If you have time to do a cr.H you should be able to go into a fly option, but the follow-ups are height specific which is annoying. I haven’t done any tech vids lately…I might do some digging and see what the best options I can come up with are and put it in a vid…
Worst case scenario, dash > s.HS works fine. Damage isn’t anything great, but I don’t feel bad in those cases since it’s essentially free damage/meter and I just go back into his spacing/range game after the combo most of the time.
Hey, quick newbie question about Krispy Kreme. I have it really consistent when it ends in the corner but when it ends outside the corner I can’t land the Heavy Smart Bomb => PC. I can land Heavy Smart Bomb => Iron Avenger outside the corner though. Is there some place that there needs a dash to be? Is it even hittable? Any tips?
So has anyone messed around with new TAC infinite options utilizing the new marlinpie tech yet? I’m all for making my infinites as ‘fucking free’ as possible…We need to get on doom’s level… (not saying ours are particularly hard, but if they can be easier I see no reason why we shouldn’t use it.)
I just got back from a tourney and am freaking tired but I’m totally checking it out in the lab tomorrow.
Even outside of the infinites, this should make the KK even easier just hitting unfly H+S (as well as setting up neutral fly/unfly H walls.) I hope this is a peice of tech that can extend other avenues as well. The simplest things usually are.
I’ve been doing this from the very start and I’m a total scrub. Didn’t even find this myself, there were several posts about it. Geez, how did you do the KK then? Way to make things complicated
Unfly + Button has been used for Iron Man players since Vanilla Marvel. That’s basically the basis of his Krispy Kreme combo. To get the second Jump H after fly, you have to do that or it won’t come out lol.
I lol’d when I saw on the first page the unfly+atk button “tech”. It’s so common to us ironmen that I didn’t even think of it as tech or new it’s just how you play!
What I am surprised about is how nobody has added Mr.flubbs new ironman vid to the forums or have broken down his combo tech. Triple launchers, TK smart bombs into jump loops, some of the stuff is known but it’s I dont think that all of it is and I think we should break that tech down.
@dapVip- I found your YouTube channel and your inventory of IM BnB’s. In the Dante forums on page one they show combo notations with a link to the vids that show the combo being done. Have you thought of doing something like that here on these forums? It’s a great way to organize and learn quickly for any iron men out there trying to get their ok is better. BTW I am going to learn your air to air combo tonight (H, adf H, fly, m, h, dh, addf, dh, unfly h, land, jmmdhs, ect. Been trying to learn variations of that combo using dh’s and addf, but I have a bad habit of mashing if I have to do too many dh, addf h’s, so I think that the version you have should be a lot easier and probably more consistant than the H, dH, add, H, ( this part is where I’m not consistant) jump loop or fly into more stuff.
1st off, it is new tech, I was just hella tired and didn’t bother to think that it’s new tech that doesn’t apply to IM. Which is also why an IM or Sent player would have never realized they were even utilizing it rather than “just doing Krispy Kream” or “doing the Sentinel cha-cha.”
If you go and pick up any flight character that has a QCB air special move and try to plink unfly + A/B/C you get the corresponding special unless you leave a relatively huge window between the inputs. IM hasn’t had to worry about this because he has no air QCB special so he’s always gotten a free pass on just being able to plink unlfy + button with no problem. Anyone here that has played magneto and done his day one sj flight dash H combo into unfly H and gotten the game killing hypergrav H will appreciate what the tech offers.
For characters like that, they no longer have to stall for time to get the neutral unfly to get into infinites (which is why the doom infinite has always had timing on the buttergun>falling L or the other falling MM>air plasma beam>L link because he couldn’t just do an plink out unfly + L at ground level without getting a finger lasers.) This blows open flight characters with QCB air specials flight combos and TAC infinite options.
If IM had an air RB, KK would not be possible without this tech. Since he doesn’t, anyone that’s only really played IM or Sent can go “herp derp, this isn’t new tech”. This does give Doom, Nova, Mags and every other flight character access to KK style combos and has pretty huge implications.
Because I came from other playing other flight characters before IM I was super stoked about the added combo potential and posted without thinking that it doesn’t give IM anything new.
@cbashchin :20 bucks says the main thing you’ll hear about that video is how it’s not off a practical starter and you should just be doing KK.
I thought it was a badass video, but the damage on most of those wasn’t particularly higher and isn’t very useful outside of swagging on people for the hell of it. My personal exception is for some of the TK SB stuff, notably the level 3 > TK SB > jump loop. That looks like it takes away any having to time the cr.M on the followup and brainless is always better, IMO.
Last thing from me. I was messing around more with Log trap and you can actually do a triple repulsor ender using it:
Combo into corner > S+Log, slight pause into TK RB H (will catch them at the furthest back end of the RB)+Spread > RB M+Spread > RB L+Spread > dash OTG Super.
Probably not worth anything other than swag, but it looks cool as hell, lol.
Hmm, guess I never thought of it that way. I remember when I first started using iron man and was trying to learn the KK I couldn’t for the life of me get the unfly h, then someone from the forums told me to just do unfly an h at the same time. IM was my first fly character that combo extended using unfly ( I used Thor and sent was super day 1 basic, mostly used sent for drones), that I assumed that tech was basic. Didn’t mean to come off as arrogant just thought it was funny that it was “new” since characters used this tech in their Bnb since vanilla.
Interesting that this tech gives other characters Kk style combos though. I know nova has a KK type fly combo. Hmm it would be cool to see if dr. Strange, morigan, devil trigger Dante, Trish, can perform some type of KK.
I don’t know I already had it figured out a while back when I learned modok TAC combos that I needed to plink to get an unfly special move and hit at the same time for the normal, but it’s still nice to document for people less likely to explore. I think Marvel 3 offers a really nice chance for people to be creative and evolve their combos over time but very few people seem to even try which is kind of sad.
I watched the Mr Flubbs video. Most of the stuff is for style and less optimal versions of combos people already use, however the TK OTG L Smart Bomb after a raw Iron Avenger into a jump loop, c.M, S is really cool and gives you more damage than just linking c.M, s.H after OTG L Smart Bomb so that one is probably worth learning for your raw Iron Avenger or Unibeam xx Iron Avenger/Repulsor Blast xx Iron Avenger combos.
Hey guys I’m away from my Ps3 right now o I can’t test this. Is this combo possible?
c.m, s.H, fly, f.m, f.m, f.h, unfly+h, j.m, J.m, j.h, fly, f.m, f.h, f.Dh, add, f.h, f.uh, s, from here jump loop into air series or RB into super.
Just wondering if combining KK with duckstrong’s air to air combo can get more damage if hit stun and damage scaling don’t kill it.
I think the 2nd f.m is gonna be a problem. I don’t think HSD will let that link that far into the combo. Annoyingly, KK seems to be about as optimal as we’re gonna get unless we find some more links/tech…
Even if you could somehow manage that, I’m sure it would be one of those things where the damage scaling would end up right around the 450-500k mark like it always does.
As to more ways to open people up with ironman, has anyone played with instant overheads? Anything similar to magneto and nova? I was playing around and ironmans sj-instant dash down is hella fast. Has anyone played with this to get instant overheads/fake overheads into lows?
I mean obviously this would work best with a lockdown assist like drones or missles, but I think this is something to look into if not basic knowledge.
yea i have seen videos where people use it but usually they have assist backing them up to make it safe and keep the offense going or do it in some form with a incoming mix up. without assist though i haven’t seen to many uses of it.
also found this vid in the ultimate iron man forums if it helps you in the situation your having trouble with:
[media=youtube]MwNudx7oJHk[/media]
j.H ADF j.H xx Fly, j.H xx ADF j.H, j.dH xx ADD j.dH, j.S jump loop, c.M, S air series etc or L Repulsor Blast
Learn and use the confirm, easiest and most consistent by far. Everything else is harder and less consistent. The best part is if you whiff the jump loop part you can just instantly go for an air throw reset and get a new combo
Piss easy and works on everyone, even Iron Man’s harder air to airs have never been character size dependent. Its the easiest air to air IMO and most consistent and you’re already working harder than the Marvel 3 golden standard picking this character so you might as well use his easiest/most optimal stuff.
Air to airs are good with Iron Man, people actually gotta respect the range of superjump j.H.
ok thanks man been trying to up my game with this character as much as possible so this helps tremendously. also do you have any more jump/super jump confirms that are optimal starting from different normals.