Ultimate mvc3 iron man

All I need now, is Viper in IM’s power armor… Then I will have the character I really want…

BTW, IM is totally best friends with Viper in this game.

Tony gets along with everybody, thats just how cool he is. of course viper loves him… he invented all those gadgets she loves so much and we all know hes killer with the ladies, match made in heaven.

-dime

that air dash is still bugging me lol

[INDENT=1]I don’t care about Krispy combos. The autopilot combo was the fun and difficult one to execute, and I don’t see how it will be possible with that slow ass air dash. I like the buffs, but I’m hella pissed that I spent so much time getting that combo down and now it likely won’t be possible. I’ll probably get over it since he still looks good, but goddamn, executing that combo was SO satisfying.[/INDENT]

Also, the Iron Man was ending his Magic Series early w/o the double jump. I don’t do the Krispy, did they fall out in Vanilla?

… ironman got his double jump taken out in umvc.

also krispy does more damage and builds more meter so it is the optimal non assist combo to do with ironman. since you think krispy is easy it shouldnt be difficult to switch to it… since it is the better combo… no?

-dime

Bleh, I don’t like the air fly combos. They are too finicky. The ground fly is nice and stable, and way more powerful. Plus if I can only confirm into launcher a re-launch is easier and does more damage.

^Ground fly combos feel more unstable to me, IMO. The timing can be pretty tight when you’re fighting certain characters.

@Dime: Don’t count out the chance that IM gets some really strong dash cancel combos, though.

your post seems to contradict itself or its hard to make sense of… do you like krispy better or autopilot?

-dime

Krispy.

Yeah, that cam out wierd. I like the ground fly combos, and dislike the air fly combos. So…

Krispy>Assist Relaunch>air fly/unfly>Auto-Pilot

i get ya :tup:

ahhhh my favorite emoticon is finally getting recognized by the forums again… nice.

-dime

Derp. Forgot about the DJ loss.

Autopilot is more flexible for me. I don’t need to consider where IM is in relation to my opponent when hit confirming. If you’re too far when landing st. H, you drop it. I can land st. H anytime I want the Auto Pilot combo which allows me to branch off into variations with Repulser Blast if I need to land Proton Cannon or Iron Avenger midscreen.

ok guys… i just found out something really awesome!! (well theory fighter awesome)

if ironman does fly/unfly on the ground he can cancel his fly BEFORE he would have been able to do a normal… now that has lots of little mixup thingys/high/lows he can do in the corner such as fly unfly low… BUT. it also allows ironman to get off a falling h… which has alot more range than oh say fly S

so basically the command is easy:

when on the ground do fly

then unfly either as fast as you possibly can or as slow as you want… then do qcb S~H… its basically a backwards fireball then plink s to h.

note that if you have a beam assist like arthur you can do fly plus assist then do the unfly plink… and if the oherhead h hit them then arthur will combo and ironman can tridash in to finish the combo… this is from like tip of ironmans jumping fierce range.

oh and if you can get the timing down for fly unfly plink h down you can do it over and over again pretty quickly to take up some space (while also calling assists)

basically the biggest strength in this pattern is that fly on the ground doesnt count as a special move… so assists can be called when you fly or unfly or when you press h. so fly+assist > unfly plink H is a nice pattern… or it MIGHT be a nice pattern… havent triied it out yet. but as always i encourage you guys to test it out on your own and see how fast you can do it and whether or not you might be able to find some spots for it in your games.

oh and this pattern should be even better in umvc3 cause ironman recovers faster from fly in that game… i still feel as if there a few frames of fly startup that cant be unfly canceled… either that or im spazzing the input.

-dime

I don’t know about the Plinking portion but I already do Fly -> Unfly mixups and they are legit. They’ll be better with the activation being faster in Ultimate.

edit

I’ll add this to my game. This is good. It allows for an unexpected overhead from more than 2 character lengths away and is allows you to apply pressure if your hit confirm is push-blocked and you cancelled into Fly.

Is aerial knee bash in yet? That would make them doom-like but still.

yep EXACTLY. but the whole cancel fly stuff doesnt just apply to unfly… ironman can also cancel fly into an airdash then can cancel that airdash into unfly h etc etc… LOTS of stuff he can do with fly cancels. another promising one is superjump ADDF D+H xx fly>unfly c.l or m. when they get used to it just do the same thing except do s after the fly for the overhead… ironman has a literal SHITLOAD of these types of things… who knew this nigga could move like this??? damn. NOW hes looking like he might be a really scary XF anchor.

-dime

I also do this already and it doesn’t work as well as you’d think. People tend to press buttons after going into Fly from this position. The transition is too slow and I end up getting ABCD’d or worse. Obviously, it’s legit if you know your particular opponent is committed to blocking, but in my experience, something about that situation inspires them to attack Iron Man, so I’ve let off it.

It’ll probably work better in Ultimate though (or in X-Factor as you mentioned).

Also, you can’t Air Dash from the ground in Fly without rising to about Ryu’s shoulder height.

I’ve been fucking with Iron Man since day one. Been through all that stuff.

coo man, im just throwing shit out… these forums dont have much talk about trapping patterns/mixups and wahtnot so wanted to get some discussion… i KNOW it would work against “some” of my opponents cause i train them to block low after my jumpin D+H… but like anything you have to know your opponent and what they are susceptible to. i play ibuki and i have LOTS of mixups that are said to not be able to work at a high level… but those people are wrong, you just have to have a good gameplan and train your opponent correctly while also getting the right info from reads. but as you said, you have to know your opponent… those same mixups i hit people with with ibuki… some people are never open to them… but those people just fall for a completely different mixup everytime.

i understand what your saying though and i agree. still, its nice to have discussion about different patterns and stuff and be able to evaluate those patterns, cause as long as ive been playing fighting games… ive seen that certain patterns just work… even though sometimes it seems like they shouldnt, they just do. those patterns are what im searching for. the ones that work without having to put to much time into training the opponent for them to work. seeing as to how i dont see any ironmen do any kind of really tricky patterns one could assume they dont work… OR one could assume that no one has really explored them enough to actually see what situations they could be a high percentage in.

bla bla… haha

im finding all kinds of shit though some way out there some not. ima rtest them all in gameplay and see which ones stand the test of time… but in the meantime if i find any that i think might be theoryfighter good… ill post them cause no one else is and marvel is all about patterns anyways. its time we ironmen stepped our games up and started getting that flashy shit off. everyone out there thinks hes tridashes and nothing but… hes more than that, alot more.

-dime

aight, i got one, have you tried this!!!:

opponent has been trained to block low after blocking tridash m (this is how i start most of my offensive patterns in the begining of a round/against players new to me) ie tridash m c.Lc.M H then i watch there what they do ie what defense they like to do and i wait for them to either start blocking low or trying to AG my first tridash m or chicken block. if they are trying to ag my first instant tridash m i just do instant trijump c.L… works everytime if i read them right. against chicken blocking the 2 lows after my tridash m will blow it up. if they block low and try to ag my c.L mh string then i start adding in 2 tridash m’s cause they blow that shit up… thats my general offensive game and it works for me… but its predictable.

so anywho going back what i was saying have you tried tridash m xx fly flight m s? seems like it will work against people trying to autoguard second to 4th hits in the blockstring as well as get them if they low blocked… so it will blow up 2 defenses. but that pattern isnt what im talking about, though its needed to setup the next pattern:

tridash m xx fly flight m xx unfly c.L

i could definitely see this working in my game… others would say that it would just get mashed out of… and yes against horrible people that dont learn thats true, but against decent players this could work very well as long as you trained them right… and you get style points PLUS psychological damage. psychological damage is the main reason for doing things like this… plus to keep ones game fresh.

anywho has anyone here ever tried those kinds of mixups? its actually pretty quick if you’ve either trained your opponent to block or just know that they will block.

-dime

I hope these can get people to relax a little:

http://www.youtube.com/watch?v=S9N2bxDqsCg (especially this one)

@ dime , I’ started doing that because of dorm and his flame carpet

could try to tk the fly

I used the fly /unfly stuff all the time till u brought in akuma assist , it became to hard to get a hit of the tatsu if I was stuck flying when it hit