Ultimate mvc3 iron man

I thought it was obvious that was an off-handed statement displaying frustration. You can’t take a paragraph essentially stating “I don’t know what the fuck I’m doing with this character - this character is trash” as some type of valid criticism.

That said, after messing with some of the combos posted in this thread, coming up with some of my own stuff and getting more used to his movement, I’m actually starting to become positive about IM’s prospects. I personally don’t believe his buffs amount to shit, but I think he can be played aggressively with Assists, it’s just his rushdown is going to look WAAAY different. At least mine is.

If IM can ever manage getting someone to the corner, he can keep that person in the corner and go for high/low mix-ups while he’s at it. Missile cancel>assist>unibeam is a real tough situation to escape.

And then your opponent remembered to pushblock. Yeah, I did that, lol.

Seriously, this new dash is craptastic. Not only is it slow as balls, but it ruins our ability to confirm off smart bombs and air throws midscreen, this is not a small nerf.

But dammit… I’m addicted to unibeam assist, so I’m gonna try and make this work, IM just isn’t that fun any more.

IM can still confirm from airthrow throws midscreen… some of yall are trippin.

-dime

I’ve been using ground dash - jump cancel - downback airdash - air d+H (holding downback) and that’s been giving me some success. Will agree with everyone’s sentiments though, the tri-dash is pathetic now and completely discourages its use at all. I want to make iron man work too, but I’m thinking he’ll have to be more a meter-building runaway person on my team; the d+H cancel into unibeam or fly is not too shabby…

Ok this is almost similar to the combo I came up with when I was beating up on Sentinal except that by the second loop when tried mid screen he feel out of the loop. I will try this one but will character fall out at any point mid screen or do you need to delay hitting at any point?

Also I am trying to figure out a Repulser Blast loop in the corner. I start out with Cr. A, Cr. B, S, Sj, d. C, ADD, C, land, L Repulser Blast (2 Hits), Repulser Spread, Cr. A, Cr. B, and after that point their out of range for the S. Do you think this is possible or no?

If IM has an assist during a corner lockdown, pushblocking can be fished out easily or will just result in another blockstring.

It sounds like IM will be a little less dynamic. I LOVED suddenly switching out a patience-taxing 2/3rd screen keepaway game into :f: dash, jump, :df: dash, j.:m:, c:m:, s.:h:, :s:, combo etc, that shit was explosive. Does he have anything quite so sudden anymore?

Either way, I don’t care if they nail his feet to the ground. I need that assist.

Replace :df: airdash with :f: airdash, and you may be able to make things work. IM’s airdash height limit is noticeably closer to the ground, so you can use his :f: airdash for approaching, though not necessarily for mixups. As a rule of thumb, don’t use his diagonal dashes outside of combos. They’re terrible.

Edit: Just in case anyone missed it, I fixed the notation to the Krispy Kreme combo I posted earlier. It was missing a j.M.

:d::m:>:h:>fly, j.:m:>j.:m:>j.:h:>unfly, j.:h:, land, jump UF, j.:m:>j.:m:> j.:d::h:> j.:s:, land, :d::m:>:h:>:s:, superjump, j.:m:>j.:m:> j.:d::h:> j.:s:, land, :dp::h:>proton cannon.

Back airdash is easily the fastest way for him to jump in. You just need to be in their face already. His forward airdash starts off slowly, but overall I think it travels faster than his old one if you let it animate fully so maybe it’s not so bad for getting in…

Came up with a 900,000 corner fly combo that can be started just inside midscreen. Yeaaaa.

Telling someone not to use IM’s Tri-Dash outside combos is awful, awful advice.

What’s the combo?

Ok I found a combo that includes forward Air dashes. I try this with Sentinal only, but I am going to try it against the whole cast just to make sure it works. Here is the notations: Cr. A, Cr. B, S, Sj, Air C, ADF, (now this part wait till the full animation of ADF comes to the end before pressing any button), Air B, Air C, Fly, Air B, Air C, Air down C, ADF, Air B, Air C, Air down C, ADF, Air B, Air C, Air down C, Air S, Land, Smart Bombs L, (quickly go into Proton Cannon). Now I did not mash the Proton Cannon nor did I check to see how much bar it builds but I will head back to the lab to find out. I just wanted to share this information first.

The significance of the Krispy combo can’t be ignored since it is that much harder to the low in now. I believe in shinquickman’s combo it can be optimized further to get a fly rep at the 2nd rejump, but I’m too lazy keep testing :stuck_out_tongue:

I must say I have to disagree pretty strongly with you on this one my friend. While I haven’t spent much time just yet working on using that stuff to get in with this version…I think it simply CANNOT be ignored for use with space control in mind. (his strongest suit regardless which mvc3)

With the new lower air dash height you can do an air H, S, or M from a height so low it’s laughable. Jumping then doing ADDF xx S (or H) is an awesome way to control space from my experience so far. You can do the air H so low with that manner you can hit even Wolverine in the face, and you don’t have to do any waiting until you’re low enough to attack like in the previous game.

The air S gets even better hitbox size doing an instant airdash back cancel. You don’t move anywhere, and have a huge area right in front/down of you controlled, or of course again using air H instead.

I’m still trying to figure out the new Stark, but so far that ability alone makes me like the new him more than the old one. (which I liked a lot)

I lost all nervousness about the air dash change once I figured out that bonus, hopefully I figure out the rest of him soon…but he’s soooo different I feel this could be a while lol.

Kei

THANK YOU Dime, I’ve been coming to that conclusion closer and closer the more I think about him. I find myself always ending up with a slice of screen and holding the line while moving them backwark. The old IM had very fast movement with a bunch of options to do so, but this one so far for me really does seem all about space control…just like Sim (so glad you said that reference cuz I couldn’t put a word to it yet lol).

Now back to the lab to try to get more time in with that in mind so I can stop searching so much for something that might not be there. I’m sure we’ll find new stuff over time, but I really do feel that he’s now a mounted .50cal with some rockets on the side lol.

Kei

I’ve been trying to use IM’s tri-dash in matches and to come up with funky ways to use it in training mode, and I just can’t see it any other way. Tridashing is almost always a terrible idea. For space control, superjump ADD and ADB cover all the essential spaces well. For approaching and closing in distance, use his ADF. For mix-up, switch between ADD>low and ADB>high. Tridashing tries to fit all these categories, but it’s far too slow and clunky to use for any of them.

About the krispy combo, you guys should be canceling flight off the missile and going straight into fierces, then into the jump string and launch. It’s much more reliable than in vanilla because of this (don’t have to worry about :l: whiffing) and the first 5 or 6 hits after the cr.:m: will all be :h: and :s:. Also, blocked missile is completely safe on block.

He has more damaging corner combos, but this is a very safe way to hitconfirming now without killing damage. And it also leads to mixups if it’s blocked.

Airdash back and down are your best friends for mixups. Df is not so great, but it can be used to control the space above your opponent’s head with :h: and :u:+:h: + assists.