ironman isnt as good as what i had first thought… well, a better way to state it is that he is as good as i thought he would be… but the other characters have benefitted even more from the jump to vanilla. its a sad day for dime. im still doing well with him but i see that success dwindling in the future.
still able to use at anchor for comebacks but its getting harder and ive mostly been running him at point. i guess one of the reasons why ive been seeing less offensive success with him is cause i havent really practiced the new airthrow timing and thusly am missing it like 80% of the time… i AM getting a shitload more airthrows than in vanilla though. probably because his spacing game has been pumped up and makes people do predictable things like jump in at obvious times.
however its really hard to crack through chicken block with him now cause when he has an opponent pinned down by a lockdown assist its hard for him to move in and take advantage via a high/low. im also having a much harder time hitconfirming with him since trijump m was a big component of my hitconfirms cause it along with the 3 string following was very easy to confirm, as well as doing the empty low was easier to confirm since it was rarer and therefor was rarely blocked… i guess.
its not all bad though, i gave up on airdash downback H as it wasnt as good as i thought it would be… but i found an even better replacement:
airdash back H. it covers the perfect portion of the screen and it comes out instantly unlike airdash down forward/back H. seriously between that and airthrows i was frustrating people a bit, especially since the H can be done while calling assist (dash + assist then H immediately afterwards) when it worked, which was alot, the opponent would be forced into blockstun from the jumping H and then they’d practically land into the assist, problem with that was ironmans approach is so obvious i would get my high/ low mixup from the assist blockstun… blocked most of the time. other than that the pattern was godlike with arthur daggers against obvious jump and dash ins.
finally, the straw that broke the camels proverbial back as far as my nearing dislike for IM was that i played against a ghostrider and felt damn near helpless. i tried aerial super jump smartbombs, air unibeams etc and still i was losing the matchup pretty bad… i’d only get lucky on a random high/low or counter and end up making it seem closer than it was. but ghostrider would literally be controlling the matchup about 85-90% of the time.
and then i played against a frank west… god his plunger/chainsaw is haggar pipe/ hulk smash H in one move. i couldnt outprioritize it for shit, so i had to airthrow my opponent to death, if the FW had actually been good it would have been a horrible matchup… like ghostrider except that IM gets his ass handed to him quickly.
so basically what im seein in IM is that his air h got buffed and its much better, but more characters have stuff thats even better still. so it makes IM obsolete in my book… why play him when ghostrider and FW are right there doing the same thing IM does only much easier and for alot less execution?
im soulsearching right now. in other news, hulk murders stuff.
-dime