NO! NO! NO! NO! NO! NO! NO! NO! NO!
It’s been one month, we don’t know shit about shit. Wesker isn’t even the best character in the game, he might not even be S tier.
NO! NO! NO! NO! NO! NO! NO! NO! NO!
It’s been one month, we don’t know shit about shit. Wesker isn’t even the best character in the game, he might not even be S tier.
The 1 buff that would make Iron man absolutely amazing is a real wave dash.
Iron Man needs one thing: a “fixed” launcher. Just fucking make it work all the time.
No, I think everybody needs to be like Iron Man and have to use proper hit confirms. That would be a good fix.
Exactly, make everyone else more like a FG character, not make IM less like one.
The problem with your suggestion is everyone would actually have to use training mode. I don’t think the Wesker players would appreciate that.
I think their idea for why he didn’t need one was because the momentum carries over from his ‘swoop’ of a tridash. He hits the ground and slides for a while.
I don’t necessarily agree with it, but I think that’s what they had in mind.
That slide from his dashes creates a lot of grab opportunities, of which he can capitalize even more now in the corner. So I don’t hate it.
I 100% agree with you on this, the first game wasn’t remotely near being totally figured out, and this one shouldn’t even be a distant thought in that regard. I feel as though many people are still in the shock stage of things changing from the previous game, and the fact that they will have to start all over in some respects. It can be hard relearning a character(s), but it can be good too since it will allow you to open your mind to some things you may have not explored/known earlier on.
It’s gonna be a tough road in the beginning, but I think Tony still has a lot of promise if the time is put in.
Kei
Spider-man is actually able to take advantage of the momentum from his airdash as well, if you cancel a certain part of his air dash at a certain height depending on which aerial you use, spidey will slide a pretty fair distance. You could actually kara his c.:h: and then cancel it into Spider Sting at one point to end up on the other side of the opponent, lol.
O: Stolen.
^This. One of the reasons that there aren’t many people learning Iron Man is because the community’s knowledge of this character in particular is pretty shallow, despite how much we still have to learn about him. A lot of people in this community don’t like to figure things out themselves, and then there’s all of us. XD It’s actually one of the reasons why I want to learn to play Tony so badly… that and his air normals and aerial mobility are freakin’ awesome, hence my tag. ;O I also have a hunch that he might do fairly well against a lot of Spidey’s disadvantageous MU’s.
EDIT: Also, I have a question: when rushing down an opponent, is Iron Man’s left-right mixup or hi-lo mixup stronger in your opinions?
I would say high low. He has more ways and chances to do high low mixups than crossups since he can’t crossup the opponent very fast with his forward airdash despite the j.S buff.
Definitely high/low. He can left/right but the setups seem even harder than just getting in range to do a quick ADD j.L or cr.L.
I also agree that his high/low game is stronger than left/right with the air dash and air dash cancel window he has.
While I’m on the subject of his air dash, does anyone else besides me kinda think of his air dash as a KOF hop in a way? I know it might sound weird (esp. to non KOF peeps), but with the new lower height he’s able to activate from, and the startup speed you can kinda treat it like a KOF jump. Pressing up-forward + atk + atk then canceling to S/H/M gives you the short hop, and pressing up + atk +atk then cancelling to S/H/M gives you the super hop instead.
Just a thought I had a week or two ago, that I never posted…maybe someone else can be helped/elaborate with that line of thinking?
Kei
Ahh, I see now. That actually makes more sense because I bet Iron Man would still have a sick high-low game at mid range, where you can easily change which height you ADD from and get the hit in with c. or j.:d:+:h:. Might be a little harder to trick the opponent with the slower normals, but it’s the perfect range to scare the living hell out of people. Most characters can’t reach you at that range, leaving you with the upperhand for footsie fun. ;D
LOL, I just thought of something: at mid range, jump forward while calling your offensive assist, and scare them into blocking high, but just quickly ADD and nab them with a c.. It’ll be a lot more useful on my team since I run a grown-ass anchor with a grown-ass overhead assist. <3
Hey what kinda uses are you guys using for the normals during neutral game with Tony? I spent some more time yesterday just focussing on situational stuff like anti air and long range pokes into flight.
I never truly stopped to appreciate the sweetness that j.S now has range wise. I’ve still got to make it part of my daily routines, but just doing either jump forward or neutral jump S, back dash, S (or d.H, S) does some nice damage, and covers a very large portion of the screen. Doing that on reaction to a jumping opponent seems pretty good for locking them down so that you can push your agenda instead. The hitbox is very sweet too since it’s very large and has Tony well above the attack area. I find it could be significantly more useful than just j.H since it’s area of affect while long is pretty narrow (except on large characters or high up opponents where j.H could be better).
You can hit the j.S, backdash, S and score both hits from a far range too. Using the s.H ground version of that move is pretty great too for anti air if you’re looking for it.
So…what are you guys doing, and more importantly (as always) W-H-Y.
Kei
Am I the only one who finds that landing combos on TaskMaster with Tony in vanilla and rainbow sherbet is unusually hard for a character his size?
Hey sorry to interrupt the large amounts of questions and ideas being thrown out there but I am a huge fan of Ironman as a marvel character, I pretty much sucked at vanilla so I made it my goal in umvc3 to “get good”.
As a result of my love for Iron man about a week ago I picked him up, I really like his passive-aggressive style so I decided to make a team around him.
Doom-missiles
Ironman-unibeam?
Sentinel-drones
I admit I’m a bit unexperienced but I need help from the community to level up my ironman…also I hope to be an active contributer to this thread
So far I’ve learned the new krispy kreme BnB, learned the krispy kreme off of airthroughs, and can kinda cover assist…but need help covering assist against rushdown chars…
You’re not the only one.
You’re not the only trying to figure that out. Repulsor Blast is a decent anti-air but if Ironman is already under pressure the best thing you can do is block and hope for the best.
I see… Any other tips for using Tony besides some stuff on previous pages… maybe some patterns that you think are especially effective?
My advice is to not air dash in a forward direction against any aerially aggressive character at mid range; you’re already at the perfect range to start poking them with j.'s, j.:h: and its variants, and j.:s:'s, so you shouldn’t waste any time trying to get closer to a character like Sentinel, where he can just swat you out of the air with a simple rising j.:h:->skillet-> full combo.
Basically, what I’m saying is, just like the guide, try to control that mid range as much as possible. This is Iron Man’s happy place. Players aware of this will attempt to try to either push you away or close the gap in on you. What you want to do in order to counter this is to pressure them to the point of trying to push you away. Doing so will eventually pressure them into the corner, where Iron Man’s “scary factor” can really shine. At this point, you can get in the opponent’s face and show how much of a stud you are with your high-low mixup goodness. Iron Man has a freaky fast c.:l: that comes out in 5 frames, 1 frame faster than the average low short in this game, and a scary ass vertical air dash (up and down, yo… up and down). Iron Man can also convert any grounded or air throw into some pretty massive damage (for a throw) when the opponent is in the corner, so that becomes a huge factor as well.
The only issue with having the opponent in the corner is that most of your air loops will not work unless you neutral jump them, and so that’s something you really have to embed into your brain.
As for dealing with characters attempting to rush down altogether, scare them with footsies. Iron Man is really one of the few characters in this game that has the right pokes to play footsies in this game, due to the scary hit boxes on almost all of his normals. Zoogstin pretty much summed up our anti-air game with his post, so I don’t have much to say in that aspect of Iron Man’s basics.
That’s all for now!