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

Can Strider or Dante do anything with IM’s Repulsor blast or beam assists? IM’s beam assist seems to destory Dante’s ability to finish his combos, let alone do any decent damage. Trying to run a Dante/Ironman/Strider team or Strider/Ironman/Dante

I’m pretty sure Dante does a fine job of ruining his own damage, but yeah teleporters love his beam. I you wanted to be cool, I say run Strider/IM/Dante. If you want things to be easy, you should probably run the other. Check out Dapvip on youtube. He plays Dante with IM beam and is pretty successful.

Found some more nifty log stuff last night. Since you aren’t able to get the Log OTG midscreen off of a full KK, you can do:

cr.M s.H fly MMH unfly H j.MMdHS cr.M s.HxxRB L+LogxxSpread (a bit early or spread will negate the wall bounce) > dash…

the coolest thing I found was doing dash cr.H xx RB M > spread > super or otg super if you’re in the corner. I’m pretty sure cr.H always has enough hitstun to go into RB M so there might be some more extension options off that rather than going straight to RB on certain enders.

Doesn’t do as much as the double ender (which I was able to get locked down, thanks guys) but I haven’t found any way to get a consisten midscreen pickup after KK and it does more than the unassisted options, so shrug.

You can also dash launch > whatever depending on the spacing.

The cr.H flies at the perfect angle to connect off of log’s wall bounce so you can do other nifty confirms like Log > wall bounce > dash cr.H > fly H unfly H j.MMdHS etc.

Wow you are making RR log assist sound better and better.

That’s mainly because I’m slowly realizing that Log is better and better, lol.

Double RB ender in the corner is 850k with log. Midscreen RB > log > RB option was something like 740~750k (plus 50 swag points)? I went back and checked what was possible with the launch after the wall bounce but HSD is so high at that point that you can barely manage sj.H,dH,S which then barely gives you time to land and OTG Super anyways. :confused:

I’ve also been trying to see if there are any good relaunch combos you can land off a raw wall bounce (or UB M + log) and haven’t found anything worthwhile yet, unfortunately. IM and SJ HSD aren’t very good friend after a wall bounce for some reason. :confused:

I played a set against my friends MoriVergDoom team last night (He’s no ChrisG, but he’s a solid smart player.) and I think IM and Log can actually do work against MoriDoom. I need to see if I can set up some full on ChrisG zoning loops in the lab, but I think you can actually negate most of her zoning game with smart RB/Spread and you don’t have to worry about Missiles or Soul Fist > Shell Kick. Cr.H + Log > Beam will beat out ground level zoning (seems like Log can eat 2 missiles, Cr.H usually only 1 due to angle, and beam to actually chip/hit/punish assist) and blow up missile calls (off the Wall bounce, dash RB M/H will put a ton of damage on Doom and keep you covered from the few missiles he got off before you sniped him and you can always be ballsy and trade IM for a proton cannon if you want to kill Doom, lol.)

I feel like you don’t have to worry about astral vision all that much since you only have to pay attention to whats coming at you from the front and RB>Spread correctly since you get full coverage from that beautiful move (I would almost bet that there’s a specific RB strength/timings that will specifically counter each soul fist angle/zoning loop, it would just take some lab time and halfway decent reactions. It would only be 4 or 5 good RB reads to burn through a full meter and leave them with nothing), if you’re in a spot where you can’t RB out of the zoning, jump ADU > fly and once they start trying to mess with you in the air you can annoy them with hard to see/hear Logs coming from the ground which you can convert off of if you’re not in blockstun.

Funny mental thing I had starting off on that matchup…my brain wouldn’t stop trying to get me to use j.Hs to negate projectiles…totally feels like those should have a few point of durability on them, lol.

Lol I also was trying on reaction to use j.h to negate projectiles! As far as Morri- doom goes, RB assist and ironman seem to do really well against it. I just re watched Joker’s match against Chris G at TXIII where he took it 2 to 1.

After you started talking about RR I actually put him on a team IM/RR/Sent. He is pretty good. His dig H move is so damn cheap! I would burrow underground from foot dives, missile assists, and other supers. I’m thinking about making a RR team with haggar so that I can burrow H+ call haggar, log trap, into combo. For haggar RR spitfire twice might be the best assist to help with his combo extension. Idk. Not the right place for this I know, but w/e, video games!

Back to ironman, I’ve been working on resets in the lab. S, sj m x2, H, SB, addf, (this will eather put you right next to them for an air throw or you end up flying underneath them as they are recovering. If this happens, I land and RB. It’s pretty ambiguous, because you cross up under them and land slightly behind them. Due to the flying screen you don’t see Exactly where IM is. it will eather hit or if they guess the right way to block then it will at least catch and hold them + spread makes it pretty safe. I haven’t tried this yet, but you could call assist (I use drones) and RB which should give me eather a double repulsar into combo or if they guess right RB will force them to land into drones for mixups.

Interesting this brings me back to vanilla days trying to use unibeam to reset then going for air combo did not work out to well then lol

Yeah I tried using unibeam at first. Its possible, but not as good. Smart bombs puts the opponent lower on the screen and provides enough hit stun for IM to addf eather right in their face or cross under as they are recovering for what seems like a pretty solid reset eather way. I have been trying to find cross ups with IM to no success, until re watching some of Jokers matches and the way he would use Repulsar to cross under on incoming characters and superjumpers. Cross unders using repulsar is REALLY strong with IM and the best way to get left right mixups IMO.

j.S crosses up pretty well from right at super jump height but the timing is a little tight.

Also yeah I’m a big fan of SJ height air M Smart Bombs and ADDFing behind them for a combo or high/low but but only in matchups where the opponent doesn’t have teleport options to the top of the screen.

So here’s the 6 matches I got recorded from today. Managed to win, tho my team didn’t get very far in the tourney and I got shut out in singles >.>

Team Black Guys got 2nd place in the tourney so I at least feel pretty good about this win. IM/RR still a bit rough around the edges, but it was still a pretty even spread throughout the matches with who was putting in work. Scrubbed up a few confirms and dropped a level 3 > double dash, but managed to get my RR double repulsor ender at least.

Let me know what you think and where I’m fucking up so I can stop being a pot monster already. Appreciate any feedback.

Ninja Edit: Also, I’m gonna try to get some recorded vita matches so I can get my team’s hitbox data. I’ll try to take some pics or post a vid once I get it.

Good matches. One thing to note, in any situation after a low altitude air throw where you can hit the opponent with OTG L Smart Bomb, you can dash right after the Smart Bomb and do c.M, s.H, S into air series.

I played a bunch of matches with DapVip that got recorded the other day, hopefully they will be uploaded soon.

not sure if this has been asked but how do you guys feel about the Iron Man vs Doom fight, i honestly think in a 1v1 full health match up Iron Man can easily hold his own against Doom.

Hey guys I was watching a Japanese umvc3 tutorial where they were talking about using advancing guard. Of course most people here know that using advancing guard at the right time can mess up opponents mixups, negate chip, or simply allow you to help re establish the neutral game, but what really got my attention was when they used advancing guard to start offence by advancing guard then punishing. I’m still learning marvel but am not new to fighting games. Usually in most fighters you would just punish unsafe moves on block or whiff, but it never occurred to me to punish off of advancing guard!

Since iron man has such insane range on his normals this tactic could be really strong for him by pushing an opponent out of their attack range yet IM is still in range to punish.

Two questions:

1-Can you control how far the pushback is on advancing guard and is IM still in range to punish with his normals?
2-does advancing guard affect your opponents recovery and does it affect your blockstun recovery?

  1. AFAIK, no. It’s a set amount based on your position on the screen. It pushes both you and your opponent back a set amount and the distance is affected by being in the corner (your opponent always moves back the same amount, but you don’t move back if you’re already in the corner making the net distance smaller). I’m sure there are cases where IM will be in range to punish since his normals are pretty bonkers, but it’s probably not universal, mainly because…

  2. AG’ing replaces whatever blockstun you’re currently in with the ~11-20 frames of AG blockstun (I’m pretty sure the exact frame info is in the Prima Guide, though. Don’t have mine on me atm). The only thing it does to your opponent is push them back, which in most cases will cause a whiff of some kind and if it’s a particularly bad whiff you might end up in a better position than you were previously. For the most part, though, AG is only a defensive option. You just have to stay in the game and notice what your opponent is doing. If you play against someone that is particularly flowcharty, you can use AG in the correct spot to force them into a bad position.

Do you have a link to the tutorial? It would be interesting if you could AG and still be in range to punish with your bnb.

I’ve spent the last two hours trying to find that tutorial on YouTube. The main thing I remember was it was an instructional tutorial in japanese about first blocking, then advancing guard, then finally it showed Dante advancing guard then punish. I will continue to search for it

Is there a trick to the timing of the beginning of Krispy Kreme (specifically going from the s.H > fly > air M…)? I hit the fly Ms maybe 1 of 6 times and there’s no discernible difference in timing from what I can tell. Then again, I’m still pretty garbage at this game. Maybe it’s like a 2 frame window, or maybe there’s something I’m doing wrong. Either way I’m just plugging away in training mode hoping to make it happen eventually.

Thanks in advance. Sorry for the elementary question.

Edit: Nevermind. Finally figured it out. about 1 of 3 now. Working my way up. Freakin Tony…

Hey I know that this probably goes in the team building thread, but can IM work with strange as far as IM setting up FOF loops and double repulsar blasts with bolts?

The only way I can think of maybe settiing up is if you went from as high as you can manage off angled proton cannon > 7 rings (long soft knockdown) and that might only work on in super tight specific situations since they’d have to be super high for strange to recover in time to combo (or dash > combo depending on how far back you have to be.). But you can set up FoF loops from all of Stranges TACs, though.

Bolts seems like it would have enough hitstun for you to dash while they hit. Might be able to do repulsor + bolts, spread dash > cr.H xx Repulsor L/M spread. Or maybe OTG + bolts, repulsor quick spread etc. The first hit on bolts is pretty solid on hitstun, the 2nd hit not so much but you can probably bypass that by using cr.M xx RB. (It seems to me that cr.H is one of those moves that you can always rely on regardless of HSD.)

  1. What’s the trick to landing PC after Spread? I know Danke told some of you how to do it but I haven’t found anything specific.

  2. @Merkyl999x: How do you convert from a midscreen Log Trap hit with IM? Dash up > flight > MMH > unfly H > etc. works in training mode but I’m not fast enough to confirm it in a match so I’m just doing c.H > RB.

thanks in advance!

  1. Buffer the QCF Motion before the spread and cancel Repulsor with H~M+H.