Ultimate mvc3 iron man

OK several notes from hitting training mode yesterday.

-Following up after Iron avenger is still very possible. The timing has changed is all.
-During Iron Avenger, if you start mashing way before IM shoots his laser, you will get less hits on your mashing. I tested several times, and I even got to the point where I didn’t get even 1 extra hit on the hyper despite the fact that I was clearly mashing. 0_o
-As FlyingVe pointed out, j.S can be used for cross ups. The timing is really weird and character dependent, though. You want to hit on the last frames of the attack to hit people from behind.
-In the new Krispy Kreme combo, it can be extremely hard to time the first j.M after flight, specifically when hitting from max range. To alleviate this, plink M~L. Using that, the Krispy Kreme combo became easy for me.
-IM has more ranges where he can land aircombos in Ultimate. On higher airthrows, the timing becomes strict.

j.s was a character specific cross up before lol

Yeah, but it was character specific, and hard as fuck to setup. Now it’s a legit cross-up, there’s a big difference.

told u nucka, fools never be listenin’ :slight_smile:

anywho i took my ass out of theory mode and played some offline casulas… jesus f’ing christ… ironman. your anchor abilities are STUPID.

still, i was surprised by how hard it was to approach sometimes. not as hard as vanilla at all, but harder than what i thought.

oh… and i got hella schooled by a modok… LOL.

-dime

Jesus christ he can :d::m::h: fly confirm into a combo from miles away with his new hitboxes.

yep, ground dash c.m is godlike now.

really people… hes soo much better than what he was. recognize and realize.

oh and heres a cool one for anchor IM:

xf pop during blockstring and do fly s. shit is HOT. they have to guess between fly s or c.L
if they guess wrong they lose a character.

-dime

the best setup for it was on incoming character after you met them in the air

I wasnt saying it was the same just I don’t think many people even knew it was pos

I’m going to try iron man in games tonight see if I can stand not being able to move fast and come round to this new style gotta lot of habits to break

The j.S crossup setup only worked because hitboxes were all sorts of retarded against cornered incoming characters. This is why stupid shit like corner ambiguous cross up drill claw worked against incoming characters in vanilla. However, this kinda stuff no longer works in ultimate.

92 hits is the max, I’ll some testing later. I’m good at mashing buttons.

I have a turbo function, 460k is the absolute max damage, I just can’t hit that without the turbo.

lost 10 games n won 3 so far with my old iron man team

I just don’t get it

also how do you tri dash m when goin forwards half the time he just lands?

You don’t. Box dash, and ADD dash. If you mush tri-dash, space it long and use jH or jS.

well thats helped abit currently at

25l 8w lol

im just not really sure how i should be playing with him , all the stuff I did with him is now gone

i’ll keep at it for tonight

I’ve found that you can upper right super jump and tri-dash down right and hit them with an overhead into c.M or you can super jump straight up and dash straight back down into the same thing to catch them off guard. So basically the normal mobility to IM is dash into a straight dash in the air into d.H or S? Is that what box dashing is?

Box dashing (aka instant air dash) is simply pressing down, up, atk+atk.

It allows you to get your dash from the lowest possible air height, but remember since it’s technically a super jump, you cannot call assists. You can avoid this restriction by pressing down + assist, up, atk+atk

You can also avoid the lack of assist calls by just jumping and immediately dashing straight up. That will put you at super jump height without actually super jumping, so you can still call assists while raining down knowledge on 'em. :slight_smile:

Kei

although you are correct kind sir who likes alot of my posts.

technically, box jump is any down any up THEN NEUTRAL atk+atk

small beans i know but the way you notated it will give people up dashes if one was to stupid to realize what you were talking about, which, if the person reading didnt realize what yu are talking about then they have bigger problems than movement in marvel… but i digress.

and yeah that airdash up/back while calling assists is a good one… remember to cancel the airdash into flight so that you can airdash again and end with j.s so you can take advantage of your assist call. i only mention in case people dont put 2 and 2 together. i know you know.

carry on.

-dime

box dashing is also box jumping which are also square jumping. you dont need to superjump to do it in marvel 3 and also not with ironman since his airdash height restriction is so low.

boxdashing is called that cause your character literally makes a quick square movement… square = box:

assuming you are on 1 player side:

jump straight up (thats the left side of your box) neutral airdash (thats the top of your box) come down (thats the right side of your box) the only line not accounted for is the bottom side of your box, which is accounted for when making the airdash (top) of your box. trijumping is like box jumping except for instead of doing a neutral airdash you do a down forward airdash… this looks exactly for a triangle with the loss of a bottom line…

the reason to superjump instead of regular jumping is because you get higher quicker and therefor reach your minimum height restriction quicker… basically making your tri/box jump faster and harder to react to as well as generally have more priority cause of the speed increase.

the benefits of regular boxjumping over super jump box jumping is that regular jumping is much easier in the heat of battle and you can call assists cause you have no superjump restriction.

the negatives of superjump boxdashing are that it requires more execution and takes longer to actually do the inputs on a stick plus no assist call till you land.

all in all you should try and use both to maximum benefit. each have pros and cons. when in doubt use the superjump versions cause execution isnt a huge issue when you have it and the non ability to call assists is remedied by certain things such as what kei said as well as you generally just want to use the best form of movement.

but dont overlook regular jump dashes as they definitely have there place especially with ironmans new lower height restriction.

if your wondering what a height restriction is in this case its the height at which you character can dash in the air. the lower the restriction the quicker the tri/boxjump.

sigh you probably knew all that though…

i just felt like typing.

-dime

lmao clap clap clap you really outdid yourself, awesome explanation. I did know most of the that but its nice to see if what I think is correct actually is correct, thanks. One question tho, how much lower is IM’s boxdash with super jumping vs normal jumping, imo he’s pretty fricken low when i air dash with normal jumping, somebody should post up a vid!

And my input on my last post about super jumping into a tri-dash, I was just pointing out that since IM’s diagnal dashes are slow on startup but faster towards the end that you can get in somebody’s face from full screen by doing a “upper right super jump into air dash down right” while avoiding spamming assist and keepaway moves. it may not be something that can be abused but its nice to throw out there once in a while to see how your opponent reacts.

When you box-dash are you aiming to cross-up with j.S? or are you most of the time just superjumping into a dash to try and hit them overhead?

so in the end I went 45 l 35 wins. although 18 of the wins was just some guy who let me woop him pretty much

anywhos

I noticed that moving around in flight more is really good .

I can’t really be over aggressive and rush in because he is to slow moving forwards .

ADD mixups are really good but I struggled to get in range n get any started

his new combos look pretty as fuck

you can’t combo on reaction to a assist hit if that moves forward , comboing off something like tatsu just won’t work , not because of the nerf but you just can’t make it there in time , even stray cold star hits which locked them down I couldn’t make it in time for anything , this was.really pissing me off , what assist should I be using here ?

j.s as a cross up is obnoxious as hell

my.corner mixups still work , sorta I just don’t have the throw option no more

little tricks like. c.l c.l + tatsu/ cold star. tri dash till they open up , but now you just get on top and go up down

using tri dash m to stuff things In front of you no longer works , you can box dash h but I tend to get hit due to his neon sign I’m prob not spacing this correctly

all in all he’s not as bad as I thought he was

if he still is for me is now the question

is there any match footage about ?

amybe he isnt the character for you anymore… it seems that you really liked that trijump m… and well that shit is GONE. if you want to play an offensive character that isnt totally herp (not at this moment anyways) maybe try firebrand… little bastard is strong but not boring like wesker and wolvie. hes the character im picking up. firebrand/akuma/IM is my newest team. firebrand is fun and loves to get in there with high ass priority moves… like zero and wolvies child or something. anywho just a thought.

-dime