsar will hit from over half screen way at which point you confirm into almost anything, I like level 3 because you get a full combo afterwords if the only thing before it is a repulsar blast.

I’ve been looking for ways to link normals after Repulsar Blast to get full combos, but it seems relatively inconsistent. Hitting them with an AA Repulsar Blast and then doing s.L, s.M, S seems pretty consistent at least.

From what I can tell, repulsor will always cause an opponent to fall to the ground before leaving hitstun if it hits them outside a combo, so theoretically you should be able to just wait for them to fall to the right height before linking a standing normal into whatever. I’ve been practicing it in training mode and waiting for the right height before doing st.M straight into launcher seems the most consistent way to do it for me, any additional normals will potentially push them too far away for the launcher to connect. Haven’t gotten to try it in actual matches though. I’d be interested to see if you can do the KK off of it, since you want the opponent to stay off the ground a good bit for the start of that combo anyways, it seems like you could definitely set it up off an AA repulsor blast. I’ll try doing st.H to juggle them higher after the blast into KK and just going straight into flight off repulsor and see what I come up with.

If all the hits of Replusor connects, it causes soft knock down, so you can always juggle with c.m into s.h combo ender. The harder and more damaging follow up is j.l, j.m, j.d/h into jump loop. It does a little bit more damage, but generally hard to do because they bounce left and right during the Replusor and its quite hard to be able to tell which side they are on.

I’m learning iron man and I want to know something. What is his best overall BNB combo from midscreen to corner?

Krispy Kream.

Thanks. I’m finally getting this combo down to at least 85% in the lab and about 45% in matches. it’s a dirt easy combo :smiley:

Let’s say you’re putting on pressure with something like c.L c.M s.H xx Fly, and it turns out to be blocked.

What are a couple of good options to do from here? I don’t want to always do the same steps when it’s blocked, I’d like a few different options - but I’m not sure what’s safe and what’s not.

Thanks

if your are playing against anyone good chances are 100 percent they push blocked you to the other side of the screen, 90 percent of the time you should just unfly, I guess you could try unibeam sometimes, just try to reset your full screen game.

The most obvious follow up is gonna be S so you can fall down to the ground. If that doesn’t work i usually just go Jump ADD, D.H or S, Fly, S for the double overhead. Adding assist to negate pushblock is also a good idea. For my team I guess I could do something like s.H, Call firebrand, Fly, S, Firebrand hits, then whatever. If they pushblock Iron Man or Firebrand then it’s just another free approach.

If there is anytime you are in flight mode over your opponent the best thing to do is H xx unfly H V.

This acts as a double overhead and is most of the time the best option, of course if you always use this as your main mixup you might wanna switch it up.

Fly completely negates pushblock, and Iron Man’s fast fly/unfly is good for getting around pushblock…in theory. Of course, in practice, you have to have godlike reactions to be able to use fly/unfly to negate pushblock, and its not really something you can simulate in training mode.

Is there any advantage to using air d.H over air S? Does it cause more hitstun or have a longer or wider hitbox?

Also what does “jump ADD” mean?
Thanks Stark Industries employees

For the first question, in what context are you talking about using j.dH over j.S?

For the second question, it means jump air dash down. You should be superjumping most of the time though, Iron Man’s superjump ADD is extremely fast.

d.H has faster startup than S, and more importantly, the hitbox reaches its full length immediately whereas S takes a more frames after it becomes active to fully expand. It also option selects air throws while S does not. This is not to say you should always use d.H though, the hitbox is much narrower and easier to dash under.

One of the most important factors in using d.H, other than the startup t1bz mentioned, is it’s ability to lead into combos as an air to air. If they jump into it, it puts them in a perfect position to get a full combo even as an air to air.

Combo extenders to recommend?
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