Ultimate mvc3 iron man

That’s why I run Iron Man on anchor. Even if he’s a crappy anchor at best. You better hope you’re not in a situation where he has to go in when there’s 10 ticks on the clock and doesn’t have the life lead. Iron Man’s unibeam is the best beam assist in the game. It’s fast enough to use for mixups. Durable enough to beat other projectiles. Iron Man is behind point character so punishing him is difficult. Long hitstun to hitconfirm off of…and best of all, it holds opponents in place if they’re blocking it for easy setups. Only setback is that it scales damage greatly.

I’ve used unibeam assist in strategy situations such as to punish Sent Drone calling, Preventing opponents from moving and controlling horizontal space. It’s my crutch that carries my team. Most of my friends that I’ve play regularly with make it a habit to snap him in. That’s when the fun part begins because I can actually play Iron Man on point now and he’s no longer a liability on my team as he was in Vanilla.

Another nice small little thing about unibeam assist is that since it doesn’t knockdown and it’s active for 20 frames sometimes you can end up landing the beam during the last active frames so it’ll only do like 2 hits. Which gives you a far less scaled combo. Much harder to capitalize on with the knockback on Doom beam. Like said before, I don’t really care whether it scales or not because it basically keeps them still for a mix up into unscaled damage either way.

I’m not really afraid of situations where there’s 10 seconds left on the clock because in old Marvel you’d be basically nearly dead any way. This game’s XF allows you to hurp durp back for the win in those situations but I feel it’s fraudulent and not really something you can totally rely on. Which is why XF3/4 Wesker does well but never ends up really being the reason someone wins a major.

The highest placing anchor Wesker at SCR was Noel Brown but he got his Dark Wesker of all characters lamed out by J.Wong’s Iron Fist. Without an assist you just don’t have those same lockdown capabilities even if you’re hurp durp XF4 Wesker. Plus Iron Man has tools (like straight shooting air unibeam) that deal with aerial lame out (which is a big problem for most any anchor). Which characters like Wesker don’t really have anything they can reliably do other than shoot down gun from a range that Trish will never end up being near any way. I hate Trish anchor (and Trish in general) so I like that Iron Man has tools like air beam and repulsor blast/spread that can force her to the ground.

PR Rog won NEC with his anchor Wesker but Spencer and Wolverine were doing most of the work any ways. They might as well have since Wolverine’s B Slash assist and Wesker’s gun assist are pretty sub par for lock down and space control any way.

The only character that can lock people down like real hard as anchor is Felicia. She basically attacks at you like she has an assist with her ability to shut down your advance guards so easily. Of course on top of that she also happens to have a super assist that has no vulnerable hit box and lasts for 10 seconds as long as you burn a meter.

To go into what I was talking about earlier concerning his new air dash in the guide (from super jump height)

(from strat guide)

Peppering enemies from mid range with rockets, Smart Bombs, and assists create opportunities to get in close and go for Iron Man’s devastating combos. Once your rival expects you to bomb from above, change things up and super jump (instead of normal jumping and then air dashing up) to throw one instance of smart bomb H aimed squarely at the target, then air dash down forward.

*Iron Man’s air dash is so long now in UMVC3 that he can effectively triangle jump from SUPER JUMP HEIGHT! What is a liability at normal jump height (his air dash hitches and distance) is a boon from farther up. The mix up here is that you can either perform air df+H for an overhead (which also doubles as an option select air throw, in addition to continuing a combo off the smart bombs if they hit), perform late air M as an overhead, or do nothing, land and immediately go for crouching L into Combo 1. *

*That’s right, being able to triangle jump from the top of the screen also means you can have Iron Man EMPTY triangle jump from the top of the screen, and it’s not possible for your competitor to react reliably to this! If they block correctly between air dash attacks and empty air dash into c.L in this situation, it was basically luck or anticipation. It’s Marvel, baby. *

Seems KJunk pretty much nailed what I was talking about. Probably a bit of over hype in there especially with the choice words and everything…but I’m sure with assists there’s definitely some interesting applications of being able to effectively seamlessly air dash down forward from super jump all the way down and go for high/low mix up. If it’s really as ambiguous with an assist as they say it could probably get nasty if you’re already laming them with smart bombs from the air.

From there they say to do stuff like jump/super jump ADD L (I would think M would work also) after landing to add to the mix up if needed.

They also say of course to remember to precede super jump height ADDF’s with assists or smart bombs so you have something giving you frame advantage as you get in. I’m sure this would work well with an assist but without an assist I would probably have to just frame time a dash against their inevitable advance guard on the bombs unless I get lucky and hit them with the bombs.

i look forward to hearing about your results with him. i watched one of your games versus unknown and i saw a situation where you crossed up with x plus doom beam but failed to capitalize off the confirm. so i get exactly where your coming from.

as far as the stuff the guide says… take it with a HUGE grain of salt. i think you’ll see where im coming from once you get some IM experience in. though i actually hope you find some feasibility in him besides his beam assist and and his in line DHC potential.

personally i think x and im will fit like a glove. i just think your going to have some real problems actually getting in on opponents with IM. hes slow and even when you mixup his ranged game with offensive burts here and there he just has seriously problems moving forward without seriously telegraphing his stuff.

the jump then airdash thing for smartbombs while being able to call assists seemed like it would be good but i found players able to follow me to easily or just run underneath me. i think ironman has all the tools to compete i just think that they arent derp enough and IM has to make long series of good reads based on his opponents position…

ie look at all your characters:

dante has tracking teleport, which is auto get in when covered by assist. you dont have to know WHERE your opponent is. you just do it and dante plays the game for you (i use dante now as well)

x-23: has her drill moves that have super priority and can be spammed and then easily hitconfirmed on block/hit. if you wiff one of these moves they are unsafe… BUT its hard for an opponent to capitilize so X generally gest away with it… so they are throw out moves. her chargeable move that gives her plus frames on block and stuns on hit, is kinda the same way, you dont have to know whether or not the opponent is close nor if they are far… the move is good in either situation and beats lots of shit out for free besides like projectiles.

doom: has footdive another “fire and forget” move pretty much plays the game for you as it has high priority and goes full screen hitting anything along its way for an advantage or genreally neutral situation.

ironman has NOTHING like any of those moves to threaten other characters with. you have to know where your opponent will be you have no moves that will just randomly hit stuff and/or track/high priority there way in.

LOL but his assist and his higher speed in XF and his dhc compatibility make him playable IMHO. you just better hope that your other characters can REALLY make use of that assist… like WELL.

-dime

Dante: Iron Man can use repulsar blast or grab Dante’s out of teleports. Repulsar blast is also a good cover for Iron Man for Dantes who enjoy box jumping. Use crouching H to cover more space if necessary. It’s very easy to punish Dante’s raw teleports. Never have a problem with it unless they use an assist along with it. Then I just super jump.

X-23: Again, prepare to repulsar blast if you see X-23 go in the air. You basically said that almost all X-23 are going to talon dive once they’re in the air. Iron Man’s repulsar blast annoys them soo much, that they’re going to start staying on the ground. That’s when you need to prepare for your offense. Sit back and just keep shooting repulsar blast for talon dive spammers.

Doom: Wow. Looks like someone doesn’t know how to use repulsar blast as anti-air at all. Their footdives are going to run right into it. They can’t cancel it once it starts so they’re going to hit it.

Iron Man’s repulsar blast spread is his best special, even better than unibeam on point. It’s a great anti-air tool because it covers all around Iron Man. If you have good yomi, and know exactly what your opponent wants to do, i.e. what you described Dante, X-23, Doom players, Understand what you can do in those situations. When I play against online Zero’s, I know all they do are going to dash teleport mixups. Repulsar blast blows that up. I’ll keep doing it until they try something else. Don’t get tired of doing it because it’s not a decent hit confirm to full combo. It’s an annoyance tool that causes damage and frustrates opponents from getting into their game. There’s no reason for you to get hit by a Dante’s raw teleport mixup if you’re on the ground. It’s the slowest teleport and you know exactly where he’ll end up in the end. I’d say go to training mode and practice punishing it if you have problems.

whoa… someone lacks reading comprehension skills i see. where did you see me talking about RAW dante teleports? you cant throw them when they are covered by an assist.

also repulsor is slow and you will have to be guessing with it unless you have people being super predictable with there jumpins. wiffed repulsor isnt near safe.
in all the ironman vids ive seen i havent ONCE seen an IM using repulsor for anything besides combos. so acting like its some holy grail is pretty fail to me. yeah ive mained IM since vanilla came out and ive played lots of good opponents. repulsor blast is something i tried to make work but good opponents wont jump into it nor will they fail to punish a wiffed one… your only saving grace is varying the times you cancel it into spread. still not good enough.

and if you wiff one prepare to die. though yeah repulsor can actually work against x. dante though?? i laugh, stop playing those xbl scrubs that random teleport all day and arent playing in so much lag that its hard to wiff punish repulsor.

**WOW SOMEONE LACKS MOTHERFUCKING READING COMPREHENSION… (**hint… it isnt me)

where did i say these were problems against IM specifically? I didnt. I WASNT TALKING ABOUT IM VERSUS DOOM. i was talking about doom in general… watch some of dios x’s games if you dont believe me. its a good move thats used alot, for a reason. yes it can get blown up… anything in this game can if your opponent is looking for it… the kicker is whether or not you have the TIME to look for things and generally speaking you’ll only have TIME to look for things if your opponent has a reason to respect your characters game. repulsor blast IS something that the opponent would have to look for if you were spamming it… but the risk reward for wiffed ones is horrible which in the end is why it isnt used. once again though i have to wonder bout your lack of reading comprehension. i never said that i had a PROBLEM defending against ANY of the moves i outlined in my last post… i simply used them as examples of herp that ironman doesnt have and that in this game lack of herp IS AN OBSTACLE. do you GET THAT??? or at least understand it?

once again call of the theory fighter and still not getting that i never said i had specific troubles with the stuff i used as examples.

STOP PLAYING ONLINE. or at the very least dont assume that the idiots that you play are going to crop up offline ie people that dont know how to punish wiffed/blocked repulsors/ jump in predictably/cant react to repulsor cause its online. a blocked AA repulsor is death for IM. so if you try and abuse it, you die.

saying “if you have good yomi” is theory fighter copout shit.

why?

cause whats stopping your opponent from having good yomi as well?
yeah, exactly. and if they have the same yomi as you do yet they are using a better character… you lose bud :tup:

-dime

My Bad. I did misread your post. No need to be a dick about it though. We’re all friends here.

Yo Dime got really mad.

The main thing you can do with repulsor blast/spread is adjust the time you release the spread (if you do) to screw up their timing to punish it. Unless you have a beam super it’s risky to try to punish either one on reaction if they’re mixing up if/when they spread.

I get what you’re saying though Dime. I’m basically trading a character that was already good and got more durp for a character that’s less durp just so I can have a more compatible assist for X-23. I think with practice though with Iron Man as anchor I can take care of some matchups that Doom was SOL against if he was by himself (Trish/Storm meters specifically) since his tools even without assists are designed to take people out of the air and force them to the ground.

In general though even though this game has XF and what not most people that win consistently in MVC3 win because of how their team works from the front. It’s basically a whoever lands the first hit gets the ball rolling kinda thing and it’s always better to land the first hit kill a character off and force them to rely on XF while you still have it later if you need it also.

@dime or deviljin
What would you do if say wolverine called drones then super jumped and dive kicked? I’m guessing super jump? I’m pretty bat with IM but trying to learn.

Also what would you say are the top 5 assists for Ironman? IK drones n missiles are good because he can cover them relatively well but any other assists? KJunk uses Jam session but I kinda wanna hear more reasons besides extending his combos. IK he posted stuff AWHILE back but with more experience and people it would be interesting to see what other assist help him.

Iron man just a shitty doom. If you are looking to win, I would pull away from him. Not amount of theory fighter is going to change that. If you are looking for fun, (well I personally wouldn’t use him for that, he is boring as shit to me), but maybe you like his style in this?

My .02:

  1. Dormammu Dark Hole
  2. Sentinel Drones
  3. Doom Hidden Missiles
  4. Dante Jam Session
  5. Spencer Armor Piercer

I think the general rule of thumb is to find assists that can extend combos and lock down.

What to look for when finding combo extending assists:
*Fast start up.
*# of HIts (Less > More).
*Special states.

Tony doesn’t have any moves that cause a special state i.e. ground bounce, wall bounce, etc. Outside of Repulsor Spread. So he can definitely use those assists to his advantage. The fast start up leaves less room for combo drops due to his combos suffering from hit stun deterioration and the less number of hits = the less damage scaling occurs (normally).

What to look for when finding lock down assists:
*Lots of active frames.
*Range (X or Y axis).
*Speed or Invincibility.

Lasts you can definitely have assists with multiple functions. Jam Session can be used to extend combos, control the Y axis and lock down in the corner.
Dark Hole can be used to extend combos, control a portion of the X axis and lock down mid screen for mix ups.

My original team in Vanilla was She Hulk, Iron Man, Hsien-Ko. I used Unibeam for She hulk cover and Sen Bu for extending combos and of course Gold Armor.
I am having an identity crisis with She Hulk and find myself playing more and more Iron Man.

Thanks so much man, I’ve also been trying to find a Ironman/hsienko team that has a lot of synergy

I like Jam Session for a few reasons. It can pull characters out of the air that might give IM trouble otherwise, and it is good for combo extensions and corner lockdowns on incoming characters. It’s also a decent assist to push someone out if you can get them to block some normals, since the final hit of it pushes someone far away on block. And lastly, it’s on an awesome character with good DHCs for Iron Man (and pretty much everyone else for that matter).

There are other assists that can control the air (like Vajra and Hidden Missiles), so I don’t think Jam Session is required for him. Hell, if you play him at point like I do, you may not even need an air control assist since you’re playing IM on equal footing with them and he’s not required to play offensively when on point.

Here would be my top 5 in order:
[LIST=1]
[]Drones - Just watch Joker with them. Repulsor Blast, Drones, Mix-up, repeat, etc. It’s really good. They can also combo extend.
[
]Jam Session - Reasons above.
[]Doom Rocks - They function like mini-Drones, but also can lock someone down up close quickly if needed and combo extend.
[
]Hidden Missiles - They function as air control, are nice when you’re playing lame, and they can extend combos.
[*]And then typical projectile assists - Stuff like Task arrows, Hawkeye Greyhound, etc. Something to hold someone down and help him get in. They don’t do a great job of extending his combos, but they at least help them get started.
[/LIST]

I dig that list, I’ve been playing around with a team of IronMan/unibeam, Hawkeye/ragtime, and Doom/plasma beam for the past couple days. I really just wanted to get in some time with Hawkeye, and more time with IM on point. The team isn’t using what would be the normal assists that most would decide on, but I like the way it works so far.

I wanted to have an asisst to keep people out of the air that was very quick, Hawkeye’s ragtime is like a mini hidden missiles only A TON quicker (in trade for space controlled). I wasn’t sure how well it’d work out before, but it’s seemed to be pretty nice so far as long as you’re mindful of the area of the screen you’re in. The plasma beam of course is a great assist, and very fast/damaging. The team can melt lifebars very quickly if you want to play a pure zone or keep away style with any of them on point. While there are 2 beams being used, I figured it was better than having one of IM’s other assists which couldn’t help out Doom that much, but having a beam for Doom (I love calling IM assist and using the gun to approach/lockdown).

The team isn’t perfect of course, but it’s pretty fun, makes people pull their hair out trying to get in, makes people do dumb things trying to get in, kills people very quickly if they don’t get in, kills people if they can’t avoid very large air H/S hitbox’s lol.

My friends don’t like the team so much for some reason though…humph. :wink:

Either way it’s experience with 3 of the most wanted, that I really really want to put in lots of time with. We didn’t even realize it, but today a friend and I put in a session lasting well past 8 hours…according to my brother it was somewhere north of 10hrs…but I almost refuse to believe it lol, and the day before we ran a set of a hair under 150 matches. During that time I’m 99% sure that IM was in at least 95% of those matches…I’m doing my best to put in time with the new him, and loving it. :slight_smile:

Kei

I use Doom mostly for anchor purposes any ways and I prefer how the assist works for X-23 and Dante so from there it doesn’t really matter. Plus he provides a better DHC for Dante. I’m bored of Doom and Doom doesn’t really do that much better as an anchor IMO. At least Iron Man will be able to do something about people at the top of the screen and I don’t really play my team for the comebacks from the bottom any way. If I did I would be playing Felicia, Dorm or Wesker in the back. I like just having a good assist backing up the rest.

There’s really no theory because they both are just my assists any way I don’t really play them to like hard comeback with the characters especially since Doom especially has matches that he can’t win as anchor any way. Yeah I can hurp durp dive on people all day with the new S but it doesn’t matter if characters like Trish and Spider Man are up and you can’t do anything to bring them down or take some damage off them. Without an assist Doom is not hitting them with anything whereas Iron Man can.

Not much changes except an assist that’s easier to hit confirm off of and gives better set ups if I don’t confirm. It’s just Iron Man is the character that provides the assist now and matchup wise there won’t be much difference and if anything Iron Man will be able to handle in the back what Doom couldn’t before. In the front yeah I would say Doom has more with assists backing but in the anchor it’s the same shit to me if not slightly better with Iron Man.

I like having a beam assist and it’s the easiest one for X-23 and Dante to confirm off of and set up mix ups whether on hit or block. I can pretty much choose to do what I want with the assist once it lands on either situation. The assist just happens to be tailored to a character that people feel is underwhelming and well…XF always fixes that a bit.

Especially since I can always tag in Iron Man second and work him with Dante assist and figure out some stuff with anchor Dante to make up for.

I do think you’re overrating his ability to pull people out of the air - it can be hard to convert off opportunities at the top of the screen outside of an air throw, especially if they’re just chilling at the top corner of the screen with projectiles/flight/etc. That’s one of the reasons why I fall back on Jam Session or Hidden Missiles when I play him. I’m trying to reach the point where it’s not as necessary, but it’s my crutch for those situations right now.

That said if you’re willing to flip up your team order, there are really only a few anchors you’d have to avoid with him.

You may want to bring him up in your order if you see something like anchor Trish or anchor Hawkeye.

I also think that anchor Dante has a lot going for him and isn’t something you should be too afraid of. He’s retarded coming in with meter to spare for Devil Trigger and XF3. If they used their X-Factor early to burn two characters, you just chip their point out with Thunderbolts and then setup his great incoming mix-ups on the next characters as they come in.

The main point I was trying to make is that he actually has a projectile that shoots straight and a special move that anti airs. Generally you can hit them when they’re at that height period while Doom can not. Once someone goes above Doom’s head there’s nothing he can do without an assist. Iron Man always has a way of hitting the opponent (unibeam) even if they’re both high up in the air with each other. Anybody that can get up in the air at Doom’s level or higher and stay there…Doom might as well not be on the screen anymore without an assist. He literally can’t go air to air with characters like Trish or Morrigan at all. You’re just not going to hit them as anchor.

Which means a character like Trish pretty much has to go to the ground and can’t just put traps on the ground all day because the traps will disappear if i beam her out of the air. The only thing Doom anchor has remotely like that is hidden missiles and hidden missiles can’t be cancelled into anything but XF. It’ll be nice to have an anchor that has things that can bring them to the ground immediately or generally make them think twice about just going up in the air. Doom has nothing like that at all without an assist.

The actual conversion to combos off something like unibeam or repulsor will obviously not be great but I’d rather just keep them from the air than anything else.

Even when I do something like tag in Iron Man second and have Dante anchor with the jam session assist, I imagine it’s not super easy to convert into combos off the jam session and there will be specific hit confirms I’ll have to learn any way. Which if you know any ones that work already you can list those.

Butter Gun works better for this and it potentially allows you to get a full combo now that it chains into :s:. You have to hit them with unibeam like 10 times to get a kill. That said, you can get a full combo off a j.:h: with Iron Man from the top of the screen, but that takes some doing.

Don’t bank your game on unibeam though, it’s really not that great on point.

Butter gun only has one point of durability so if you’re fighting someone that can shoot straight in the air like Morrigan you’re not getting anything done. Even against Trish it’s not that hard to figure that Doom is going to j.H gun and just switch to flight cancel considering that’s about the only thing he can do safely without an assist any way. Super jumping with something that lags you in the air as long as j.H and only has one point of durability isn’t really ideal. At normal jump height it’s a great move but you’re going to have to do too much work at super jump height to hit them with the j.H AND be in range for S afterwards to convert to combo.

So DJ, here’s his combo against people at super jump height. Courtesy of pat-tlick 15 back on page 12 of this thread:

Opponent at the top of the screen in their own corner. Aka, “The UpBack”

[INDENT=1](Super Jump) j.:h:, Delayed j.:s: xx Air Dash Down Forward j.:h: xx :d::db::b::s: (Fly), j.:m: j.:d::h: xx Air Dash Down Forward j.:d::h:, Delayed j.:s: (Land), :d::m::h::s: (Pursuit) j.:m::m::h::u::h: xx Air Dash Up j.:m::m::d::h::s: (Land) Smart Bombs xx Proton Cannon. Does like 750k or somewhere around there.[/INDENT]

This is the best I’ve been able to come up with midscreen so far:

[INDENT=1](Super Jump) j.:h:, Delayed j.:s: xx Air Dash Down Forward j.:h: xx :d::db::b::s: (Fly), j.:m::d::h: xx Air Dash Down Forward j.:h: xx Air Dash Forward j.:m::d::h::s: (Land) :d::m::s: ~ Air magic series and finishers[/INDENT]
[INDENT=1] [/INDENT]
The delays help drag them down further to the ground to make a follow-up combo easier.

Both combos are swag as hell. Unfortunately, it’s all way harder than “Press Foot Dive, Receive Combo”.