D_RU
1981
This, without the infinite part??? Looks cool.
Iām post my version of Iron Manās TAC infinite⦠My theory is that almost any character with flight can do damage like doom. you get 2 specials in the air before you go into flight mode. My version has does 210k FULLY SCALED. For those also interested in Spiderman Iāll be posting a new setup for his TAC infinite All Up/Down/Side.
Regaldo
1983
I have a general question for all the ironman players here. When and where is generally the best time to do a fuzzy guard setup and how would a person go about practicing fuzzy guard setups in training mode? Thanks in advance 
IMās are completely practical. If youāre gonna bother with TACs you might as well start with those. If youāre looking for flash and flair then there are more advanced options for TACs infinites that were just released anyways.
When you get someone blocking an assist on the ground or you hit with a blocked jump in. Practicing fuzzy guards in training mode is the same as anything else. A good fuzzy guard set up should combo from the first hit so you just have to have the muscle memory to go into it in a real match. Thereās really not a whole lot to it.
Regaldo
1985
Thanks Merkyl gonna start to try implementing that to my game. Oh and since i finally got to talk to you i wanna ask you a question thatās kind off topic I was wondering what are your thoughts on synergy for Rocket Raccoon with the following characters: Iron man, Spencer, Sentinel, Magneto, and M.O.D.O.K. Thanks so much in advance.
I think the IM/RR synergy might be BFF status. IM becomes a MUCH more rounded character thanks to log and RR either gets resets or free pressure from RB/UB. Log gives IM 3/4ths screen hit confirms off of his spacing tools, double repulsar enders, and gives IM a great spacing game (which is where he shines IMO.)
I bet Sent can run the same kind of stuff with Log that IM runs since his zoning has so much hitstun on it. (Donāt hold me to that since I havenāt looked into Sent a whole lot.) RR gets a ton from lockdown assists but Iām not sure how well he can protect drones. He might be able to get some interesting setups from bombs though.
For the other guys Spitfire is essentially drones that donāt go away on hit and with a great gap for mixup setups so they would probably all love it.
As far as the other way around, RR is basically a teleport character so he gets along well with beams, though he likes a little more hitstun than EMD would give him. Heās got really easy hard tag setups so characters with HSD ignoring combos work best behind him (I imagine MODOK would do great there, IM has a few thx to Repulsar.) There are probably some good setups with RR+Slant Shot since it lets you combo easily into net trap (works like a grab and you can hard tag to ignore the scaling on it to a degree.)
I havenāt looked into the Mags/RR synergy much, but I imagine Mags would love spitfire as much as drones and be able to convert off log easily so it probably depends on your playstyle. I donāt know how much RR gets off EMD and I think thatās the only great options
Regaldo
1987
thanks
again thanks a lot man one last question how would you say he fairs against wolverines? The main reason for me picking him up is to deal with certain match ups that im sent and spen canāt deal with like wolves or morr doom and i felt like i needed a change of pace.
As well as youād expect. RR can still be IOHād by wolvie (freaking ridiculous) but if you have meter to spend and ground to stand on you can at least get a second to breathe thanks to Mad Hopper. Good luck surviving incoming mixups against a good wolvie though.
RR does a good job of holding space against ground pressure but a lot of his anti-air options have decent startup and itās hard to get enough space to use them against wolvie.
How do you approach with iron man from SJ and normal jump height and what combo do you go for or prefer.
thanks
was bored today so i just made a quick video with some air to air stuff. some old stuff sorry
I either start IM or have him in the 2nd slot. I never really jump a lot because I want to maintain IMās midscreen position. His H. normals are by far his greatest assests. They allow him to convert combos that are usually are reserved for those with swords. I also like throwing the CR. H missile out every now and then. Since itās cancelable, causes soft knockdown, confirm into KK or other combos, +2 or 3 on block. If youāre a fan of KK you might want to ask DAPVIP or DANKE as they are more familiar with the combo than myself. Itās almost impossible to drop IM TAC infinite and if youāve seen Xero18ās āguard breakā setup using IM and a character with a anti-air Hyper, IM should definitely be placed in the 2nd slot.
I donāt have a capture card so finding time to record with my phone is causing the delay with the videos.
Remember that post awhile back that talked about a video of Japanese players showing how Iron Manās c.M could be used as a punish after advance guarding? Has ANYONE been able to find that video?
Jellok
1994
Hmm I would like to see it. But I do remember that accidentally happening when playing in matches.
Thereās nothing there, advance guard pushes you way too far away to hit with c.M.
Some people might know this already, but if you hit with a reversal THC Proton Cannon, if you X Factor the cannon before the finals hits, you can dash and do c.M, s.H, S air series, S, H Smart Bomb OTG Proton cannon. I use THC Proton Cannon to try and happy birthday point character/assist calls and sometimes stop incoming character mixups with an assist so being able to get some damage off it is cool. THC Proton Cannon is a pretty good reversal and stops a lot of shit, but you need to be cautious with it obviously because its death on block.
I will never understand why Iron Man has so many restrictions in this game. If you do that thing I mentioned above, you canāt do s.M, s.H xx Fly at all, and you canāt do a L Smart Bomb relaunch combo either. So if you manage to hit two characters with a Proton Cannon THC, you still gotta spend another meter to do barely over a million damage. Iron Man finds himself in situations where you have something thatās actually good like a massive 1 frame reversal and you find a way to convert off it and you STILL hit the ceiling off all his silly arbitrary limits. Its like Capcom didnāt want this character to ever be good.
Destin
1996
Could someone PM me what is going on with this THC proton cannon? Does it come out faster? Iāll look back a few pages to check what I missed in case itās there.
THC Proton Cannon comes out in 1 frame making it an insanely fast reversal with a huge hitbox. It has the potential to kill bad assist calls or characters doing stupid unsafe shit if youāre sitting on another bar or close to one. You gotta be careful with it but its the closest thing to a āyolo kill your shit fast because your opponent isnāt being carefulā thing Iron Man has (only with X Factor though).
Destin
1998
1F instead of 3? Count me in, nice!
Is it me, or does im have one of the worse air throw range in the game? I can get techs, but never a solid normal jump air throw. Iāve played w him over 5000 times and he still feels a bid odd at times.
D_RU
2000
IM has crappy throw range, if they get under air down H range itās like they get free throws^^