Ugh, I was playing at a friends house earlier and magneto, Vergil and Wesker are just way too good. Their c.L are way too fast for Iron Fist to get past. On top of that they have a much easier time mixing it up with high low into a big damaging combo. I was using RR log assist and Doom missiles and they still weren’t good enough to cover Danny so he can get in and hit them. And speaking of Wesker/Magneto, they were pretty much only buffed. Wesker without glasses is pretty much xf2 and magneto can just keep away Danny all day if he wanted with magnetism. I also had a hard time getting any damage off of an enemy that i tagged in the air with his standing/jumping normals. idk, i guess we’ll see tomorrow when the game comes out if there’s something he can do.
The two big problems with IF that I see are:
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[]Good luck getting in to do stuff
[]Opening people up once you get in
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But still I’m going to try him out. I want to have two teams: One focused on Iron Fist and the other focused on keepaway.
Yeah, the range on IF attacks are horrible. I’m still gonna stick with him though. I really hope there’s something we’re missing because right now he’s not looking too good
I’m not going to call him bad just yet. The kara cancelling video showed some pretty neat stuff and the game’s only been out for … -2 days lol. I definitely agree with CTG, though. You will probably need to make a team focused around Iron Fist.
Well, I mainly had trouble fighting those three characters. The guy I fought already had all the new Magneto combos and Vergil mixups down perfectly, along with Weskers new shadeless 700k+ damage combos, it was ridiculous. Pretty much any character me or the other ppl there used had trouble getting past all that BS lol. I didn’t get to try him against any other chars, I wanted to try out the other characters andf my old team. We did get some time in training mode though. I had no problem doing the kara rekkas then but in the matches i had there wasn’t much time to think lol. Also couldn’t adjust to not sweeping ppl with him, I main She Hulk and Doom so i just kept sweeping ppl without thinking even though I know IF can’t launch off it >_>’. It took me some time to get used to She Hulk’s torpedo otg in week 1 of mvc3 but now i have no problems doing relaunches with her.
tatsu assist will keep 'em pinned for a while to start mixups/combos, and felicia will setup UBs/hard-to-blockables for both ironfist and ryu (ryu’s now cancellable OH will allow you to convert into big damage). ryu powerup super hasn’t been fully explored yet, but whats been seen so far is buff. xf is buff with all three, but especially with felicia.
wolverine should be able to scare ppl once he’s standing next to you with hsien-ko. same with ironfist. dhc’s all work together, xfactors are scary with both wolverine and ironfist. but most importantly, when hsien-ko is out, they can’t pushblock, and probably won’t be able to see too well what the point char is doing, forcing them to guess or keep their eyes peeled (even better with dark outfits in dark stages). any slight slip-up, they’re either dead or on life support.
not to sure what assist i’ll use yet for ironfist. flying kick is great, but i can think of some uses for crescent heel OH/otg.
once i get to experiment with luminous body, i know something dumb will come from it. in addition, if i have a bad matchup with ironfist, i’ll just swap in firebrand instead and have him deal and bring in ironfist later. firebrand swoop assist should at least buy ironfist some time to do whatever. not expecting much out of fb’s other assists for ironfist. good luck seeing black firebrand in daredevils/S.H.I.E.L.D. stage. felicia needs no explanation.
hey sephi22, in regards to your vid, you said ironfist can only cancel a rekka into another if the previous ones hitbox animates, but at the end of the vid, it looks like you’re successfully doing a karacancelled rekka from another rekka. unless i mistook what was happening, it seemed like you did [A,B,C,f+C~rekka~rekka], where the first rekka’s hitbox didn’t animate, and ironfist karacancelled it into a low rekka. care to explain?
also, if you don’t mind, can you test if ironfist has enough frame advantage after low rekka, standing C, and b+C to link anything.
edit: ironfist/chun/felicia is looking just as powerful as ironfist/ryu/felicia
So, anyone think that it’s his destiny to be an assist character?
Things are looking pretty bad. I’m not even talking about getting in because he does A TON of damage so it should be hard for him to get in, but once he gets in, it’s still pretty damn hard to open people up…
He may not be that bad, but at least of the new characters I can’t think of anyone worse.
I doubt this will be a problem actually. Up close he has everything he needs to mixup (without assists) or full the opponent to open them up. Hopefully I’ll get the time to work on some tech today.
I got a chance to play a good bit of Iron Fist the past few days. His air game isnt all that special for the time being, but his ground game is nasty. Two dashes and ur on the other side of the screen FAST. His st.M and st.H have a lot more range than what those moves look like. I found myself being more successful with Iron Fist by surprising people with this ground speed and normals. Iron Fist’s rekkas are nice but offensively if the opponent advance guards one continuing with the rest means getting punished. However if u are advanced guarded you can do the dp charge to cover yourself.
I think many people are going to be frustrated with Iron Fist because of his offense works and no straight up launches outside of jump canceling f.H, but Iron Fist dishes out good damage.
I like doing only 2 rekkas per chain so I can cancel the second into power up and I can keep powered up the entire combo, I go like low crumple power up (you can power up even using 3 because they’re crumpled for a lot of time but using 2 will leave you time for a lot of wavedashes before you continue) and then HK into knockdown and power up again before the OTG so I get 2 powered up hypers.
You should watch the Iron Fist tech video - should help you out. Basically it says to kara cancel with H advanced guarded. A lot of good stuff in there.
What I’m doing in the beginning of the video is showing that one rekka can be cancelled into another during whiff, not just on hit. This isn’t of any use except that you can cancel into a chi in case your rekka misses. What I was pointing out is that while it seems like the animation of the first rekka seems to have been cut short (for eg: low rekka -> overhead rekka), when you do it on an opponent, both rekkas animate. Hence, this isn’t a cancel, its more of a chain, except when you cancel into a chi, which it seems to be eats up the recovery frame of the rekka move.
Now, what’s interesting is that when you do a f+C before any of this, it changes the properties of the moves entirely. f+C is jump cancellable, hence by nature it has different properties from Iron Fist’s other normals. Intentional or not, because of this normal’s properties, rekkas that are done after a f+C can be cancelled very early during their animation, just past the startup frames. So if you do a f+C xx qcb+M (Overhead) xx qcb+L (Low) on a blocking opponent quick enough, after the f+C, Iron Fist will start the animation of the overhead, but before it can become active or put opponent in blockstun, it gets cancelled into a low. If your opponent has quick reactions and always blocks your overhead, you can fake him out by starting an overhead but ending with a low, or vice versa.
I love the idea of iron fist. With his ground pressure and Kara’s/Feints he reminds me of a MvC version of Makoto. I’m really going to try to make him work. Hopefully he’s not as useles as hsien-ko. Thanks for all the tech, now I just can’t wait to get my hands on a copy.