Ultimate mvc3 iron man

I was definitely using Unibeam Assist.

I’m kinda salty about this game in general. I put in a lot of work with 3 execution-heavy characters and just went it all started to click - all three of them changed somewhat dramatically. I feel like I’m starting from scratch. I’m up to the challenge, I just find myself losing to people I should be able to beat because I don’t even have consistent BnBs for any of my characters yet. I’m constantly frustrated, but It’s all good though.

Don’t forget to check the stream tonight, ya’ll:

I’ll be playing Iron Man, though I can’t promise it will be effective lol.

Been testing Iron Avenger, with regards to mashing. I’ve been able to get 78-82 hits with mashing. I believe you need to mash only as he’s firing the fully charged unibeam, not anytime before. I hope that’s of some help to you guys. Getting into Tonny’s new combos is looking daunting, I only got used to him in vanilla in the last 3-4 months before umvc3…

They’re no where near as hard, so be happy about that.

So… what are peoples thoughts on IM right now.

I know people have already given them (me included) but my opinion on IM seems to change every week. One week I’ll think he could be pretty good, and another that he’s potentially even worse then in Vanilla. shrug

I’m still pretty optimistic on how I feel about him at this point. I do HUGELY miss that addf speed, but I’m growing used to the new dash speed though I don’t use my movement enough right now. I still feel I’m focussing so hard on trying to use his limbs and c.H move that I sometimes forget everything else he has. I’m getting more rounded in my use, but I still feel as though I’ve got a lot of work to do in order to get to where I felt very comfortable with him in vanilla.

Most of my time has been spent lately on trying to keep him in the range that c.H hits around mid/low level of the opponent. From there I’ve been trying to keep my limbs filling that space while calling assists (Spencer or Doom in this case), and using repulsor blast/spread to annoy their advances. I’m also getting back into using the air smart bombs as an approach or ‘lockdown’ tactic, but not 100% sure yet the best way to utilize his air movement to compliment that.

I’m not concerned with his combos at all really, just made up a few bnb’s good enough to hurt, but easy enough not to worry about. I know I’m giving up damage of course, but in all honestly I kinda don’t want to outright kill each character I touch immediately…since technically that limits my time fighting with him (of course that gives them a chance to win, but who cares in a casual match). Of course after I’ve got more time under my belt, it’s back to killing first chance mostly.

So…what are you guys doing in general with him BESIDES combos lol. (general approaches, spacing, poking, and of course WHY)

Kei

Iron Man can be effective, but it takes a disposition that isn’t married to any form of bulldogging to realize it. He has to be played without ego. That’s not me. Iron Man has to be played a very specific way or he’s absolute trash. That’s why he’s trash in this game. He has to space you, annoy you and force you to come to him, to land his anything involving a Magic Series. If you’re patient against him, fighting him is easy. Even with Assists, he can’t force you into making mistakes, or capitalize, like any decent character can. Someone like Arturo would do well with Iron Man if he played this game.

The sad part is that the AD Cancel changes have opened up his combo potentiality (for better and worse) but he can’t land a fucking hit.

I’m not sure about Iron Man. In vanilla I had him on my team (Viper, IM, Akuma) only for the unibeam assist. I never expected much out of him but I could open people up without a problem, and I only had very simplistic combos because I didn’t bother to learn much. In UMvC3 I feel like he really has great damage potential and cool combos, but you cant really rush in with him, because it’s easy to see unless you’re doing - lock down assist airdowndash mixups or you have the opponent in the corner. You kind of have to play defensively, which no one is really used to in this game.

I’m a little late but I’m not feeling Iron Man’s new air dash.

Any tips to how to use offensively?

So are there any reliable ways to combo off an air throw or is it still height dependent?

You can still use ADF at similar heights, the timing for everything is just different. Because of the slower AD, it’s less flexible though. Because of the faster recovery of Smart Bombs, you can also just land, SB and PC if you catch them low enough.

Oh man, wall of text inc.

He is a challenge but I think he has room to grow, and of course it’ll always be a match-up people are unfamiliar to fight. Here are the pros I see in him:

[INDENT=1]+/- Unconventional Movement. Second fastest fly in the game.[/INDENT]
[INDENT=1]+ Fastest air downwards dash in the game for quick highs or quick lows[/INDENT]
[INDENT=1]+ Can turn any air throw into a death combo with level 1 X-Factor, often meterless. He gets plenty of option-selected air throws, too[/INDENT]
[INDENT=1]+ He does truckloads of damage with assist extensions. My BNB combo is 0.6 meters positive midscreen and does 850k with 1 assist, confirmable off a an almost max range c.:m: In the corner, the BNB is 1.1 bars positive and does 950k.[/INDENT]
[INDENT=1]+ Unibeam is a great assist for most everyone in one way or another[/INDENT]
[INDENT=1]+ He actually has really good mix-ups on incoming characters now thanks to his air dash cancelled normals[/INDENT]
[INDENT=1]- If you’re in a position where he has to go at the opponent, that’s not good. He’s assist dependent to apply pressure. He’s at his best when he can play the neutral game and enjoy his midrange advantage.[/INDENT]
[INDENT=1]- He’s clunky as fuck and takes weeks in training mode/playing in actual matches before you can reliably hit confirm and convert[/INDENT]
[INDENT=1] [/INDENT]
With all that said, here’s how I see it. He does damage and has the mix-up (high/low, throws, even some left/right action, and guard breaks on incoming characters). He has good movement, it’s just not Vanilla Magneto’s which is what we’re coming from. He has great pokes when used properly - if his air normals looked like swords instead of proton beams, people would be all over him.

I don’t think he can anchor due to bad match-ups and weak comeback factor, but I think he has potential as a point character or secondary. I plan on sticking with him because he’s really really satisfying to play.
[INDENT=1] [/INDENT]

One thing to consider is something like Normal Jump back, Airdash Up+Back, then Smart Bomb, then Fly. At this point since you haven’t super jumped, you can still call assists normally while raining Smart Bombs down on both them and the other guy. If you’re using an assist like drones, this is a way to safely cover the assist, and then IM can use his Down+Forward Airdash to follow the drones in to apply pressure.

It’s not like MVC2 where you can follow your own slow smart bombs in, but in a way they do set up your pressure game.

Another thing is to cancel his :d::h: into Flight, or Repulsor Blast (if they jumped or started to air dash in), or Light Unibeam if you see an assist pop out. You can also call an assist while throwing a :d::h: and then Fly and move in off that.

If you cancel a ground normal into Fly, you only have to gain a small amount of air before you can airdash with him.

He keeps much of his forward momentum when he lands. You can use it to slide into your pressure or throws the same way other characters can land and then dash into them. The flipside is that you have to airdash from higher up to build up that momentum. The mix-up is whether or not you go high, empty to low, or throw, or high xx fly xx high again, rather than how quickly you do it.

Just air dash down forward, land and Light Smart Bomb. Then c.M them up into a regular combo. You have way more time then you think you do.

I completely agree. As IM, you’re not going to be pushing people around like Wesker or Hulk. You have to duck and weave, frustrate, keep your distance, and then punish when they overextend. It’s really unusual in Marvel.

Lastly, I feel his :d::l: is a really important move that I doubt people are using (probably opting straight into :d::m:). It’s a 5 frame chainable low with a great hitbox. If you’re using the Krispy Kreme BNB, which you should be, you can chain 2 or 3 of these together before going into :d::m: and your combo will still work. There’s no excuse for not hit confirming that. And on block? Only -2, and you’re at a decent distance away from them.

Even cancelling his :d::m: or :h: on block into Fly leaves you at a healthy advantage, so don’t be afraid to do that either to make your pressure safer.

is it me or ironmans air S hit behind him. i catch a lot of people with air dash down S when they try and dash under me. idk

Both his j.S and j.M have a small hitbox behind him I think. :tup:

So this is kind of fun. Because of how fast Iron Man’s Air Dash Down is, and because his air normals are dash cancellable, he can fuzzy guard a bunch of cast members pretty easily into big combos without the need of an assist. The setups are pretty easy for it as well. If you don’t know what a Fuzzy Guard is, go read what Option-Select.com has to say about them.

The basic idea is you force the high block with an air normal, then you immediately jump and do an air attack. If they moved to blocking low, the air attack hits unnaturally high (the fuzzy guard) and Iron Man can air dash down instantly into the combo. Even off a j.:l:, he can air dash down, land, and combo into a :d::l:

Here are the cast members you can just j.:l: on. A good example of setups for the j.:l: would be tridashing in with a j.:m: - once they block it, simply jump and j.:l:. Another example would be going into flight mode and immediately using j.:s: to force a high block while also landing, then jump and j.:l:.
[LIST]
[]Nemesis (is so tall that you can j.:m: instead of j.:l: and it still hits)
[
]Sentinel (is so tall that you can j.:m: instead of j.:l: and it still hits)
[]Dormammu (is so tall that you can j.:m: instead of j.:l: and it still hits)
[
]Magneto (is so tall that you can j.:m: instead of j.:l: and it still hits)
[]Hulk
[
]Haggar
[]Nova
[
]Vergil
[]Wesker
[
]Doctor Doom
[]Doctor Strange
[
]MODOK
[]Spencer
[
]Super Skrull
[]Storm
[
]Chris
[/LIST]
Other characters are too short for j.:l:. However, you can use Iron Man’s j:d::h:. The only catch is that you have to do it from a slight distance away from their character. However, the distance is easy to setup if you happen to say, :d::m::h: xx Fly, j.:s:. It also works well off Unfly j.:h:'s when you’re zoning, or a j.:d::h: if you tridash into it from a safe distance. This works on all of the characters mentioned already above, plus these people below:
[LIST]
[]Ryu
[
]Dante
[]Phoenix Wright
[
]Tron
[]Trish
[
]Akuma
[]Viper
[
]Ghost Rider
[]Hawkeye
[
]Iron Fist
[]Captain America
[
]Deadpool
[]Iron Man
[
]Thor
[]Phoenix
[
]Taskmaster
[*]She-Hulk
[/LIST]
Not a huge deal, but it further highlights how tough his high/low game can be to block once we get the execution down. I see a lot of good characters in those lists, so having these kinds of tools for those match-ups is really cool.

Good luck getting close enough to someone to run any of that.

I find my best approach is normal jump, dash straight up, fly, dash forward, call assist, dash straight down with :d:+:h:, :s:

To cross them up,plink dash forward again after calling the assist then airdash downback into an attack.

Still not great though. If they jump at you in the air it all goes to hell, lol.

quick question… is c.m xx fly j.m a blockstring?

in vanilla c.m is 7 frames startup, 4 active frames, 20 frames recovery, -3 on block…

flight mode was 14 frames startup…

so in vanilla c.m xx fly was (-3 + 3 frames (there were 4 active frames) 0 on block + 6 (20 - 14)) = +6 on block… o.O… point blank you could do c.m xx fly j.l?

j.m is 8 frames startup so there’s a 2 frame gap.

even if unfly was 0 frames, you’d need 1 frame for the input (if you buffered the motion in the startup of fly) and another frame to land (if you were as low as possible?)

c.m is 7 frame startup… so a 3(+?) frame gap

i know that his flight is faster in this game, i don’t know how much exactly but is this legit?
did c.m get faster?

did I even do my maths right?

low into OH blockstring? if they block correctly they are still in a frame tight block string? plus… it can’t be auto blocked cause it’s a low into a high…
we don’t know the block stun on j.moves… but i’m guessing that c.m xx fly j.m unfly c.m could be a tight blockstring? dunno how this could help…

c.m fly unfly c.m

c.m fly j.m unfly c.m

c.m fly j.m, j.m (ect.)

is this possible?

what about with assists? low hitting or hit hitting only… mids might ruin it…

dunno if it’s viable due to pushblock though… we’re not doom… (or are we? can we air dash at the same height?)

(would test myself but 360 died yesterday)

hm… generally my best approach is:

pop xf 3 walk/ dash towards foe

LOL!!!

ahem… i just had to.

as far as my thoughts on IM im saving them for tomorrow when i will play offline against one of the cities best marvel players. we’ll see how IM does. i havent tried out my theory fighter team offline yet.

-dime

I will need it :nunchuck:

Really though I’m not as worried about going in, except for the situations where I’m forced to go in because I’m down on characters or have to chase down Phoenix, etc. Kinda goofy dynamic.

Oh man, I better start putting in work.

I don’t like to play online so hopefully I can get IM to work. I didn’t pick him up in Vanilla so I wanted to give him a second chance this time around. I’m thinking of placing him in second. For the assist and for the heckling!