Ultimate mvc3 iron man

I know about the Repulser/Assist loop potential. I’ve had an almost 900k combo that carries to the corner using Hyper Grav and Jam Session for a while. The fact that it carries to the corner is important, because the loop doesn’t work without the corner (to the best of my knowledge) and Iron Man isn’t just going to rush you down into that position. I’d like to see these 1 mil combos so I can judge their utility and maybe learn something that helps me get more damage, because I assume they must be utilizing the corner RB loops. Being evasive/ambiguous about it helps no one.

Also, if getting a millie truly is that particular in its team dependence, that’s pretty shrug worthy in regards to Iron Man imo.

There’s one in the video thread, it made the front page a few days ago.

And also, being team dependent isn’t a weakness if you run him first or second.

Hey I’m happy to share the combos with you. I’ve just been playing more than posting lately and they didn’t seem particularly tricky. The hard part of it has been finding assists that allow for the combo extensions while also helping plug holes in Iron-Man’s neutral game and also not being on shitty characters.

Here’s what I’ve found that works on the first extension (timing is more lenient for this one, less hitstun deterioriation)
[LIST]
[]Akuma Tatsu
[
]Dante Weasel Shot or Jam Session
[]Felicia Rolling Buckler or Cat Spike
[
]Haggar Lariat
[]Spencer Armor Piercer
[
]Dormammu Dark Hole
[]Doom Plasma Beam or Molecular Shield
[
]Thor Mighty Smash (alright so he’s not a great character but this assist has been the easiest next to Jam Session so far)
[]Vergil Rapid Slash
[
]Rocket Raccoon Pendulum
[]Nemesis and Ghost Rider both have wall bounce assists that work but I’m not interested in them
[
]Doctor Strange Eye of Agamotto
[/LIST]
For the second extension, the timing is a lot tighter. Here’s the ones I find to be the easiest after it.
[LIST]
[]Dante Jam Session
[
]Doom Molecular Shield
[]Haggar Lariat
[
]Thor Mighty Smash
[]Rocket Raccoon Pendulum
[
]Doctor Strange Eye of Agamotto
[/LIST]
So the full notation looks something like:

j.:s: (land) :d::m: :h: :d::db::b::s: (Fly) j.:m::m::h: j.:d::db::b::s: (Unfly) j.:h: (land) (jump up or up+forward) j.:m::m::d::h::s: (land) :d::m::h::s: (pursuit) j.:m::m::h::d::h::s: (land) :a1: :f::d::df::atk: (Smart Bombs) :d::db::b::atk: (Repulsor Blast) ~ :h: (Repulsor Spread) :a2: :f::d::df::atk: (Smart Bombs) :d::db::b::atk: (Repulsor Blast) ~ :h: (Repulsor Spread) :f::d::df::atk: (Smart Bombs) xx :d::df::f::atk::atk: (Proton Cannon)

The :atk: strength of Smart Bombs/Repulsor Blast you use is determined by what’s most consistent with the assists you’re playing with. Sometimes you have to work in a ground dash before doing the Smart Bombs to stay close enough.

So for instance, that combo using Felicia’s Rolling Buckler and Dante’s Jam Session does 940k. That’s a little less than 1 million, but I’m okay with that because it’s using Rolling Buckler as a combo extension which is ridiculous when you think about it. It does less because the assist itself doesn’t hit very hard and you have to use weaker versions of Smart Bombs and cancel Repulsor Blast a little earlier when you do it to make it still work.

If you just do it with Jam Session and Molecular Shield, that’s when you get up to the 1 mil point.

In regards to how match-practical they are, I did pull them off a few times in actual matches today with my week 1 Iron-Man. Pushing 800k (1 assist extension) is very easy. Going up over 900 is much harder but it can happen. Lastly, starting the combo with something other than j.:s: doesn’t dramatically reduce the damage, just 20-30k or so.

So is the consensus becoming “IM needs to be a point character to be good”? I was thinking of making him my anchor and the time investment needed to learn IM is no joke.

People have been saying that he’s a good anchor now, probably because his zoning game is now joke. I like him in second, I think there are much better anchors, but he’s assists are too GDLK. Hence my team of Viper/IronMan/Strider.

Yeah, I figured out that he could break 1 million for 1 bar on day 1, lol. It’s really not that hard and there are tons of ways to do it. With the right combo it builds over 2 bars as well, so it pretty much guarantees a kill.

The thing about his combos now is that because his normals scale down to 10%, the damage difference between elaborate and not-so elaborate combos before your ender doesn’t matter nearly as much (which makes me sad because this is another instance of Capcom trying to shrink the gulf between the skilled and unskilled). Instead, you’ll get a big chunk of damage near the end if you can loop smart bombs and repulsor blast with a couple of assists. Then the super does way more than in Vanilla too, so ABC combos almost always do well over 600k which is bullshit in my mind, but whatever. Why should you have to learn to properly use your character? I suppose it wouldn’t be fair to people who don’t actually want to make the effort.

I think I have a couple of combos that can break 1.1 million for 1 bar if I rearrange my assists. I know I said I’d post stuff a while ago, but I’ve been pretty busy. I’ll get around to it, but I just don’t know when.

That said, despite his damage, I don’t think Iron Man is much better than he was in the last game. I’m hoping someone proves me wrong, but it never happened in Vanilla and I doubt it will in Ultimate, even if he is essentially a new character.

IM isn’t too hot of an anchor. If a team can keepaway or run away well, IM is not gonna be able to touch them.

Yeah I agree with this. He needs certain assists to mitigate these bad match-ups… something like Dante’s Jam Session or Strider’s Vajira to yank people out of the air and give him his opportunity.

He’s still a threat solo at XF3, but there will be bad match-ups. If your team abuses Unibeam to its fullest then maybe you don’t care about the bad match-ups, though.

Also I’ve found that playing him in a team that has a flexible order really helps. If you’re playing him on point but don’t like that match-up, you’ll still get value out of him by swapping him to second or third and using that assist.

Good shit, KJunk. I’m not a fan of Krispy Kreme or its variations, but I’ll try that out when I have time.

Really good info! I’ve been thinking about where I should put Iron man on my team.

This is probably a generic question, I’m new to using iron man and Marvel in general but who’s considered to have the best iron man at the moment, at least from vanilla? Who I should I look to if I want to watch some great iron man play, for some inspiration?

I really enjoyed watching flash’s iron man vids on youtube, but is there anyone else?

Going to have to ditto the sentiment on Iron Man not being optimum on anchor anymore. I have him on 2nd place now where he is there to frustrate the opponent with his footsies and zoning into a mistake leading into a high damage combo. Enough for the point character to recuperate.

The 1 million 1 meter damage combo was posted on the front page of SRK among those video round ups.

Anyone else feel like cancelling into Proton Cannon from Smart Bombs is funny, now? It’s like the window to Hyper Cancel from Smart Bombs is distinct or something? A lot of times I’ll try to Hyper Cancel and get nothing (that’s what happened in that vid vs the Firebrand player - it was supposed to be an Iron Avenger). I still haven’t figured it out.

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

Easily Flash, then again no one else played him. Keits dabbled with him a bit, but Keits is terrible so that doesn’t count.

I’ll concede that anchor Iron Man probably isn’t best right now, but I think that furthers my point regarding how bad he is as a character. Iron Man has no real way to make you guess and open you up. He’s the new Tron/Haggar.

That said, I’m going to keep running him at that spot for a while and see how people respond to the shit I’m coming up with. Once thing’s for sure: even less people are going to be playing Iron Man now.

Basically the rule is if you want to cancel :h: Smart Bombs into Proton Cannon, you have to delay the Proton Cannon slightly so the bombs can finish hitting. If not, they’ll break the combo between the initial hit of the Proton Cannon and the beam that follows.

If you want to cancel :h: Smart Bombs into Iron Avenger, you need to cancel the Smart Bombs ASAP, like as soon as they leave Iron Man’s shoulders. Otherwise Iron Avenger will go under them as they recover and you’re punished.

It seems tricky and screwy at first but it gets consistent and reliable after a while.

I get the different timings. My problem is at times, I don’t get the Hyper cancels at all (despite checking the inputs and verifying them being on point), so I’m just curious if the hyper cancel window itself for Smart Bombs is funky or I’m just plain fucking up. I didn’t have that problem in Vanilla.

I’m also noticing that I’m getting a ton of Air Throws with him. It’s really helped running an assist that makes it easy to just call assist + Smart Bombs into a full combo since I don’t know the new air throw timings or combos yet. Obviously that’s not the ideal combo, but it’s a conversion.

I’ve also found it’s very easy to Air Throw -> Smart Bombs (Level 1 X Factor immediately) -> combo to kill anyone Vanilla Wolverine style.

I haven’t found a way to combo off his midscreen ground throws consistently yet :frowning:

I think in general, that’s how it’s going to feel against his worst match-ups. It’ll feel like they’re totally controlling him unless he gets the 1 or 2 opportunities he needs to turn it around. I’ve tried to pair him with other characters that shit all over the pure keepaway characters like Ghost Rider or Hawkeye. Dante’s always one :d::d::s: from tapping on Ghost Riders shoulder.

I’m not sure what to think of him right now. He takes a lot of work to get him to the base line level of playable. I’m not sure what more work is going to lead to yet, though.

Okay I take it back, the air throw combo is really easy. Just air dash down forward after an air throw and L Smart Bomb when you land, then pick them up with :h: into whatever you’re comfortable with. I feel dumb now for not trying that earlier.

Kjunk,
I’m not understanding how IM isn’t a viable anchor. I’ve been recently following your posts because it seems like you’ve got a really good understanding on how IM should be played. I run IM on point as well, with repulsor b/ Nova (rocktet p)/Doom (plasma). It seems to me that you understand IM has a very large tool set, and with assists is a force to be reckoned with. But I believe this because I find IM to be very capable 1v1 and that certain assists make him from decent character-to a strong threat. I would think him as an anchor in 1v1/or with XF3 is something he would excel at…So I just want to know more in depth on thoughts on this.

Synikal,
It seems like you view IM more as rushdown character that needs to open people up. I would definitely have to disagree with this. I’m new to these side of the boards because mvc3 wasn’t a game I was going to try and disect (not a big fan). In Vanilla, I would say I agree with you because his AD was quicker and faster. But umvc3 changed that. I’ve been a long time mvc2 IM player and I think he needs to be played more in lines of that incarnation. IMO IM’s ability to AD after fierce was his biggest buff. Which is why I started to pick him up again in umvc3. It’s nowhere as godlike as mvc2, but IM can be combo psuedo Air to Air/Air to Ground FLY infinite. Being able to combo after ANY of his directional fierces, along with faster flight start up, ability to cancel ground dash, and cancellable missile, led me to believe he should now be played more strategically, as an all around/high damage punish character. If only they didn’t rape his smartbombs…

Dime_x,
It seems like you might share a similar view as Synikal. So I’ll just restate that IMO IM should be played as a opportunist with the “right tools.” So against Ghost R. I would say you just have to play this patiently and know the matchup. I compare this fight somewhat to mvc2 IM vs sent. It may seem like he’s controlling the fight because he’s able to take more actions that you, but remember…how much DAMAGE he is doing to you from a distance (assuming “getting in” is what’s causing the trouble)?

GR specials are the only attacks that inflict chip damage. They have huge recovery and does NOT reach full screen. You have options. Block and close the distance (with every trick in the book you can). Be patient and if you find an opening for a combo, you will do more damage than the chip he gave you. Everyone has a pattern, but most importantly, GR is predictable. You can also outchip him but you have to be patient as well. Missile to take the chain and force a reaction. Unibeam when you can. SJ and smartbomb. If he sj C, it’ll trade in your favor (damage/momentum). If you anticipate him trying to whip you before SB comes out, block and sj C has long recovery.

These are just my opinions from my exp as of now. Take it as you will. Please correct if I’m wrong. But I hope it helped and I hope all IM players can help bring out the best in him. I miss the fuck outta the old guy but I will settle with the new.