Ultimate mvc3 iron man

Merry Christmas to all who celebrate it in the thread =). Hope you’ll have a fun time today.

Also if you don’t mind me asking I was looking for a hit confirm with drones. I could use Jokers which would be…
Repulsar xx spread (drones hit) DF repulsar S

But I’m trying to be creative and looking to find something else. So far I can connect:
Repulsar xx spread (drones hit) ADF a.H a.UH and then an jump loop of sorts.
Sorry for the bad notation… Still learning lol, thanks ahead of time btw.

hey dumb question. but has any 1 figured out the timing for the light smartbomb relaunch? its really wierd and i feel like i can only get it like 50% of the time at best.
at first i thought i had to wait for the opponent to stop bouncing after he hits the floor. or do i just need to mash the hell out of crouching medium lol.

That’s what I do lol. I also try to do as few hits as possible after the launch, something like air H, air 2H, S, dash up smart bomb, etc.
Probably not the most efficient method, but it works. Sometimes.

Learn the timing is really the only tip I can give.

They really made L smart bombs worse by making them “better.” You used to be able to self relaunch fairly late into a combo by tk’ing into them, but they decided that was too hard so now you recover faster after grounded ones so you can just link into cr.:m: then :s:. The problem is that they have far less hitstun than they used to, so you have to do your relaunch very early in a combo.

It’s ok though, because even a shitty tridash :h:, :d:+:m:,:s:, sj.:m:, sj.:m:, sj.:h:, sj.:d:+:h:, sj.:s: / otg :dp: :l:, :d:+:m:, :s:, sj.:m:, sj.:m:, sj.:h:, sj.:d:+:h:, sj.:s:, / otg :dp::h:xx:qcf::atk::atk: combo will get you well over 700k damage.

All in all, Iron Man requires far less ability to get the damage in while simultaneously being an even worse character than he was in Vanilla. The combination of 10% scaling on normals, huge damage on smart bombs (at the end of a combo) and mashable supers makes it so the difference between hard combos and piss easy ones is practically negligible now.

Mash the :d:+:m: after the smart bombs, it will work if you kept your combo short beforehand (i.e. no fly stuff or air dash stuff).

If people think L Smart Bomb Relaunches are an alternative to learning the harder combos, they’re screwing themselves out of a strength of the character. His ability to confirm and convert off of long range normals is a key part of his game IMO, and L Smart Bomb Relaunches are not really helpful there. They seem more like a tool for up-close punishments if anything.

The main reason is because Tridash :h:, :d:+:m:,:s: is a terrible opener for a bunch of reasons. You have to tridash deep to get the combo to convert reliably, which makes the opener super slow, punishable and totally untricky. Tridash :h:, :d:+:m:,:s: doesn’t give you a lot of time to confirm the hit, either. If you whiff your :s: or get blocked, you’re dead.

If someone wants to perfect the Tridash :h:, ground dash, :d:+:m:, :s: link, more power to them. That shit is way harder than Krispy Kreme.

The shortcut is Tridash :h:, ground dash, :d:+:l:, but the conversion range on that is still shorter than Krispy Kreme and I’d say the timing is tighter still.

I don’t think there are shortcuts with this character. It’s not like he has all these extra tools and perks to spare. And I’m not really worried if any shmuck can do 700k combo for 1 meter off the most ideal opener with the L Smart Bomb relaunch combo because that opener is not really all that much of a factor in an actual match, and that damage for 1 meter is nothing to write home about anyways.

I wasn’t saying that was a good BnB.

I agree with KJunk. Think of IM having a 2 slides (unfly H and cr.M) but you have to lean a specific combo in order to confirm off of it…that combo would be Krispy Kreme. If anything the Krispy Kreme itself is a REASON to play Ironman and makes the character a lot better. The combo really isn’t that hard. Me with only around 5 months of fighting game experience learned it in less than a week.

Alright…so I’ve been playing and figuring out Doom since Vanilla. Now that he’s for sure good I’m bored with him and I’m tired of how his plasma beam assist is just too hard for X-23 to hit confirm and set up mix ups with. Doom beam works great with Dante but sucks for 23 as far as hit confirming. Unibeam keeps them on the ground so if I randomly hit them with it while they’re grounded I can either combo them or just keep them grounded and set up a mix up for unscaled damage much more easily. Air S with Doom is just Marvel 3 derp to make him easier to play so…yeah bored.

Gonna run him in the anchor spot and see what synergy he has with Dante and what not. So far it seems like I get a full screen beam super i can always combo into after million dollars super. Of course at the expense of a beam super that is unsafe to any other beam super or fast tracking teleport on block or whiff.

(granted this is from like day one playing)

THOUGHTS ON TONY

Spoiler

Alright so what I like about Iron Man so far

  • Good normals, similar normal set to Doom where you’re mainly going to be using your c.L most of the time to hit confirm shit. Least it seems that way. Unlike Doom he also has a c.M that doesn’t suck.

  • Can attack and block during his wave dash. I like Doom’s ability to dash after connecting a normal to stay in without an assist but, hate having to hurp durp around and not be able to block or attack during my ground dash.

  • Faster flight/flight cancel than Doom. I can instant overhead real fast with Iron Man’s overhead like Mags/Morrigan by activating flight and all that cool shit. With Doom you have to telegraph yourself more and box jump for overheads.

  • Has an aerial fireball that shoots straight. This is a big deal IMO since his air unibeam can shoot down Trish or Morrigan laming with traps and force them to do something else. Doom couldn’t really do much but watch them do this without an assist to cover his hidden missiles to hopefully bring them down and then struggle to get in any way.

  • I get a real beam super that I can DHC into for big damage.

  • Regular jump to instant ADD L give you instant overhead on entire cast with 4 frame start up normal. Doom can only instant overhead regular to bigger size characters and can’t really up/down/up/down like the other air dash types. I like to rush down any way so I really like this.

  • He’s a Japanese character (not too much durpy stuff, hit confirm reliant, swag combos/movement)

  • It’s fucking Iron Man.

What I don’t like about Iron Man so far

  • Really strange air dash. Cant just turn on flight air mash on air dash up forward/down forward to move around in the air like Doom or Magneto. Seems like you need to plink air dash to get even close to that.

  • Hit confirms are kinda weird. Haven’t tried air to air or anti air stuff but ground stuff is kinda weird. I’ll miss c.L, c.H OS with Doom.

  • Great character to DHC into for extra damage but unsafe DHC against anybody with a beam or fast screen travel super or fast tracking teleport.

  • Probably gonna be other stuff when I learn more about him.

General questions I have about Iron Man

1. Is his hit confirm game any easier than it was in Vanilla? What are some good hit confirms for the ground, for anti air and for air to air?

2. Does he have any cross ups without an assist? Like Dante or Doom box jump cross stuff or at least ADDF c.L cross up stuff?

3. The guide talks about how his air dash has been changed so it gives him the ability to do overheads reliably from super jump height? What’s that about and do you guys employ this or is this not as reliable as the guide makes you think?

**4. A lot of people in general have been saying his new air dash is ass and it totally kills any buffs he got. **Have you guys been managing with the new air dash and how exactly does it work?

**5. How is his damage output without an assist? **He have some swag combos that really rack it up?

6. What use can you get out of this guy as anchor when he’s by himself? Is he at least solid enough with XF3 that you can clean up one or 2 characters left with him as anchor? What kind of welcome mix ups does he have for people coming in?

His TOD combos in XF3 pretty easy?

7. Can he get damage off all his throws without an assist or any of them? What are the ways to set this up?

8. In general what are his best normals on the ground and in the air and what’s the best way to hit confirm off said normals?

**9. If you hit someone with repulsor spread can you self OTG into full combos? **


10. Lastly…how do you guys deal with him not being able to be safely DHC’d into against anyone with a beam super or tracking teleport?

  1. Yes, you can pretty much auto-pilot into Krispy Kreme hit confirm on hit or block. It’s almost completely safe.

  2. J.:s: crosses up, but the spacing is a little particular

  3. Maybe they mean he can box jump from further away. He’s also better coming straight down with his air dash from super jump height with :d:+:h: or :s: since the vertical air dashes got sped up.

  4. The slight delay before it starts up (df one) might not seem like much of a problem at first (or at least kinda manageable), but it’s an invitation for the opponent to chicken block every time. You need an assist to hold them in place to close the gap. The real mixup (from far away) comes from hitting an air normal right before he lands or gliding into a low at the end of the animation, but to get this, you need to hold them in place with an assist or guess right during a wake-up situation. If you get this going, the difference between going high and low is just a few frames, i.e. very difficult to block.

  5. His damage output is good. Over 700k on average with really easy combos (he can exceed 800k on his own, but it’s harder). His damage overall is really normalized compared to Vanilla since his normals now scale down to 10% rather than 20% (i.e. tacking on extra normals doesn’t have near the impact it used to so the damage range is lessened and everything does around 700k). The real damage comes from looping :h: smart bombs into assist calls back into the hard knockdown from repulsor spread. I believe :h: smart bombs only scale down to 25% or 30% so they do massive damage at the end of a combo.

  6. He’s a shit anchor, I won’t even go into details because it’s not worth discussing. Maybe someone else will. Everyone has easy X-factor TOD’s, even Iron Man.

  7. He can still get damage off airthrows and corner throws (now without needing to use OTG smartbombs)

  8. Best ground normals are st.:l:, cr.:l: and cr.:m:. In the Air is :m:, :h: and :s:. Hit confirm off cr.:l: into Krispy Kreme.

  9. Yes, but you need to be close to the corner. Outside the corner he can land a launcher or repulsor blast if he foregoes the spread.

  10. Iron Man’s supers aren’t great, you just have to be careful, that’s all I can say. Also, you can surprise some people with the 3 frame start up of Proton Cannon.

A kinda ghetto way to get around his crap mobility is to normal jump into straight up air dash, fly, call a beam assist, air dash forward, plink dash down twice then either :d:+:h:, :s: or unfly into a low. Essentially forming this shape:

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Fe pew pew pew Bad Guy

Fe = Iron Man
Bad Guy = Bad Guy
pew pew pew = beam assist
= new forum sucks and/or webmaster sucks balls and doesn’t allow you to properly format anything or even cheat by setting the font color to white

i can answer some of these since ive only recently stopped playing him.

as far as air to air goes i was never particularly roficient at his hitconfirms… though i can do them… i never really found much use for them… but he has some easy combos such as j.lmh, land j.lmh land proton cannon.

for the ground he has a “bunch” of hitconfirms. i see most of them as theory or more guess based. the primary ones you are going to need to know are c.L,c.M,s.H xx flight, flight mh unfly h >more stuff. thats his best hitconfirm as it has the moist range and gives the most time for confirmation purposes. the other hitconfirm worth trying is c.L x 3, c.m,S

overall his hitconfirm game is harder cause he no longer has tridash M as a lead in most of the time.

nothing worth basing your game on imho. his j.m and j.s can crossup though.

the overhead is weak, but the ability to tridash into empty c.L from max super jump height is strong, TILL your opponent just reactively jumps backwards whenever they see you flying in. basically i feel its useless unless the opponent is locked down.

someone else should answer this as i couldnt make his dashes work for me. 7 of his 8 dash directions got buffed. his ADDF got nerfed. his entire offense was based on his ADDF… they basically took away his offense. he has a workaround in boxdash S… but its a poor substitute for an airdash that wasnt even that powerful in the first place.

the first combo i started for you is the new krispy… for one meter it does about 695k isnt THAT hard either. his damage output is decent to high.

i still think anchor is his best position… not necessarily because of him personally being good in that spot but because of the other 2 characters having access to his assist. that having been said his tools become much stronger in XF. his boxdash S becomes a real threat as does his “wavedash” game his sirthrows will kill you or do a shitton of damage. still he has problems getting that hit. i’d say that hes good for killing ONE character consistently. his mixup just doesnt seem good enough to consistently kill 2 characters when people just want to lame out your XF. your experiences may be different.

His TOD combos in XF3 pretty easy?

EXTREMELY easy. basic TOD:

c.lm s.H, S, j.mmh,D+h,S land L smartbombs, S, j.mmhs land, smartbombs xx PC = any character dead (like 1.3 or 1.4 k)

he cant convert from groundthrows midscreen unless he activates XF3 or is already in XF3. if hes already in xf3 he can wavedash somehow and smartbomb OTG into other stuff. i never practiced it when i found it cause its kinda strict and i didnt see it as that useful.

in the corner he can easily combo off of his ground throw by himself. he can easily combo off his airthrow by himself anywhere on screen as long as he isnt to low. easy mode airrthrow combo is airthrow: L smartbombs, airdash M,H land PC. more hits can be done before the PC he can even launch, but those are more height and timing sensitive.

best answered by someone else as my confirmation skills with him were never that great.

he can smartbomb into combo with assists when in the corner from spread.

haha… this is a funny question. same way you’d do it with any other character that lacks safe DHC’s… guess and hope for the best or alpha counter instead or raw tag or combo into it or tac. there is no way to make PC safe on block.

hope your opponent has a minor aneurism is probably the best that could happen. is unsafe dhc is one of the biggest reasons to put him on point. though… its one of the few.

TBQH i dont know why you dont just pick hawkeye or arthur… it seems as if your primary reason for wanting IM is for teleport crossups with his beam… but his beam scales the hell out of combos from it just like doom. hawkeye,arthur and coon all dont have that problem and arthur and coons projectiles arent duckable which would make them better candidates for x-23. arthur imho is where you should be looking though i guess maybe his dhc combatibility isnt the best from x-23…

-dime

I already have a team where Hawkeye is on point. I don’t like playing Hawkeye as anchor I feel it takes all the fun out of him and his mix up is too bare bones with only trick H left/rights or tick throws. The chip factor behind his XF gets kinda shut down if they still have their XF also. I prefer characters that just get in and do shit in XF.

Arthur’s assist is nice and the non scale thing is nice but it doesn’t really shut off the horizontal space like a beam does. I like that strike across the entire screen for 20 frames.

I would only play Rocket Raccoon if this was Ultimate Muppets vs. Sesame Street 3: Fate of Two Classic Kids TV Shows.

Iron Man’s beam assist is fast with decent durability but I like how beam assists basically strike a lightning bolt across the screen and the unibeam being active for 20 frames is great for screen coverage and lockdown mix ups. I just like how a beam shuts down the horizontal portion of the screen for basically a 1/3 of a second and recovers quickly enough to get it out regularly. Although the teleport cross up stuff is nice for X-23 and Dante that’s not really the main reason I use it for either character.

The main reason I decided to pick up Iron Man was to get a beam assist that’s easier to hit confirm for X-23 and get an advantageous situation even if I don’t hit confirm the beam. I don’t really care whether or not the beam scales but for serious matches i could hit confirm reliably with Dante but it’s getting to be too tough with Doom’s for X-23. The nice thing about Iron Man’s beam is that it keeps them standing if it hits them on the ground so I can choose to hit confirm into combo or set up 50/50 left/right dive mix ups or frame traps into unscaled damage. Meaning I get an instant benefit as long as I get near them even if I don’t hit confirm the beam. With Doom beam if I hit them with the beam the always fall down and I lose too much momentum. X-23 can mix up and frame trap the shit out of people on her own once she gets in but Doom’s beam knocking them down so they can tech roll all the time shits on that. Even if they get hit out of the air with Iron Man’s beam it brings them straight down to the ground quickly instead of pushing them away to set them up for mix ups more easily.

With Dante I like it as well because now if I hit the person with my beam assist+stinger BC port lockdown on the ground…if they get hit it puts them in the same situation as if they blocked it. Before I wanted the person to block that lockdown because it would set up my mix up for unscaled damage. If they got hit I was pretty much forced to combo and get scaled ass damage and then just force a reset after. Now if I hit them with that lockdown string on the ground it puts them in the SAME situation as if they were blocking it so I get the same mix up when they get hit. Often enough when I go for this string people end up getting hit by it so now if they are stupid enough to press buttons I basically get a free mix up into unscaled damage that they have to deal with and they can’t advance guard even if they block it. I’d rather get an extremely hard mix up into unscaled damage on both hit or block than a string that I’m forced to combo into weak damage on hit.

** I use beam assists mainly as a nice balance between screen clearance and lockdown. ** I can clear out a lot of other projectiles and assists while at the same time getting lockdowns that can set up unscaled damage.

I only have a few things to add to what Duck and Dime have already said, and I don’t disagree with really anything they’ve said.

I think it’s easier to generate damage from random hits with him now because his BNB (the modified Krispy Kreme combo) converts from further away than the same combo in Vanilla.

On a grounded opponent, you have enough time to do something like j.:s: (land) cr.:l: cr.:l: cr.:m: :h: xx Fly, which is tons of time to confirm a hit up close, and that’s all safe on block and leads to the full combo on hit.

For anti air, you can juggle them with a Repulsor Blast (no spread) into a combo. You can also juggle them with normals straight into launcher or into :h: xx Fly to continue the combo. :h: xx Fly is pretty safe on block as well.

For air to air, it depends on their height. At normal jump height, you can just go straight into j.:m::h::d::h::s: loops. At super jump height, you have to do some gymnastics.

Like Duck and Dime said, j.:m: and j.:s: both have a cross-up hit box, but it’s not worth really basing his game around, especially if you plan on anchoring him. Also, you can left/right with him using Repulsor Blast on characters as they fall in after snap or a character kill, but it’s not his best mix-up against them and can be risky.

I think they’re talking about the long horizontal range of his Air Dash Down+Forward leading to high/low mix-ups from super jump height. What they don’t mention is that the wind up on those mix-ups is counted in like, seconds rather than frames. The best way to think of this super jump air dash approach is as a “joust” rather than a traditional tridash. He gets one attempt on you for a decent high/low mix-up, and then he’s probably pushed back out.

Most of his airdashes accelerate slowly at the start and then pick up speed quickly afterwards. They also have weird trajectories to them now, not unlike Morrigan’s weird airdashes.

What it means is, you can’t tridash bully people like other tridash characters can. He doesn’t get anything off it because it’s too slow and they have time to react. You can still use it to play a good poking neutral game, but it’s rarely going to open someone up unless they were poking back.

His air downwards dash is insanely fast however. It’s his best source of mix-ups up close IMO, provided you can actually get up in someone’s face. He can also seemingly instantly cancel his air back dash into normals, which has uses in the poking game.

I deal with it by not putting Iron Man in a position where he must go in. I play him on point, so I’m always at least even with the opponent, which lets me sit back and play the ranged poking game with him that I enjoy. If I can’t do that, I would try to use an anti-air assist that locks people down like Jam Session or Hidden Missiles. And finally playing him on anchor, I would cry a lot and try to chip them out with Unibeam maybe - because that’s somehow easier then chasing someone down who doesn’t want to be caught with his clunky airdashes.

The best way to describe it - he moves like a knight in chess. If you want to intercept someone as they super jump to air throw them, you have to plan that shit in advance.

You also get used to just flying around with him a lot more. His flight mode is really, really good.

With all of that said, so few people have vs. Iron Man match-up experience at this point that no one has ever abused these weaknesses against me, but that’s not really something to plan around. :eek:

His damage output is great, even without assists. It’s certainly much better and easier with assists, but he can still hit 750-800k for 1 meter, or pour meter into a combo to kill someone. Duck really explained the issues regarding his new normal/special move scalings.

His TOD combos in XF3 pretty easy?
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I do feel like if you get started with XF3 IM in the corner, he can barrel through an entire team. Getting started can be tough though for the reasons we already mentioned. But he does have a strong welcome game that most people haven’t tapped yet.

The reason is because of his ability to airdash cancel his normals. He can do Vanilla Magneto style option selects on welcome which option select air throws and ignore advancing guard. j.:h: air dash j.:h: (they hit the ground) into high or low. On hit or throw, they lead to big damage and most likely dead characters.

And yeah you can do whatever in XF3 and it kills them quickly.

As Duck and Dime said. Any air throw, or ground throws in the corner, or ground throws anywhere with XF3. The combos aren’t too difficult either. I think he gets most of his air throws from option selects while boxing with fly/Unfly j.:h:'s. I think he gets most of his ground throws by sliding into them. He carries a LOT of momentum from his tridash down+forward when he hits the ground, which makes it really easy to slide a long ways into a ground throw.

His best normals on the ground are cr.:l:, cr.:m:, and :h:. Off cr.:l: or cr.:m:, just take them straight into the Krispy Kreme combo because it’s mostly safe up and through the flight mode activation. Standing :h: is has really good hitboxes, but it’s harder to convert off it as a poke. It’s not a terrible anti-air against tridashes. You can cancel it into Rep Blast/Spread, or Flight to make it safer and confirm off it.

In the air, his j.:h:'s are godlike. Sword characters wish they had Tony’s hands. His j.:m: and j.:s: are great too.

It depends on your position and spacing. In the corner, yes. With XF3 from anywhere, yes.

And unfortunately you can’t DHC into IM to make another hyper safe since none of his are.

And a few last thoughts:

If you’re going to play him as anchor, understand that he has some bad match-ups that assists/team position would normally help him with. He’s not the best comeback character since he can struggle to start a comeback. I would get used to using your X-Factor early on your team since it may not be as valuable on him against those bad match-ups where people are free to up+back.

With all that said, maybe those issues don’t matter if your team is so much better abusing his assist. I’m not sure really.

Hello fellas. I’ve been reading the Iron Man boards for a while now. First time posting here though. I’ve been maining Iron Man since Day 1 vanilla and I’ve stuck with him since then. Apparently, you guys think that his new Air Dash is ‘worse’ than his Vanilla. At first, I would’ve agreed with you guys because ADDF was his only attribute in vanilla. Then I realized, the strategy guide is right. Iron Man is “NOT” a close in character and “NOT” keepaway. He’s midrange. He relies Heavily on pokes in this game.

Jump H and Crouching H are his best tools in the game. For one, Jump H has a huge range that outranges everyone’s normals except for Sentinel’s and even then, it’s hard for Sentinel to hit Iron Man, because Iron Man’s jump H comes out faster. Now the trick is to use Jump H without having to jump. That’s where flight mode comes in. Flight cancel now plays a huge part of Iron Man’s game now. Since flight startup is faster in this game, I feel a good way to poke with Iron Man is to use Crouching H, flight, Jump H, Unfly, falling H. This is all neutral midrange stuff. If Crouching H, hits, this is a hitconfirm that can lead to full combo. If Crouching H is blocked. you can be safe, because the opponent won’t be able to punish you because your +4 on frame advantage and not people have any moves to punish you from midrange. Also, mixing up Superjump with Airdash Jump H, and empty dash crouching l is an easy way to catch your opponent off guard. Get them to focus on blocking Jump H from airdash a couple of times, then switch it up. I feel his airdash is better because it travels farther, faster.

Next thing is Crouching H. I’ve discussed this a bit in the above paragraph, but Crouching H went from Iron Man’s worst tool in Vanilla, to his best tool in Ultimate. Now that you can cancel Crouching H into any special, it has become a great poking asset. Use it at the range where it can hit the opponent, so it’s not necessarily viable from fullscreen but 3/4 of fullscreen. I’ve found it great to cancel Crouching H into flight, Jump H…etc. As I’ve stated in the above post. But the strategy guide is correct, use Crouching H, then cancel into unibeam if the opponent blocks and do nothing afterwards for more chip damage. If they try to advance forward, keep them out using repulsar blast spread.

Final thing that I’ve learned with Iron Man is to flight cancel. Flight canceling is great. Flight canceling block strings into instant overhead S is sooooo good. because it’s so fast, the opponent has barely enough time to react to it. Also flight canceling Standing H makes it a whole lot safer on whiff. Flight canceling from anything makes it a lot safer on whiff. Super Jump airdash H, into flight cancel S is a double overhead. Similar to Magneto players. Soooo good. I’ve practiced cancelling advance guard using flight and have gotten it about 70% of the time in real matches so that really helps a lot to catch opponents off guard when they think you’re pushed back.

So to summarize:
[LIST]
[]Play Iron Man Midrange. Only go in if the opponent is being lockdown are blocking.
[
]Use Crouching H to poke opponents. Great tool to deal chip as well as to hit confirm if it connects.
[]Never ADDF close range. Vanilla Iron man is dead people, time to get used to the new armor.
[
]Fly Cancel has incredible use with Iron Man. Fly, jump H, unfly, falling H is a great poking tool. Jump H outreaches everyone, use it to push back opponents into corners.
[*]Fly Canceling advance guard is exceptional as well. Practice it and doors will open for you.
[/LIST]

This guy, he says smart things.

Basically what Kjunk said is the same mindset as what I’m trying to say. That’s exactly how you should play Iron Man. I use him as anchor though only for the unibeam assist. I usually never have to use him as anchor though because I’ve already one the match lol. But as of lately, I’ve been playing him on point to get better feel of the character and I’ve improved with him drastically. Follow Kjunk’s and my advice and you should do well with Iron Man. There are some videos in the video thread of the Joker playing with Iron Man. His IM is not bad at all but he needs to do more flight canceling. Flight canceling with Iron Man is very underrated imo.

Yeah, I can’t imagine getting enough playtime in with him to work out all of his details if you only play him at anchor.

I feel like I’ve learned a lot quickly by playing him on point without using an assist like Drones or Plasma Beam to help him get in. It’s forced me to become more comfortable with his neutral game.

Like you said, Joker doesn’t really do a lot of fly/unfly stuff yet and I think playing with Drones is a big reason why. It’s usually better for IM to protect and follow those in rather than play his normal neutral game.

Too much IM info to digest at once 0.0

Also you probably know this deviljin but repulsar blast assist can set up dirtnap unblockales of incoming characters aswell.

I appreciate the input from everybody. From what it seems like running him on anchor seems like about the same as what people used to tell me about Doom as anchor in Vanilla so I’m good to go with figuring that out. I just like having the beam assist and I prefer running someone like Iron Man as anchor over Sentinel as anchor. I’ll just have to use my own ingenuity to make up for him not being Dark Wesker as anchor as I did with Doom in Vanilla.

I don’t want gun shot assist backing up my secondary character any way. That ain’t doing shit for neutral game or generally getting in. You’re basically gimping your second character so you can pray Dark Wesker randomly runs it for you.

He’s definitely a challenge if that’s what you’re looking for, haha.

I do think once you’re comfortable with him, he’s more of a force on point with less bad match-ups than Sentinel. It’s also an easy full damage DHC from Dante to Iron Man either up close or full screen, which Sentinel and Doom both struggle with.