Ultimate mvc3 iron man

I was looking for those combos several days ago and could not find it save the life of me. So I was stuck trying to come up with my own crap.

But I did successfully come up with a normal jump air-to-air combo.

normal jump height: j.:m:, d.:h:, ADD, land, c.:m: or s.:m:, :s:, sj.:m:, j.:h:, j.d.:h:, j.:s:, land, dash, :l: smart bomb, c.:m:, :s:, sj.:m:, j.:m:, j.:h:, j.d.:h:, j.:s:, land :h: smart bomb, super. Works on everybody as far as I know although task master is still wierd on the relaunch.

i usually do j.h j.dh j.s s.h s.s and if drone hit you can do another rep thats normarl jump height i haven’t found anything good at super jump height.

Anyone know any solid midscreen combos besides krispy kreme? i need a combo that hits about near 700k

Oh my god. D:

I need to practice that sj. height combo. Oh and do you need to start it with a j.H?
Or could you start it off something more practical like a j.M.

I don’t see how durability is really an issue in this case, but you seem determined to pick Iron Man.

More power to you, I hope you can figure something out that we didn’t.

I’m betting j.M -> slightly delayed j.S would also work to start it. I like the j.H opener because it option selects the air throw, too.

I have been lurking there for a long time, but first time posting. I have been trying to make Iron Man work since vanilla. I thought he was pretty decent in vanilla, and I was looking forward to some new combos and stuff with he buffs but only the found out in UMVC3 he sucks some serious ass, so I am seeking some help.

I run Iron Man (uni beam), Dante (jam session), Strider (vajra). I generally follow the footprint of flying and unflying around with air h and s, dropping smart bombs, and uni beam, attack with box jump s whatever is possible. I use Strider assist for defence and Dante assist to extend combos.

I am having a lot of problem against fast moving rush down teams and characters have strong air moves like Nemesis(with good assist backing him), Zero, Dante, even Hagger (behind strong assist of course) with his godly pipe with Iron Man, I struggled to do much even with all my assist available.

Let say you have a Magneto tri-jumping towards you, I find there is very little Iron Man can do to fight back, or run away to ease the pressure little bit. His air h is good at controlling space in front of you, but it doesn’t hit high or low enough to stop Magneto rushing in. Repulsar blast is useless outside of combos and his air dash starts off too slow to get away or to pressure him back and I get air throw by him a lot while trying to get away. Starting offence is hard as well, because Magneto is much more mobile than you and super jump ADDF h or s is too predictable and slow, in my opinion this is free air throw for Magneto all day and chicken blocking beats Iron Man for free :frowning:

I understand this is a bad match-up and Iron Man has no defence against rush down and little tools to generate some offence of his own, but there must be something else I can do consistently, other than get lucky and land a random hit and TOD him.

Another problem I have with him is sometime when I land a box jump s, it is too far for him to land a crouching l or crouching m, stand h, into launcher. Is there any way to fix this or is there a different ground string I could do to land a combo? How are you suppose to land a combo from crouch h into flight, air h unfly, falling h, when they are far away and only get hit by the tip of the beam? I don’t think only crouch h into air h is enough for defensice zoning and to make people respect Iron Man so they won’t rush in recklessly so I am get a chance to actually play.

I don’t really want to change character because I really like Iron Man, he looks and play like a cool character, his combos are sick and Proton Cannon does some serious pain, but he is probably in the bottom 5 in this game. If they leave his air dash alone I think he would definitely be in the upper tier by now.

Well Morrigan’s air H fireball that shoots straight has 5 points of durability which j.H is going to do nothing about.

In any event, I guess I’m doing with him what I did with X-23. I picked up X-23 cuz I wanted a character that could DHC glitch and she was the only one that fit my playstyle. Then I realized she had a lot of good shit past that and had a lot of elements of Ibuki from 3S so I stuck with. I just need a beam that better compliments what I want do with X-23 and Dante and Iron Man just happens to have that beam. Whatever the character is past that I’ll just have to work on and I’m sure I’ll find at least one more thing. Which as my anchor he’s just going to be like clean up at best and I prefer to just have my team strong from the front and when 2 pepole are left. Don’t care much for the anchor hurp durp.

So far I’m really liking his beam since I get to do more with it on hit than I could with Doom’s beam that leads to unscaled damage any ways. Especially with Dante. The only thing I’ll have to get used to is although they release at about the same speed…Iron Man’s beam activates right next to the point character so I can’t call him near point blank as happily as I did with Doom. I’ll have to call him pre emptively and dash forward so he stays behind me like Doom did.

@ vian_siu

St. :m: might be pretty good or Tiger Knee Unibeam :l: can catch him at neutral spacing. Strider Vajra might not be then best assist for defense because it is relatively slow for a purely defensive assist. Vajra should probably used against characters like Trish and Storm that just like to chill in the air. But I agree Maggy, Sparda Jr. and Ammy can be really hard to fight off sometimes. I think the key is just to discourage Maggy from getting in since he can pretty much die from one Iron Man combo. For this reason you might want to choose a better defensive assist or use Dante for your defensive assist and Strider for you combos since you can use Striders Ame-no-Murakumo and Gram to extend combos.

If your box dash :s: doesn’t connect deep you might want to go with a simple combo like:

cr :m: , st. :m: , Unibeam :l: Proton Cannon and its variants.

Another tip would be to try and go for another box dash :s: + assist call only to keep pressure on you might get lucky and land a complete combo that time. Worst case scenario is he blocks it at that point you should just end with a safe block string and reset it back to a neutral game.

I find that his jump :h:, fly :h:, unfly :h: strings do a great job of shutting down tridashers. It hits at the exact height Magneto has to reach to get in. Once they get used to it, you can mix it up by not unflying and doing some other stuff instead, like j.:h: xx Unibeam, or getting a little air and airdashing backwards into another j.:h:, and so on. If Mags is already close, don’t be afraid to use IM’s j.:d::h: either. You don’t need the full horizontal range of j.:h: to contest Mags up close.

His standing :h: also has a decent hitbox on it which you can cancel into Flight, Repulsar or Unibeam on whiff to make it safer.

I really disagree here, it’s one of his best pokes in the neutral game because it’s a huge omnidirectional weapon hit that’s pretty safe when used midscreen. If you call an assist before you do it, you can even use it to generate pressure in some cases. Try using it to protect Strider’s Vajra assist and then follow the assist in. I haven’t tried it yet so I’m not sure if Vajra is slow enough for this to work, but it’s worth a shot. I’ll try it tonight probably.

You do actually have a faster cr.L than he does with a better hitbox and most of his approaches leave him at a frame disadvantage. If he’s just tridashing repeatedly into cr.L and not doing frame traps or has an assist actively on you, you may be able to poke out in some cases.

I’ve had a much different experience with him I guess. Most of my damage comes from people coming at me and getting hit into a combo instead of me figuring out how to open them up (and I play him on point like you do, too.)

Also Vajra + Unibeam is hot. You’ll get stupid combos out of no where with that especially against someone who plans on tridashing or boxdashing at you.

Thanks for the tips! What I mean by defence is when we are playing neutral, I will use Strider to pre-emptively to stop their movement on their track or to buy more time for me to act defensively or offensively, and if it land close enough I get a free a combo and kill instantly. Is Vajra good enough for this propose for Iron Man? Or is there something better for it?

Repulsor Blast + Spread I feel is enough to ward off typical air dash up down stuff. Especially if an assist isn’t already out.

Repulsar isn’t fast enough to really stop a trijump though.

Also, if someone gets on top of IM he’s right fucked. Your best bets are push block, 2A, and maybe even a proton gun (huge 3 frame burst).

I don’t know, but whenever I use it to poke or whatever, people always seems to get though even when the blast is out and its not very safe on block. Although sometimes I get people running into it for a free combo, but that really rare and they fall though the Proton Cannon from time to time (luckily slight less so than MVC3, and the cannon finally auto corrects). I haven’t try pairing it up with Strider assist like you said. I will try it late when I have a chance.

I don’t know how you fight them back. Magneto with Akuma assist charging at you is a nightmare to deal with. I guess I can’t be in this situation in the first place, but how can you not be when he is so much faster than you and the Tatsu blows up everything. I know I have a faster low, but it feels like his one hits further.

Yeah I will never use it to stop tri jumps when they are too close. Its too start slow and hit too inconsistently for it to work, although the spread bit is ok, but the odds are it will get stuffed before Iron Man hold up his hands.

Not on reaction but from the mid range I don’t see it too hard to put out there to ward them off especially with an assist backing also. There’s plenty of characters that wish they could flood the screen with that big of a hit box to deal with things up in the air even if you have to do it on anticipation.

I really like the idea of transitioning from blast to spread to help control the mid range. Especially with an assist.

I need to test this, but I bet he can squeeze in either a Rep Blast or standing :h: after advancing guarding someone out, and I think it would catch their next tridash in if that’s what they’re doing. Obviously they could flight cancel your AG or have an assist barreling in, but you have some time after doing the AG to confirm what’s happening before you press your next buttons.

Another option is Magneto just takes the AG and then EM Disrupters you during the startup of whatever you do next. But that’s another reason why Magneto’s really fucking good. And if you see him sitting back after the AG, consider it mission accomplished and get airborn.

maybe, but at that range it’s still a very Yomi intensive sort of maneuver (with air dashers and a few others at least). And I don’t like playing Yomi games with a move as unsafe as Repulsar.

Quite frankly, if you have enough of a gap after an AG to fire off a repulser, you have a lot of other options that are much better than the repulser.

What is repulsor spread especially gonna get punished by on block that isn’t bionic arm or XF guard cancel oriented? If the spread whiffs without an assist you might get punished by some shit if they yomi it out themselves but that’s about it that i see. Mash beam super will always blow you up but that’s what mash beam super is for…blowing shit up.

It’s -9. Many of the pushdown characters can punish, and even if they can’t your at such a disadvantage that you are giving them a free mixup. And in this game, there isn’t a big difference between a mixup and getting hit…

I feel if you account for the block stun and push back that they must receive you’re not really at that much a disadvantage. I could see if they don’t move anywhere on block but they’re forced to move a good distance backwards plus have a nice block stun attached to them.

I’d like you to list some guaranteed punish situations on block so I can know.