Ultimate mvc3 iron man

ok im back on my dude IM! sigh almost a day of salty thoughts had me down but im finding more stuff in T-mode that has me pumped:

air throw:

he has a SHITLOAD of options from an airthrow… hers a small catalogue:

easy you should never drop if at correct height bnb:

airthrow, airdash M,H (land) proton cannon 443k uses alot of meter without gaining any… but its an easy 450.

harder bnb somewhat height and timing specific:

airthrow, airdash M,H (or up +H) (land) j.M,M,H,S (land) c.L,c.M,S, j.MMHS smartbomb xx proton cannon 510 k builds decent meter.

easy mode reset:

airthrow, airdash M,H, (land) dash, airthrow… unfortunately the reset only adds about 150 k. but still when combined with the easy mode bnb does 600 k and builds more meter.

so anyways, after going through my thoughts as to what ironman is now good at as well as perhaps replacing him i came to nova. after theory fighting about nova a bit and what he would need i realized that IM has the perfect assist for nova in repulsor blast. i’d say why but im (trying) to keep this post shorter. anywho after coming up with nova i thought about what he could bring to IM and i realized that gravimetric pulse might solve ALOT of IM problems and make him a force to be reckoned with at midrange.

as i had stated about IM he now has really nice space control with his airdash H variants and the variants all allow him to control huge amounts of the screen without really commiting himself to that one space… well, i hadnt put it all together till now:

airdash down back H covers the lower part of the screen whereas airdash back H controls the higher part of the screen. airdash back H also startups MUCH quicker than the downback version. together IM controls BOTH parts of the screen very well and very quickly for little risk. WHILE ALSO BEING ABLE TO CALL ASSISTS with absolutely no downtime… and thats where nova comes in: airdash back +nova pulse, air H controls both the ground and the air near simultaneously, while also giving im a shield that hes safe tp throw air and ground unibeams from. note that pulse stays out forever and allows IM to call another assist while pulse is active… SOOOOOOOO… you now get to pick which assist you can call almost absolutely free. think about it… another shield in modok!!! 2 shields… LOL. hidden missiles.(my choice) or sent drones. basically IM can now call offensive assists damn near unimpeded. and he would need a slower assist so that he can work his way into into his mixup zone (just inside/outside of IM’s max range standing M) at that point if IM setup correctly he now has hidden missiles about to pound the enemy or sent drones flying over there heads… which is a huge offensive advantage to IM.

anywho, that team is all theory fighter at this point. BUT… i know that the foundation works (airdash back h variants) cause i was using them to great success yesterday offline against good comp… i just didnt have the right team to take advantage of the advantages i was given… this new team IM (repulsor) nova (pulse) doom (missiles) seeks to take advantage of IM’s new found tech… but i will be experimenting with other assists screen coverage assists.

LOL ive been practicing the different patterns in T-mode and jesus this team can clog the screen with huge amounts of random crap :slight_smile:

so anyways hopefully some of that will give other people ideas about how to own the midrange with IM or come up with something truly creative.

-dime

The main thing that concerns me is that I fear he has some tough match-ups against certain keepaway characters when he’s unassisted. I’m not comfortable with his options against characters that sit at the top of the screen yet, or characters like Hawkeye for instance.

It may turn out that he can hang with those characters, but I haven’t felt confident against them yet.

Another thing to consider is that your anchor won’t always be stuck in 1v1 situations. Sometimes you’ll lose your first two characters to an early X-Factor and someone dumping meter on your characters. Then it’s up to your anchor to make a big comeback in level 3 X-Factor, and my worry again would be people just running away from him (on account of his funky airdashes making it harder for him to keep on them).

It may just be the initial clunkiness clouding my view of his anchor potential, but those are my worries there right now.

And lastly, I like your team! Good setup.

Hawkeye is just a bitch of a character. Catching him will tough for a lot of characters believe me. But against characters that just sit on top of the screen, I think IM’s air to air game really shines. He can combo characters from the top of the screen into launcher for huge damage. If your familiar with mvc2 (from the looks of your avatar, you do. I actually mained IM/sent/cyc) think “unfly” inf. IM can do as much damage catching someone in the air as catching someone on the ground. I’ve been in the lab and I haven’t completely figured all the different ways he could do it, but here’s a combo that will get you started—

opponent top screen…
SJ C, delayed S, ad d/f C x fly, B, down+C x ad d/f down+C, S,(IM lands), cr B, st C, launch, SJ B,B,C,up+C, ad u, B,B,down C, S, (land), SB x PC
over 700k. SJ S without the launch doesn’t cause flying screen and brings opponent downward so you can keep comboing into a launcher. Also, you don’t have to bring him down to launch. You can settle for fly dash combos (think Mag/Storm in vanilla).

His airdash IS funky but also keep in mind his ability to fly. I think you and all IM players should explore more on IM’s mobility in fly mode and ability to hit confirm directional C’s. Runaway is always tough to deal with but playing IM patient and keeping him in a “tactical position to punish” will help your pressure game.

The game is new, so I’m always adjusting teams. But I’ve actually been in the lab last night and came up with some pretty hefty tech IMO. I think IM’s best assist is Strider Vajar (dont remember spelling). But I’ve always been looking for ways to combo max range cr. B (sweep) and I’ve found an extremely easy hit confirm with that assist. And you should know how good of move his sweep is (+range, speed, recovery).

sweep+strider, st.C x unibeam(A), strider hits, dash (if needed), SB, combo from there.

Not only do you get max ranged hit confirm from sweep, but you also get an assist that helps your troubles with IM. Shit is mothafucking homing. So if your having probs with runaway this assist will definitely help you out. Close in, pressure, lock them down, and mix up. I’m going to have explore Strider as a character but I’m pretty sure you can envision Strider with IM assisting him as well. And of course with IM’s meter building, you can have Stri as anchor with XF3 Orbs for bailouts.

Nova is in just because I like him as a character and can make him work with IM. Repulsar assist really helps in setting up Aegis. I’ve tried to use RocketP to set up the sweep combo, but unfortunately it doesn’t always cause the wall bounce (yet it does combo). So I’m switching to Cent rush.

DimeX, I’ve put much time into that lineup IM,Nova,Doom. But I’m concerned with you using grav pulse to make your fierces “free”. I myself am not a fan of that assist just due to the fact it eats red life (although great move). But IM’s fierces are free without assists. Even whiffed, you can cancel to fly then unfly, while still being able to block. But if that assists works for you, then go for it.

Strider Vajra is good with EVERY ONE.

Also wouldn’t that combo scale a lot since you are starting off with Unibeam? What combo do you do after that hit confirm?

hmmm trying iron man out flying like you would sent ?

I tried this back in the old game

you will get air thrown a lot but since his different I’ll give it a shot

why is uni beam so useful:(

I need it

Someone mind posting good MvC2 Iron Man play, so I can make better sense of the reference? Didn’t really play that game.

edit

I find it amusing how often people keep mentioning things like how great the range is on his cr. M or how great his 8/2 Air Dash is.

That’s a hot combo! Found that delaying the underlined moves helps bring them down further if they’re really high up there. I got this working in and near the corner after a few minutes, but wasn’t able to get it midscreen. The issue there is them being too far horizontally away to connect after you bring them down. Here’s what I found that worked midscreen:

(Super Jump) :h::s: (Air Dash Down Forward) :h: :d::db::b::s: (Fly), :m: :d::h: (Air Dash Down Forward) :h: (Air Dash Forward) :m::d::h::s: (Land) :d::m::s: ~ Air combo and finishers

Timing on it is still very tight though, trying to figure out where you can work in delays for it as well. I think in the last part where you do the Air Dash Forwards into j.:m: is where the most important delay is, since that gives you your horizontal movement going into the landing so you can connect the :d::m::s:

I thought about something along those lines for a Magneto-style TAC staircase combo, but I didn’t think ADDF would be reliable, being it’s his slowest AD.

:eek: I want to post tomorrow about Iron Man v. Ghost Rider as I play it almost every time the game gets popped in around here.

I also want to bring back some preliminary findings from my fly/unfly :h: tests. I should get to bed, though. >_<

[media=youtube]tU35mLbumR4[/media]

Iron Man pwnage starts at 1:42.

:eek: Okay, so here’s what I wanted to post last night.

Iron Man v. Ghost Rider

Spoiler

The matchup is pretty tough until you get situated. From anywhere longer than one character length away, you get outpoked -and- pushed back, so it should be fairly obvious where you want to be in terms of screen position. Unibeam on the ground is typically not very good since chains can snag you pretty easily. Air Unibeam is better, but jumping at midscreen or further makes it pretty obvious what you intend to do.

My typical response to Ghost Rider is similar to that of Nemesis, which is to dash in under the chain in order to get close. However, if Ghost Rider is calling a good pushback assist like Vergil Rapid Slash or Frank West Shopping Cart, then it gets pretty tough to do this. To combat chains combined with pushback assists, you’ll probably want to super jump and maneuver around carefully with flight, dropping Smart Bombs as you try to position yourself to drop soon. When doing this, you must be careful of j.:h: and standing :s:; that’s what the Smart Bombs are meant to stop (man, I miss old school Marvel Smart Bombs…). I usually don’t prefer using j.:h: as a spacer against Ghost Rider just because ground pokes tend to be better overall, but since I lead in from the air above his chain angle, I prefer Smart Bombs–people tend to discount Smart Bomb offense, but it’s not as terrible as it sounds. Smart Bomb offense could be better, but for certain matchups like this one, it shines very well, I think.

If you’re lucky enough to be able to lead right into an aerial to start your offense, that’s awesome, but you’ll typically want to drop about a character length away to get into your ideal poke range. Dropping into this range makes you close enough to stuff his c.:h:, j.:s: and standing :h:, but far enough so you don’t get counterhit by his (unexpectedly decent) c.:m:. As usual, Iron Man’s c.:m: is your goto poke as well as hitconfirm, so use it liberally, but for your blockstrings, don’t get carelessly pushblocked back out; use flight to negate the effects of pushblock and continue pressing forward. Don’t forget to tap on c:l: a little bit, though, as it stops desperation attempts to press buttons or jump away and it also useful during airdash up/down games to open up that guard. Use flight-canceled c.:h: to tag backdashes and be careful to not let Ghost Rider jump back out of your offense. If you feel he’s going to jump back and you’re in a blockstring that will end with you at disadvantage, try to either end with a flight-cancel, with :l: Smart Bombs, or with :l: or :m: Repulsor Blast into Spread.

Not dropping combos on Ghost Rider is especially important because of a player’s ability to call assists while tech rolling on the ground and tech recovery in the air. If Ghost Rider has defensive assists or assists that otherwise force you to block, you’ll have to start back from square one. Iron Man loses pretty convincingly outside of his optimal range of operation, so you want to pretty much either get a killing touch or force a tech roll into the corner. If you need to TAC to get Iron Man out, then do it; it’s not worth losing him to a character like Ghost Rider just on the merits of the matchup alone. Hypers and specials outside of Repulsor and Smart Bombs are mostly meaningless when not used in combos; you can call an assist during a blockstring, Unibeam, then use your assists lockdown (if it has any) to proceed into added pressure, but that’s the only use I’ve found for it so far.

Ghost Rider likes to pace the match, so don’t play the match like you’re playing against most characters. You’ll find yourself just try to do things too quickly, getting bopped, then changing up your pace only to have yours match his own and at that point you’re playing his game. The slower pace of this match also means you can take advantage of things like flight and Smart Bomb approaches without it being detrimental to your gameplan and actually having it be a centerpiece of the plan. Play patient and don’t forget to look for opportunities to snap back depending on Ghost Rider’s team composition.

Iron Man fly/unfly screen control

Spoiler

While I don’t have any super in-depth research to post, I wanted to let everyone know that this technique is more or less solid, but extremely matchup dependent (at least it seems this way). First up, the technique straight up loses to super jump. Just getting that out of the way.

As everyone here knows, out of flight activated straight from the ground, you can get a j.:h: while in flight and if you cancel it, you can get one more while you fall to the ground even though the timing is tight. Jumping at various heights and activating it makes things pretty interesting (if Iron Man still had this double jump, shit would be ridix). Combining this with airdash down j.:l: or airdash downback j.:h: makes you less predictable and more likely to try to push a button to break through rather than to move around you. I know part of it is just me, but it can be hard to react to big swings in movement from your opponent while doing all this, so I only really recommend this tactic for people who have come to have Iron Man as a character of second nature. You want to avoid making patterns and avoid being stiff with your j.:h: placement while also being able to react to jumps, superjumps, and dashes.

Tagging someone leads into a million different things at a million different places on the screen. Airdash cancels are heaven-sent for this and give you eternity to confirm for a full combo. J.:s: after tagging someone close to the ground leads right into c.:l: or c.:m:. A little higher probably means you want to go into j.:h::d: and then j.:s:. Using this technique is all about reaction (once again) and knowing what you can do from a tag on different parts of the screen.

Depending on your assists, you can make some pretty scary lockdown, but it seems to me that this technique is not meant to open people up. It’s just to take advantage of people who have bad movement or fundamentals; they tend to get through their problems with buttons and this stops that. If you’re lucky enough to have an opponent who you can scare into blocking continuously, that’s when you can start getting in there with up/down airdashing and regular Iron Man stuff.

Most of this is not super high-level, but I hope it helps whoever decides to read it.

P.S. –

Dude, okay, so I’ve been trying to find something like this for a few days now, but I’m soooooo bad with these damn airdash cancels with Iron Man, so good stuff. I knew he had to have something like this, but my fingers are fat and lazy, so there’s still some stuff I can’t do yet. This is fantastic stuff.

Smart Bombs from the top of the screen are a big deal I think. Even the guide points out that you can throw 2 sets, fly, and throw 3 more sets. If they don’t have a great way to get up to you or a great assist to pull you down (like Jam Session, Vajira or Hidden Missiles), you’re in a good spot. They build nice meter on hit or block, too.

The difficulty will be when they combine a tough match-up like Ghost Rider or Hawkeye with those assists. Then we have to get creative.

:eek: I think Hawkeye is the number one new problem character. There are better characters than him, but you don’t have to solve them. You must solve Hawkeye.

I agree with your first point, also (obviously); I think just because they’re underwhelming in this game compared to their previous incarnations, people tend to discount Smart Bombs outside of OTG, but they’re actually a pretty decent approaching tool. I don’t know about using ALL my air actions on Smart Bombs, haha, BUT you’re also right in the OUTRAGEOUS meter gain you reap from them.

Smart Bombs is effective against Ghost Rider, he has a hard time reaching that portion of the screen without jumping up and doing j.H (against which he has to deal with Smart Bombs).

How do you deal with Heartless Spire? It stops Iron Man’s approaches cold.

Hawkeye is a problem for many characters and this is especially true for IM.

I just recently found that combo so I wasn’t able to explore too much on it. I just posted it outta my eagerness. But after some more work, yes, the scaling sucks (both hit stun/damage). At worst, you get guaranteed damage off max range sweep, screen position, and momentum.

Even comboing after grounded SB is hard. But I’ve been following up with, TK SB (A), C, land, launch, finisher. Ending with super and you get 500-600k, so it’s only worth burning the meter to kill em off.

It’s not entirely like Sent, but keep in mind…flight startup being faster, AD, ability to cancel Cs with AD, and SBs and UNIs. Uni is a quick startup/recovery projectile beam. It chips and it’s long ranged. Combined with assists and missile, it gives IM options to zone.

cr.M is one of the longer ranged sweeps in the game and moves IM forward. It’s 7fr startup and -3 on block. It’s a strong low poke that compliments IMs midrange game. IM solo just can’t combo at max range other than C, unibeam, or Supers which limits it’s potential. You need an assist or XF.

KJunk,
Yes, you really have to be a combo technician and be able to adjust mid play. However it is very practical and worth learning. It’s a new concept so I’m still adjusting. Was in the lab last night, came up with…

top screen: SJ C, delay, d+C, delay, S, ad d/f C, S, land, cr B, st C, launch
I actually forgot my inputs, but the main concept of the combo is the underlined portion. I’m sure if you try it, it’ll be a breeze to figure out. It’s much easier and I actually feel retarded for not trying it out sooner.

I’m now working on IM being below opponent with up+C. Started late last night so only got this: up+C, ad U, B, [C, S]

If you hit max tip with up+C your options to combo are limited. It’s also different if you’re in a jumping state/fly mode/after already using an airdash (for practicality reasons). Up-C is hard to follow up with an airdash b/c of the initial startup. But by airdashing up, you don’t get the initial lag of the AD, allowing you to continue combos. Delaying what’s in the brackets makes it easier to combo if you have flight available. Your opponent will gradually be falling down, Just cancel S into flight, and bring him down for a relaunch. Will get more into later, just giving you the heads up if you wanted to explore it yourself.

lol I tried flight for keep away is real good

intact my iron man zoning and screen control is. pretty good

however I cant do this for a entire match no way no chance

anchor tony is really easy to run away from like really even with the xfactor speed boost

I think flying ve said he could do with a unibeam

what do you guys do against strider

this character is so stupid I like have no answer to it

Nice work on the GR matchup. Definitely approve for the most part. I do have to disagree on the fly/screen control not being able to open people up. IMO his fierces are some of the great normals in the game. There’s not much an opponent can do against a well placed fierce. And I will assure you that if you can net +750k damage of them, they will want to block. You can definitely overwhelm opponents by flying low with up-to- 5hit overheads. There’s many tricks you can do during those 5 attacks to open them up. Flight cancelling, assists, and missiles allows you to get right in there again.

Also, just posted a way easier combo just for you, above this post.

I’ve been thinking about what pat-tlick said on which assists best suit IM. I think the IM buddy prerequisite works like this:

A. The assist allows Iron man to continue combos after a Smart bomb OTG, specifically when the combo has massive HSD. (A+ means that the assist recovers fast enough for Iron man to send a second assist after an OTG Smart bomb>Repulsor spread combo.)
B. The assist allows Iron man to hit confirm from a far reach cr. M.
C. The assist gives Iron man extra abilities/covers weaknesses. (Helps set up pressure, anti airs, enhances zoning, helps keep away, etc.).

Basically, if you’re building a team around Iron man, all your assists MUST fill A, and the sum of all assists must cover B and C. For example, one Iron man team may have Assist 1 cover AB, and Assist 2 cover AC. Another Iron man team might have Assist 1 cover A, and the other cover ABC.

Following the Iron man buddy prerequisite, I made this list of characters that I think would fit an Iron man team well:

Akuma Tatsu- A+BC
Iron Fist Dragon Fang- A+BC
Dr. Doom M. Shield- A+B
Dormammu Black Hole- A+B
Wesker Gunshot- A+B
Tron Gustaff Fire- A+B
Doctor Strange Eye of Agamotto/Bolts of Balthak- AB
Hawkeye Horizontal Shot- AB
Taskmaster Horizontal Shot- AB
Spencer Vertical Grapple- AB
Haggar Lariat- AC
Dante Jam Session- AC
MODOK Psionic Blaster- A+

The list isn’t complete yet, but this is what I have so far.

It’s a fun exercise. I’m not as concerned with your prereq ‘B’ though, simply because I don’t feel comfortable calling assists when I’m sliding into a cr.M. If my poke gets shuts down, I’m getting happy birthday’d in that case. I feel better calling the assist way before I commit to the cr.M so I can block if I have to and save myself or save the assist.

Here are some other notes for assists in addition to what you have. In many cases I refer to a “first” and “second” OTG extension. This is referring to doing the First Assist + Smart Bombs, Repulsor Blast, Repulsor Spread, Second Assist + Smart Bombs, Repulsor Blast, Repulsor Spread combos in/near the corner.
[LIST]
[]C. Viper’s Burn Kick assist can be used for the first OTG Extension, but the timing is too tight for her to be used after someone else for a second OTG extension. Also hits high for mix-ups/unblockables.
[
]Dante’s Weasel Shot assist can be used for the first OTG extension, but HSD is too high for it to be used for a second OTG extension. Also functions as a pinning cover assists to ‘get in there’ or ‘stay in there’.
[]Deadpool’s Quick Work assist can be used for the first OTG extension and works midscreen. Also hits low for mix-ups/unblockables.
[
]Dr. Doom’s Plasma Beam assist can also be used for the first OTG extension, timing is a little tough though. Also functions as a pinning cover assist to ‘get in there’ or ‘stay in there’.
[]Felicia’s Rolling Buckler and Cat Spike assists can be used for the first OTG extension. Cat spike can even be used second, I think. Rolling Buckler hits low, good for mix-ups or unblockables.
[
]Firebrand’s Swoop can be used for the first OTG extension.
[]Ghost Rider’s Chain of Rebuttal (wall bounce one) can be used for the first OTG extension or for the second one.
[
]Magneto Hyper Gravitation can be used for the first OTG extension.
[]Nemesis Ground Slam can be used for the first or second OTG extension, works midscreen.
[
]Nova Centurion Rush can be used for the first OTG extension, also hits high for mix-ups/unblockables.
[]Rocket Raccoon Log Trap wall bounces, works for the first OTG extension. Also is a good zoning/anti air assist.
[
]Spencer Armor Piercer works for the first or second OTG extension.
[]Thor Mighty Smash ground bounces and works for the first or second OTG extension. Also works midscreen.
[
]Vergil Rapid Slash works for the first OTG extension with some timing. Must be in the corner, however. Also functions as a great assist to push people out.
[/LIST]
With all that, I love what Dante does for Iron-Man’s game. Jam Session is a great way to answer characters like Trish, Zero, Firebrand and others who like to chill way up in the air raining projectiles. It’s one of the easiest assists for extending Iron-Man’s combos, and Dante has great tools for answering what look to be Iron-Man’s tough match-ups.

At the very worst, you can always flip in Dante to point at the start of the match, and he has some gross options with Unibeam assist. Also if you’re comfortable executing with Iron-Man, you probably have the execution to play Dante as well so go for it.

Iron Man/Dante/Doom is probably one of the strongest teams I can think of for him at the moment.

Dunno why you’re upset man. You lost, yeah, but you played really well and did some nice Iron Man stuff. Question though, why do you use Smart Bomb assist? Not questing your judgement on picking it, just wanna know what you use it for.