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.
: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.
:h::d::h::s: loops. At super jump height, you have to do some gymnastics.
Like Duck and Dime said, j.
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.
, and :h:. Off cr.:l: or cr.
, 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.
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.