Tony Stark's House of Ribs|Combo, Q&A Thread

I actually messed around with a firebrand team that was pretty cheap. I first had firebrand/ ironman/ sent, but this was before the infinite, so I went with firebrand Thor sent because Thor has some beastly damage off of tac’s, getting me a tod off of any firebrand hit confirm. I might go back to ironman once I master his infinite.

Swoop assist is better for Iron Man.

Why? I need dat tech!

For double repulsor follow-up

well look at it this way, firebrand combos will all ways end in the corner so if you just learn the corner infinites you will have a blast… I think that firebrand/ironman/xx is the best ironman team… I cant remember the dudes name that recommended the team to me but he had me fucked up everytime he touched me…

hopefully that assist will be useful for RR as well

For the other Deadpool/Iron Man, some useful tech. Unibeam is a great assist for Deadpool. Two great uses: 1. Unibeam makes M Quick Work xx Teleport, a blockstring that’s really deceiving but not really that safe against certain characters, completely safe and turns it into a frame trap. L Quick Work + Unibeam can be good for getting in, just make sure you practice having Quick Work recover during Unibeam blockstun, then go for frame trap c.Ls. I try not to go for Guns xx teleport mixups with Deadpool without calling Unibeam first, as people that are expecting it just throw you out of it. Also s.H isn’t really that safe on block, if you ever chain into this move try to quickly slide and call Unibeam at the same time.

Unibeam allows Deadpool to get max damage off his failed Teleport OTG xx Air Happy Happy Trigger, and increases damage pretty substantially. It also pins the opponent right below you which is good because even though this is one of the best ways to reset your teleport count doing it midscreen is janky at best. Unibeam fixes this. I’m still looking for ways to utilize Unibeam in combos more, I’ll let you know if I find anything.

At some point my gameplan with Deadpool is just going to be constantly looking to go into TAC infinites with Iron Man. If they guess right Deadpool gets reset fullscreen where he wants to be anyway. Then if you win the TAC get Quick Work for the incoming character mixup.

I still haven’t gotten around to optimizing deadpool as far as him on point. Using assists. I mostly use him as an assist and anchor. I’ll eather pop x factor level two for someone else or use him in x factor 3 solo and play really lame until I catch someone with gunsxteleport. I actually lately have been switching my team up to Dante, wesker, ironman. Although I like the range of quick work, it’s a little too fast which can sometimes make it harder to time mixups, plus I can use weskers gun for otg purposes and he is a scarier anchor or second ( with unibeam or repulsar). I felt a little dirty doing it, but I think it might work better. then again I’ll miss the long range mixups using c. H + quick work xx fly and with Dante missiles, quick work teleport that I get in neutral game and zoning.

I think I will try deadpool second and ironman on anchor then go for tac to extend damage and see if that helps any. I suppose I could even go for tac from Dante to deadpoolxx bolo, relaunch into ironman tac? Imma test that :).

for ironman on point
What would you say are iron mans worst matchup types. Characters who are good at rush down? Characters who are good at zoneing, grapplers?
What matchups is he favored?
What type of player is ironman built for?

Second set of questions: when you jump then fly, you have unlimited air dashes, after you unfly do you get another dash? Do you get three air actions after unfly or does fly, unfly count as one or two of your air actions?

I’m at work right now and can’t test those basics.

During a normal non-flight air period you have 3 seperate actions, 1 dash, and 1 fly (which counts as one of your 3 actions.)

Once you’re in flight mode you have as many dashes and specials as you can manage in the timeframe but actions taken during flight will count towards your 3 air actions if you didn’t already max it out when you activated flight. Unfly doesn’t count towards as an air action.

For dashes, you can:
Dash > fly > dash x N > unfly > no more dashes
Fly > dash x N > unfly > no more dashes
Fly > flight with no dashes > unfly > dash

(That being said, I don’t feel like his flight mobility is THAT bad without dashes anyways and you’ll still have access to evasion or down dashing after flight to help with spacing/pressure.)

For air actions, you could:
fly > unfly > SB/UB x2 as you fall
fly > SB/UB x1 > unfly > SB/UB x1 as you fall
fly > SB/UB x2 > run out of flight time and fall
air SB/UB x1 or 2 > Fly > SB/UB x1 or 2 > run out of flight time and fall

I wasn’t 100% sure on this myself so I went ahead and checked it in the lab to be sure.

As far as the ideal IM player: The underdog that’s ok with losing…a lot… (seriously though, you just have to be a reactionary player to excel with IM unless you’re playing Ironeto and have him with drones or missiles.)

Thanks for that. I have been watching a lot of matches lately of top players ( joker, alukard, danke, dapVip in particular) and have really been working on when to strike with ironman. I also was watching a lot of Chris g morigan and also some morigan guides to see if I could apply similar tech to ironman. Morgan has a lot more mixup potential due to her air drill kick auto correcting. Perhaps ironmans air s will auto correct if instead air dash over their head them air s, jump, fly call assist, SB, cross up over their head and fall with S. I need to test that because he needs an air attack that can cross up ambiguously. I will test his air m as well to see if it has a hotbox on the legs or back legs.

Another thing im going to test is if you can fly xx air dash, unfly at the moment you are crossing up over their head during the air dash, to we if it auto corrects you and what happens to IM’s momentum. This might be another way to ambiguously cross up.

There is a lot of footage about his high low mixup game, but with his air mobility he should be able to create some left right stuff.

Air m does cross up really well

Hey what do you guys do for combos off of L repulsar xx spread then the opponent landing into drones mid screen? i usually just do H repulsar xx spread into proton cannon, but i feel like its a poor option and i can get more out of this. Any ideas?

How do you set it up? SJ U while holding forward then dash down and j.M so it will cross up like magneto’s j.H?

Sadly, no on the airdash xx unfly question he loses all momentum when he unflies.

Personally, I don’t think you should be going for crossups. However his j.S can ambiguously cross up at times.

If you are in flight and you pass over their head and use j.S you will autocorrect and can confirm into a combo. It won’t autocorrect out of a dash, though. Only normal flight. So in theory, you do could something like drones + df dash to get right on them > fly uf crossup S…but at that point you’d be much better off just doing down dash IOH hi/low stuff. If you want to do stuff like this, you should probably be playing nova or mags tho. They do this because they don’t really have the limbs to be threatening outside of that range.

IM’s strength is that he can almost completely shut down his side of the screen and do fast hi/lo stuff from an absurd range with his j.Hs and cr.Ms while being almost completely safe.

Something I realized today is he has a float overhead if you jump back dash xx j.dH or S (you can IOH a crouching Raccoon from 2 training mode blocks away into full combo) or float double overheads (or fake double into low) with j. BD xx j.MM (jump back L+M and it will OS the whole input for you.) and all of these confirm into KK at a range that other characters cant even dream of IOHing from. I’ve heard of people using dash back H for spacing, but not floats, so I might do a vid for this if anyone is interested.

It’s not as fast as the point blank down dash L, but I would wager its in the 20 frame range if not faster and you should be able to use it for fuzzy guard with a lockdown assist.

This is the kind of stuff I’m looking for. Things to do after a blocked c. M, s.h, xxfly, and things to get in to get that kk starter. Another thing I have been working on is when I do a j.dh whether on hit or block air dash down into eather a c.l if I’m close enough or c.m. His dash cancel add is so fast that it catches people off guard. This can also be used for multiple overheads by dashcancelling addf into j.m’s or j.l’s. It would be awsome if you or someone could make a video on his mixup potential.

Also, something else cool. You can combo off his midscreen ground front throw if you call log right before the throw Tony tosses them right into the log and you get a wall bounce.

RR’s assist seem to be good for ironman and ironmans assist seem to be good for RR. THC seem like they also would work well, but the problem is RR and learning him. He is one of y pet projects that I am trying to get good with, but like ironman I think he has yet to be figured out. Do you have videos?

I don’t have any vids of my new team (X23(CS)/IM(RB)/RR(Pendulum)) yet. There’s a local tourney this saturday so I’ve been trying to cram IM as much as possible so I don’t get competely blown the eff up. I probably still will be, but chances are I’ll have a match vid or 2 to show for it and I’ll post it up for crits.

Pendulum is working out pretty well for IM so far. (Cr.M) + Log > UB M blows the mess out of most assist calls or sloppy zoning and gives you a full combo from 3/4th - 4/5th screen, Will relaunch off KK in the corner and shorter combos midscreen, and then the ground throw followup I mentioned yesterday. If you start jumping and SB/UBing plus log you pretty much lock everything below high SJ height down.

RR isn’t hard, he’s just not very ‘marvel’ and you have to go against your initial instincts. He’s a lot like IM in how you don’t really rush down as much as try to control space and be annoying until your opponent flinches and makes a bad run at you. He still has a terrifying mixup and oki game, though. I’m pretty sure if you opponent messes up and gets in range of his fH, you get a free unblockable (or maybe just a left/right/hi/low if they pushblock, which is still good imo.)

I feel like it’s a really solid team, just not a brainless top-tier team.

Seperate note: I checked IM’s air dash info, I think the float overheads should be ~17 frames or so with perfect execution. Apparently, He can airdash 3 frames after jumping or SJing and his backdash has a 7 frame window (seems like less to me, but that’s probably just because you don’t have the garbage lag like on the angled dashes) where you can’t attack then it’s just the startup from j.M, H, or S. The average person can’t react faster than ~20 frames, so I think there’s some potential there.

@-= Joker =-: I think I can use Log for double RB enders (managed it once or twice), but I’m not sure if there’s a specific RB you should be using or the best way to set it up. I haven’t been able to find any discussion on the forums, can you help a new IM out?

hmm… Is long as Ur close enough to the corner u will be able to get 2 RB… I’m think do a combo into a hard knock down dash right beside the body do sb+assist, right away do l.rb(try m or h RB, for the first RB)spread and do it again but for the end time u gotta use l.rb
Edit… I’m thinking Try the h.rb the first time since it will do the most and reach the furthest. And remember that the spread will always push the character so where ironman is facing. So Ur going to want to do the RB really fast. I think :s

Pretty much what Joker said, let the repulsar hit them as high as possile, and spread as late as possible, following up with l repulsar for the second, it definitely works i just tried it.