Anyone found a consistent bnb for most characters? It seems that the difference btw light , medium and heavy characters affect their float a lot in UMVC3.
This is the combo i found on youtube (credit goes to creator of that vid ) that can hit most characters and it seems it’s not too high on execution to land it consistently [media=youtube]PpI0G2YnDtg[/media]
Iron Man movement is really strong, and like Dime said…XF lvl 3 with iron man is ridiculous. I used to use wesker as anchor…but iron man seems to fit that role in the team right now, he is a great beam assist and can TOD anyone with simple combo.
I’ve been trying to get this to work for hours and can’t get it at all. They are always way too high to get hit by the c.M after the jump MMHS and if I try to delay it so they fall lower they just pop out before the c.M can hit. Even Sentinel… actually I got it on Sentinel once but have probably dropped it 200+ times by now.
you should use the bnb that that flying ve told me to use a couple of posts up, its consistent and much easier than that one… that one just looks too damn hard and not having notations kind of skews it for me as well… also probably is really finnicky on different size characters as well as i know it cant be started from to far away as the c.H has to hit.
The issue with the 2C variation is that it doesn’t work at max range 2B confirm. So once again, if you wanna play IM, you gotta have some good hitconfirming skils.
Got in about 40 games with this guy tonight against a good friend of mine. He’s such a better character now because of the additional range on converting hits you confirm. In Vanilla, even being a god at hit confirming didn’t always mean you could convert it.
And as important as his ground hit confirms are, confirming off j.:h: into a combo against an aerial opponent is just as important given how dominant that move is.
I also really like being able to airdash cancel his air normals - it gives him good options and option selects against incoming characters who advancing guard (kinda like Magneto had in Vanilla).
You may be able to work in his Light Smart Bomb in the air, possibly starting the combo with j.:h: Smart Bomb, j.:h: Flight into the rest? I try to shy away from TACs, as stylish as they can be.
I really like the momentum carrying over from his air dash into ground movement. It makes up a little bit for the inability to cancel his dash immediately into a normal, and it lets him do some really stupid throws off his tridash.
If you let him get to about 1 character height before doing a down-forward air dash, he swoops in and keeps the momentum during the first part of his walk, and it lets him throw from seemingly really really far away. Morrigan can do this as well (and hers seems even stronger actually), but the rest of the cast pales in comparison.
I also realized today that Repulsor Blast can’t be Advancing Guarded (Repulsor Spread can, however), which lets you do some fun stuff even though it’s highly negative on block. An assist can cover you during the recovery allowing you to get in a mix-up or throw afterwards.
seeing some light in iron man. The momentum burst after his airdash landing makes his jumps go half screen at a fast pace. nice little trick to surprise. seems like their applying the laws of physics to iron man lmfao. Newtons first law is his airdash momentum lmfao
OK, these are the last little tidbits I can find on Ultimate IM:
-His jL and 2L are noticeably bigger. I think his 2L might be just a tad smaller in reach than 2M was in vanilla 0_0
-His ground grab reach is bigger. I swear, it’s almost the same reach as Thor’s M Mighty Hurricane. His air grab reach feels the same, though (tiny as hell).
-If you have an arcade stick, mashing Proton Cannon for max damage is easy as hell. The timing is such that all you have to do is hit AAA constantly. If you do it well enough, you’ll get a butt-ton of plinks which add hits to your combo. Only for proton cannon, though. Iron Avenger has its own timing.
Yeah, I’m getting the hang of the air dash. It’s nice with something like Doom missiles to hold them in place. If you’re not right next to them, you just need to super jump and let it gather momentum. He can attack air attack very low to the ground and transitions very quickly from the air to landed state so the high/low mixups are still very much there. It’s not such a big deal because his jump ins are huge and he’s far less likely to get stuffed than other tri-jumpers.
Yeah, it’s not the “tridashing in your face super fast” style of Vanilla Magneto. His tridash is a more measured approach from a lot further away. If you want to get up in someone’s face with rapid high/low type stuff, his air dash directly down is the tool for that.
Why is Iron Man so hard to use… still can’t get the krispy kream bnb down 100%…He can’t really deal with zoning…the only path is to take it to the air… He has good corner control with his long pokes. I guess i really have to get that combo down so i can maximize every hits i get off random j.C. I like using fly j.c unfly j.c as pokes it seems to hit a lot of ground rush down characters.
Just have to keep working that Krispy Kreme combo. It’s getting more and more consistent for me, even to the point where I can slow down the hits so that when an assist lifts them up higher in the beginning, the slowed buttons bring them back down for the final relaunch. The timings definitely feel different on some characters than others, and you have to be aware of how close to the corner you are when you go in for the jump relaunch.
It’s not easy, but that’s the price you pay for a ‘universal’ combo I suppose.
Regarding zoning, against many characters I’ve been pretty happy with :d::h: canceled into Unibeam, or taking to the skies and letting loose some smart bombs. You can chuck 5 of them in one jump if you do it right, which can be enough to make many zoners get tired of it and come looking for you instead.
:eek: Aside from combos and approaching, which I’ve learned to develop my own style for over the past few months, I’ve been more concerned with Iron Man at neutral.
Especially in Ultimate, we’ve got more high range, high speed, teleport/command dash type characters along with several new (really good) slides. I’m starting to experiment with playing fly/unfly games at neutral with Focus Shot to try to control space better and was wondering if anybody has tried this style before. It’s kind of similar to MvC2 style Sentinel legs tactics, but not as much height on the fly. If anyone has tried it, has it proven effective, and if it has, what types of characters or teams do you find it works best against?
As I get results in from my experiments in training, I’ll post them here if I think they’re relevant.