The Power of Chi! Official Iron Fist thread!

I think it would be a viable strategy to start Iron Fist but get an air exchange as soon as you land a combo, sou when you DHC into him he’ll bring a powered up hyper.

Iron Fist will need to use dragon palm that causes a hard knockdown if he wants to use the launcher. He has jump cancellable move to aid with wallbounce combos. Let’s hope they can loop like She-Hulk’s.

So I’m thinking Modok on point with beam assist,Iron Fist on Second with unkown assist(so far dragon kick due to flash,but may change due to use of course), and Firebrand with hell spitfire assist as my anchor.

What do you fellow iron fist fans think?

I’ve been looking for info on his assists. Do we have this compiled anywhere? Can you tell us more about them?

Assists are:
Palm (short range crumple)
Axe Kick (overhead/OTG)
Dragon Fang (Long Range Flying kick, wallbounce)

Great! Thank you, xesaie. Those are interesting.

I think it’s good because it has MODOK so it must be good.

He has the following assists (not sure about the order):

Palm Crumple - The one he does on combos and power up after, it seems to come out pretty fast but has no range
Axe Kick OTG - Hits overhead and OTGs, it’s kinda slow so I don’t know if it will be useful for relaunch, but it can set up some nasty mixups
Dragon Kick - Comes out almost instantanously and causes wallbounce, it covers a good amount of the screen, being able to hit both grounded and airbourne characters, with the exception of maybe low sized characters.

EDIT: Too late XD

At risk of repeating myself, I’m hoping Dragon Fang has some anti-projectile properties, it would follow from how similar moves work.

Edit: Not sure that modok gives him that much tho’, doesn’t seem to cover his approaches that much, and isn’t good for using up all the meter he generates. I think you’ll see a bunch of IF-as-battery, even without the charging chi.

I hope it has some invincibility, at least the assist.

I actually plan to use ironfist to battery for firebrand,I don’t find myself using to much meter for modok so I don’t really worry about that. And it isn’t about having Modok cover iron fist as much as have iron fist cover modok. Hoping that the beam assist will be adequate for iron fist if it comes to it,but all the assists are up for change. It may not work,but they are 3 I really want to work,so I’m going to see if I can be efficient by having them work together,but if not they will all find their place somewhere.

Same thing that happens if you crumple them twice. They just recover. I’m trying to get some resets out of that sort of thing with chun.

After watching Seth’s breakdown, Danny Rand looks like a beastly battery character…that BADLY needs a Projectile assist. I mean, if he goes against someone with even a decent keepaway, he won’t be able to get in. With that said, once he is in, he can do maximum with minimal meter. Just a simple :a::b::c: into the Rekka Kens (which can hit low and overhead in the same combo! Be ready for Advancing Guards) into standing :s: into an Aerial Rave into an OTG Axe Kick INTO the Rush Punches can take off almost 500K…without any assist. Power it up with the Attack Chi, 600K. Go all out with X-Factor, and we’re talking about Hulk-Level Damage on his combos!

I still would like to know if Spirit of the Dragon can OTG, not like he needs it but it would be nice. Also, will the Rekka Kens be all QCB or QCF, or do they alternate. I’m hoping for the former.

Iron Fist/Dante/Sentinel looks to be a good team.

I would go for Iron Fist/Trish/Nova
If the rumour is true Nova is gonna be BEAMMZ :smiley:
Also Trish for dat traps :wink:

Rekkas are both QCB and QCF, QCB being kicks and QCF punches, he has 8 rekkas.

So it’s QCB for his low kick and overhead axe kick. Good. That’ll help keep his combos more fluid.

Ill see if I can make iron fist/storm/amateratsu work, but its a little early for me in terms of team building since I put a lot of thought into my teams and I don’t have the information required to do such with IF. But he does look like a beastly battery, although I wish seth had further demonstrated how the blue and green auras affect his defense and meter gain respectively, see if they really are worth getting(particularly the blue) since they seem to run out over time.

Btw, whats the word on his health? Any ideas how much he might have?

Damn, got beat to it this time :stuck_out_tongue:

so with knowing a bit more, gonna put my speculation hat on again :smiley:

I’m gonna guess the B&B will be (normal combo of choice)>qcf+L>qcf+M>Charge>S>(air string)>qcb+MOTG>qcf+Sbounce>Super of choice. In pure theory you could include a lot more rekka hits, but I’m gonna assume decay will be a bitch.

Next thought, in the vids he almost always follows the OTG with hyper. I wonder what else you can effectively follow it up with… the low kick and shoulder barge look the most likely specials to me. I also wanna know if qcf+S>qcb+S will combo or not. Not sure if it would ever be worth doing, but in the discussion of things that are damn stylish, that’s gotta take the cake!

… now that I think of it, I wonder if overwriting the charge resets the timer on all of them, or if they wear off in stages.

Edit: Rekka commands…

:qcf::l: is a normal rekka ken punch
:qcf::m: is a crumple punch
:qcf::h: is a knockdown palm thing that S.Kill said crosses up
:qcf::s: is a shoulder attack that does wall bounce
:qcb::l: is a low kick
:qcb::m: is the overhead/otg kick
:qcb::h: is the jump kicks minilauncher (think Yun’s upkicks)
:qcb::s: is the flying kick, has crazy range, and also does a wall bounce

Storm and Iron Fist have the best DHC in this game man, 4 meters but it’s worth it.

By the power of Gaia, and- (DHC) -THE POWER OF CHI!

OTG-Up kicks-DRAGON KICK.
SPIRIT OF THE FREAKING DRAGON.