Current team is Jill/Hawkeye/Wright, but I’m starting to consider swapping out Jill for Iron Fist.(Also, shifting Wright to the front)
Tried it a couple times and it works really well. I’m getting a nice feel for his chi, and I love having a good battery, and brick wall rolled into one character. I’m just feeling a little regret for swapping out Jill after I put so much effort into making her a strong, viable character.
Iron Fist’s meta on getting in feels kind of like She-Hulk in a way. Their biggest similarity is really solid j.H’s and while she may have/had stuff like vanilla slide and grab setups Iron Fist can utilize a very strong wavedash and AA capabilities.
The reason I brought her up is that I feel that IF could be using his normal jump at long range as well as his wavedash to go through gaps in their defense. Normal jump H can be OS’d in airthrow of course, which means unless they break the grab or beat IF in the air (which is possible of course) they risk eating 400-700 from the airthrow or 700-950 for the j.H.
While wavedashing you have two options on the ground: c/s.L or s.M. They are both solid options and are good for different reasons. Because of proper wavedashing L’s range is somewhat negated, and because of its speed you will hopefully beating out attacks that would normally beat out s.M. I also feel its better to start out block strings with L. The main reason to use L on grounded approach is because s.M may as well be a carbon copy of Makoto’s s.MP from SF4 (which is very good and bad). Basically s.M has a very solid hitbox with the exception of the lower half of his body. Moves like slides or low hitting attacks with longer range (swords lol) will blow it up pretty hard.
But then there’s the good side to s.M. If they are moving around normal jump space s.M will be your BFF. After you AA with s.M you can followup in f.H~air loop* for damage that’s more or less the same as if you had hit confirmed into crumple.
With these options along with proper assist usage and empty rekka cancels off of f.H (dirty high/low mixup) he should be a headache for a good chunk of the cast. I wish he head some left/right shenanigans outside of resets though XD
*j.HS land HcHfH jHS HcHfH rekka followup. In some situations like A2A or AA you can omit the cH’s since they can whiff from time to time.
EDIT- and I funny it funny how pre-release most of us feared his lack of not have a normal standing S. Hell even if he did have one now it would only bump up the damage marginally due to how damage decay works in this game.
But the good launcher would make him more derp, he’s hard enough to play with just because of the hard time he has to get in, and you have to do a hard ass combo every hit confirm you land. It’s just not worth it, only people that really like the character will keep him.
But in my opinion, what would greatly improve him would be if c. L/M was a low hit, that change alone would be of great difference. The way it is right now, if you’re trying to hit low you either have to risk a rekka chain or sacrifice the crumple, having the option to go like c. M st. H and follow up with rekkas and crumple would be of great help.
You only has access to the Rising Fang as the third hit on a rekka chain, but you can whiff rekkas if the guy pushblock you so you can use to fly through the screen. Risky, but may work time to time.
How in the hell is jump loop hard? The only thing I find even remotely hairy with danny combo wise is post wall bounce when you end up under the opponent (ie too close to the corner).
Low hitting c.L would be great though, but unless I’m mistaken (don’t have the new testament) it doesn’t feel like LK rekka is unsafe if it is blocked. And later on once we figure the timing for chi parry (since the armor activates at different times depending on the chi) we can actually punish people in more ways than one post-advanced guard. As for crumple the only times I really wish I had it (IF by himself, not with assists) is off of airthrow/OTG and if you land the overhead. But outside of airthrow its not like his damage is hurting without it.
Haven’t tested it yet but c.H could also be used in mixups since it leads into the jump loop.
I am by no means assuming he’s wrecking shop over everyone, but has anything I said been truly wrong?
Edit- what I’m trying to say is that getting in should be no where near impossible and at worse a challenge in some matchups. There are a few things that I feel will hinder him far more and keep IF mid-mid low at best:
Opening up people once you do get in. No left/right mixups barring resets and his high/low game is a little suspect even with empty rekka cancels off of fH.
When he’s put in a reset situation. His only options are block, breaking regular airthrows and air x factor. Maybe wall jump in the corner but I doubt it. In theory and probably in practice he’ll be free as fuck to people with command grabs that hit in the air.
If the situation arises that he somehow ends up as the last character on the team he’s most likely screwed.
Ammy does her chains, ends with the paper so I can’t get in. And her Fierce Punch beats out my MP, so I can’t counter poke into combos. Granted when I hit a combo, it’s lights out, but hitting the combo seems to be really impossible. She’s even too short to do the jumping H cross up that I like to employ to mix people up.
Oh and I made good use of the chi parry today, was doing rekkas and Hulk activated his super where he jumps up, I cancelled to Chi and absorbed that hit, dashed away, and punished him for the super. Felt awesome
I would try to nullify the paper with a good assist… besides that just gotta wait it out or block it and push block. Also, start poking with crouching H into Forward H so that you can either jump cancel to make it safe or jump cancel on hit to confirm into an air combo. I think IF is going to suffer when he’s matched up against the smaller characters like Joe Ammy and the raccoon.
If your opponent isn’t hip to IF’s needs, and they stay grounded, his c.H works great for mixup. Wave dash c.H is actually really strong I’ve found for the reason you mentioned, you can go straight into f+H > Jump loop.
Hey guys, total noob here but I just grabbed the game and love IF.
I was playing earlier and noticed that his combos do less total damage when I open with L instead of M. o.O
Is there every any reason to use standing L then? The speed maybe?
And are there any other moves I should worry about when doing combos to keep damage higher?
As with most games your lightest attack will scale the most, but you’re right in thinking a reason to use it is speed. With Iron Fist I’d say try to start with his amazing standing M as it is quick and has a grip of priority + big hitbox. But if you’re against a quick opponent and you’re within range, don’t be afraid to start with L. Starting combos with him is way more of a concern than getting max damage.
Really, with the way his combos work, scaling in terms of damage isn’t a huge issue. So outside of L attacks, there’s none I can think of that you should avoid for max damage.
I’m a P Wright player and I figured IF’s assist would really help him out while getting evidence and I was right. I was wondering if there’s anyway Press The Witness (Turnabout) can help out IF. Because IF’s launcher is so shitty, you can’t just launch after the wall bounce. How can IF take advantage of the wall bounce in the PTW assist?