It’s looks like what we figured. It’s pretty much gonna be the Krispy Cream combo with a jB rather than a jA which should help proration. The question is whether doing the second jump loop is gonna be better than just launching and doing airdash loops or not.
AWESOME INFO! gilley. thanks for that. its exactly what i was hoping for. i think now i will DEFINITELY be using IM in umvc3. that one little thing will allow him low jump h spam as a way to control a very important piece of space. im basically now convinced that one can superjump boxjump as low as possible then then jump h land and do it again as a safer keepaway spam. think kinda like doom jump h only less range but better. people will have to respect it. and it will allow im to transition to fullout keepaway or offense more easily from midrange without telegraphing the hell out of what he wants to do.
one thing to mention is that although that combo you do builds good meter, it does the same damage as my “safe” bnb (which is basically undroppable) listed in the bible:
c.l > c.m > s.h > s > sj. mmh D+h, s \ / dash smartbomb xx proton cannon = exactly 400 k before smartbomb and 600 k after otg into proton cannon.
has no one looked into IM’s dash cancel combos like sj. h xx airdash x n?
im looking for them to pump up IM’s damage for real.
-dime
I don’t play Ironman but was curious about his new dash and was testing it… yep he has Magento air dash loops now
Bu-bu-but the changes were to make him play LESS like Magneto!
Fucking idiots.
umvc3 iron man hurts
Iron Man ROM? Nice!
Considering the changes, that was to be expected. I just hope there’s something similar outside the corner. His launcher might also be faster in this game, because he would have needed cr. M to relaunch in the older game. That, or there’s been more hitstun added to j. d. H.
Day -1 Iron man notes:
- cr. H is only cancelable when the rocket manifests. You can’t kara cancel before that.
- Iron Avenger seems to knock people away further. OTG followups are either impossible or much, much tighter.
- Ground l. Smart bomb has much, MUCH less recovery. Ground grab, l. smart bomb, st. H is possible in the corner.
- j.H/j.2H/j.8H seems to have more hitstun. Not sure.
- This combo is possible from far reach against some characters: 2M>5H>fly, j.M>j.H>j.S. Whether there are any worthy followups afterwards is beyond me now.
- ADD feels exactly the same as in vanilla. This seems to apply to most tridashers.
- It’s still possible. Was able to do it the other day, so it’s definitely the latter.
One more thing I forgot to mention. It almost feels like Iron man’s airdash height limit was lowered a bit. ADF, j.M>j.M seemed like a moderately reliable way to start or continue pressure. It’s not close to the glory of his vanilla tri-dash days, but it’s serviceable.
His tri-dash is ass, as most people predicted. Just don’t use it. Except in select situations like in corner lockdown.
His tri dash can still be used - just not mindlessly. And it can’t be spammed. Tri Dash can still be used as a valid high/low mixup, because Iron Man doesn’t have to press a button until he’s low enough to the ground that the opponent is forced to guess between the high or low (assuming they are content to block) IM can easily be intercepted if this approach isn’t backed by an Assist.
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j. S has stupid range. 1 1/2 character lengths at least.
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He has a ghetto Auto Pilot combo that I managed to do 750k with a corner Assist call, about 700 w/o. cr. l, cr. m, cr. h, S, j. d.h, ADDF, (delay) j. d. h, cr. m, H, S, j.m, j.m, j. h, j. d.h., S, Dash, OTG Smart Bombs, Proton Cannon.
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Iron Man’s ADDF lasts all the way to the ground after a super jump. He can also use this to approach, although it’s stupid obvious.
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Iron Man has, what seems like, the unique ability to carry momentum from his tri dash onto the ground. If he AADFs at the right height, Iron Man slides forward after hitting the ground. He can use this to jump pretty far and maybe even setup crossup j.S.
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Speaking of j. S, it has a better hitbox behind him now, so it’s more viable for crossups.
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Box Dash is definitely slower.
That’s all I got off the top. I’m not sure what to think about Iron Man in this game TBH. He definitely won’t be as fun, that’s for sure (that actually seems to apply to a lot of aspects of this game for me), but I can’t say if he’ll be better or worse, or just the same, but different. I think I’m going to play him long enough to be proficient with him, then I’ll judge whether or not to drop him. Basically, the devs don’t want Iron Man to rush down, like, AT ALL.
Here are the changes in the New Testament, and Air S had active frames and hitbox increased, so that’s pretty nice
-Crouch H cancelable
-Diagonal and lateral airdashes have a 10 frame startup (So he can still do high/low from a close height with ADD fast is what I’m guessing)
-Air dashes travel farther
-Double jump removed
-Air basic attacks are dash cancellable
-Flight startup reduced to 12 frames (from 14), and flight duration increased to 108 frames (from 106)
-Air S active frames increased to 10 (from 6); Air S recovery shortened to 27 frames (from 29)
-Standing S startup increased to 14 (from 13); recovery shortened to 30 (from 31)
-Repulsor blast can be cancelled into repulsor spread 3 frames sooner; causes hard knockdown; command simplified
-Smart bomb damage increased; Recovery on** air smart bombs** reduced by 1 frame; recovery on all versions of ground smart bombs reduced by half
-Standing H,** Air S**, and Repulsor Spread’s hitboxes have been increased
It looks like they’re making him fit into the mid-range niche and IM will be pretty different. I hope the dash-cancellable air attacks allow him to get some more combo opportunities off stray hits with air H. Can’t wait to get into the lab with him.
Can someone test if aa jumping S (assuming you didn’t laaunch and an assist knocked them in to the air) is airdash cancelable? I’m fairly certain it is, since it was special cancelable in vanilla. I have some ideas for combos and it would be amazing if it did.
Can’t wait to play the new Ironman. He’s been on my team since day one and seems better than in Vanilla.
How about his unibeam assist? Is it active faster?
Ironman is swag as FUCK in this game
anything in particular? i dont get the game till tomorrow feel like a kid thats grounded and has to watch all his friends playing in the street
-dime
I’ve been doing this:
cr.L, cr.M, H, S, j.H xx Fly, j.M, j.H xx ADF, j.M, j.H xx ADF, j.M, j.H, S, Land, Smart Bombs, Super
In the air you can hit them with j.L after Smart Bombs so I’m trying to add that to the combo.
nice! thats the exact combo i was looking to try when i get my hands on him. visions of storm/mags
i wonder if he has a stairway relaunch midscreen… sooo many questions. 1 more day.
-dime
I’m working on Midscreen ROM. I think I can get it working. Also, Ground Fly loops of 2C.
Still, I’m not sold on this new dash, at the moment, Iron Man seems really bad overall.
Uhh, I’ve been doing this one:
xxxx launch, H, d.H, ADD, d.h, Fly, B, d.H, [ ADF, B,C, d.C ] x 2 … iirc going into S and Super was like 680 or so. Problem is that I didn’t build enough meter for a super it is literally ANY hit, so I imagine you can insert another B in their to make it work. Also, they are super low to the ground and you can unfly into any H… I haven’t tried going for a launcher yet cause I literally got sick and had to stop.
@FlyingVe: Personally, I dig the new IM of course no match play experience but the fact random air normals will officially go into big damage is pretty intriguing. Here’s hoping for the best.