Imo if you can get in close on your opponent while they are being lock down on the ground the scariest mixup IM can do is super jump straight up then air dash straight down into either a j.L or a c.L. This is really really fast mixup and the opponent has to guess…its too fast to react to if done correctly.
I usually just go for super jump ADD j.M, or super jump ADD c.M for the high/low.
I always use j.M because it’s only 4 frames slower than j.L and has a shit ton more range than j.L. You only need j.L for mix up when you’re like point blank range since you can instant overhead with that off a regular jump ADD like Magneto.
You can hit super jump ADD M ridiculously low to the ground. Like your foot is on the ground but still overheading.
I don’t even use c.L for the low mix up either. c.M only starts up 2 frames slower at 7 frames and has way more range. Plus goes into krispy kreme hit confirm that is completely safe if blocked and stops an advance guard if they advance guard right when you flight.
Alright I felt bad for criticizing other players mix-ups on incoming characters after snaps/kills, so here are a few that I like that I think are better.
Because IM can cancel his air normals into air dashes, he has access to some of the same mix-ups on incoming characters that Magneto does. For those of you familiar with MarlinPie, this is basically his Vanilla Magneto setup on incoming characters but modified for Iron Man.
Here’s how it works: after a character kill, jump up and hit them with a j.2H as they fall in while calling a lockdown assist. Sentinel and Morrigan can reversal super it, but everyone else should have to either get hit by it or block it as they come in.
After the j.2H connects, air dash cancel it into a down+forward air dash. A few things can happen based on their response:
[LIST=1]
[]They get hit by the j.2H. They’ll be hit down into the lockdown assist, and you continue the combo.
[]**They block the j.2H. **If they block the j.2H, they fall into the lockdown assist. You’re now set to apply several Air Dash Down high/low mix-ups in a row.
[*]They block the j.2H and Advancing Guard. You hit the ground and can immediately jump up+forward and air-throw them. This can be done before the lockdown assist begins hitting them. And they’re in recovery from the advancing guard - it’s free.
[/LIST]
A variety of lockdown assists can be used for this, and some are better than others of course. If you’re using a slower assist like Sentinel, you’ll want to call him in advance of going up for the j.2H.
If you don’t have a lockdown assist, it’s still a very strong mix-up on an incoming character, but they have outs that are dependent on what you commit to. Unassisted, none of their outs can be done on reaction to what you do, but you have to try to anticipate what they’re going to do for yours to work. The strength of the assisted mix-up is that you can just react to what they do.
I feel these are better than Repulsor Blast left/right mix-ups on people as they fall in because you only get one mix-up in those cases, and it gives up control of the match if they block it.
Additionally if you do Repulsor Spread against a cornered opponent, your odds of being punished go up dramatically. Repulsor Spread is -9 with a lot of knockback. Normally the knockback keeps you safe, but not as much in the corner. I also feel these types of j.2H -> airdash mixups are better because they set you up with a series of mix-ups rather than just one.
One last thing is that these do work midscreen as well, but certain assists like Jam Session with knockback are less useful in this case unless you can push them out of Jam Session hitting them during the duration of the assist. Otherwise it slingshots them out away from you at the end of the string. That can be valuable and good for some silly cross-up mixups in some cases, but not really this one.
If anyone has questions with specific assists maybe I can help.
I’m really liking some options he has off cr.H rockets right now. If they advancing guard you off a tridash or off a normal up close (and they will), canceling into cr.H is a good way to keep your pressure on.
They will most likely leave the ground after advancing guarding to avoid the cr.H rocket. If they jump, that’s fine - just j.H xx unfly j.H them. If that hits, jump forward into the standard Krispy Kreme combo. If they block, it’ll bring them back down to the ground.
If they super jump, it’s a good time to call your anti air assist at this point while flying (you have Jam Session, Vajra or Hidden Missiles, right?). You can also fly up+back and go for an intercept if they’re trying to get up and over you to escape a corner or something.
If you gain even the slightest amount of altitude after cr.H, you’re also free to airdash or cancel an air normal into an airdash. This gives you some options too, for combos and otherwise.
Just a disclaimer - none of this stuff is foolproof or anything, they’re just options. If you get Bionic Armed or something, don’t cry because my big flowchart didn’t work. Use your discretion.
2C is still a really good option, especially in guard strings.
The big issue is, if the PB you can’t really air dash to follow them. Even though you have a ton of advantage from a PB’d 2C, IM’s dash is too slow to capitalize off it. However, it is a normal, so you can call an assist (Drones would be a god option here) and keep them pinned.
I dunno the extent of this, but to my knowledge. Repulsor blast is what I will now end my combos in. No spread. It seems to force backwards tech-roll.
I literally can set up an unblockable after everything. (I play Wesker =P) I’m imagining that IM can have a “vortex” if he can set this up in the corner.
So far all I’ve noticed is that the last (5th) hit of Repulsor MUST hit. they always tech backwards.
Please test this, and tell me I am not dreaming, I only have one pad, and tested this in training mode with CPU teching forwards.
the only way i see to avoid this, is to not tech in a direction. (how often do people do this? so far… Zero)
but the potential is a lot, right? this gets rid of the guessing game from the OKI game, you can make safe jumps, cross ups, nythings you want, and they will only have time to raw tag.
With my team (Dante, IM, Sentinel), I usually do a meaty j.h xx ADF (or j.d/h xx ADD without the other air attack), j.m, j.h and call the Drones before or after the first j.h as you cancel into dash. If I air throw them, or if it hits I a free combo. If it doesn’t hit, IM is safe and he can do quick high/low mix-up by cancelling the j.h into flight, or land and quickly do IADD j.m. This can be beaten though, by xfactor on the way in and air throw IM. Another variation I have is call Jam Session and do j.h xx ADD, mix them up if they block, and do Repulsor on hit to bring them down. Although you won’t get too much damage off this because of damage scaling.
I have a question about IM hit confirm on the ground and how to beat just up/back and air throwing. I got some success lately with air dashing from 3/4 of the screen away while calling the Drones. IM travel far and fast enough to get in and do some high/lows, but one of the problem is sometime I waited too long while trying to hit confirm c.m and they roll out behind me and kill IM straight away or they are too far, launcher whiffs, IM dies. Is there a safer ground string of hit confirming in this situation?
Another question is, sometimes they see Drones coming and starting chicken blocking while trying to air throw IM if he jumps up againand its too close. I noticed IM’s air throw game is lacking, so it leads me to ask how do I beat that? Should I fake a jump and do Repulsor to hit them while they whiff their air moves? But isn’t that unsafe, so I am trying to figure another way to beat this simple tactics. I have also tried staggering the c.l chain to catch their pre jump frames, it works sometimes but then it goes back to the first question with the hit confirm issue.
I find IM can be decent with the Drones (something I shamelessly stole from Joker’s videos), after I got used to the swooosh air dash. Air dash far away from a normal jump behind a projectile assist is pretty good, because IM accelerate fast after the start-up and he carries the momentum from the dash into his jump attacks, meaning unless you cancelled the dash into an attack too early, you always get a chance to do a high/low and he will usually land close enough to combo into launcher. I find air dashing from super jump too risky and he is easy to get thrown. I feel like IM can be really good even if this funny air dash, if they gave him a real wave dash and a c.m that doesn’t knock down but do good hit stun, so you can use it to poke better and hit confirm easier (so it can be used like Wesker’s c.m but better because IM got more range). Too bad it is not going to happen:(
I play him like Nova but with a weaker air throw game, hit confirm and better high/low mix-ups.
Any tips is welcomed.
Yes, instead of doing cr.M to launcher, do the Krispy Kreme hit confirm and combo. It works from far away from the opponent.
[media=youtube]I7S2beTBzHo[/media]
j.M, j.S, c.M, s.H xx fly, j.M, j.M, j.H xx unfly, j.H, land, j.u+F, j.M, j.M, j.d+H, j.S, land, c.M, s.H, s.S, sj.M, j.M, j.d+H, j.S, land, H Smart Bombs xx Proton Cannon
One of the tough things about using Drones though - if they get hit by the drones, it makes the Krispy Kreme hit confirm and combo very difficult to do since that assist scales the hit stun quickly.
Thanks. Yeah thats why I do the launch combo. And how to you get the falling h after the unfly, when I tried to do this combo, it never come out in time even if I mash it hard. If I use this string I just do j.s after j.h to land. I don’t know if I will get enough time to jump up and hit them again though.
The timing is hard to learn but basically you have to press it as soon as you do unfly and you also have to unfly as soon as you hit the first H. Timings hard but it’s useful to have. Also I’d be interested to talk more because I use IM/Sent too and if the opponent rarely gets hit by drones because I try to time my mixups right after the escape the block stun of drones. If they get hit by drones and are in the air I just repulsar blast then m to s like joker
One of the benefits of drones is that it lets you get in really deep on the opponent, so you don’t have to worry as much about the Krispy Kreme combo if you’re riding up against them.
But if they block all your stuff and you get pushed out a little bit, or you get an opportunity to poke out while Sentinel’s on recovery, you still have to know it.
The Drones aren’t really there to hit them. They are there to stop them jumping back as much, lock them to the floor and help IM get in to land big combo up close. It is actually worst if they hit because it is hard to combo from and when you do the damage are scaled.
That’s all lockdown assists though. I can’t think of any that don’t either scale the Hit Stun or Damage of a combo, or both. But being able to apply several mix-ups in a row on someone is typically worth the trade
I guess you can jump up and down in front of them as they escape the hit and block stun, then you hit them:)
fellas! this will most likley eventually be on the front page but since im severly impatient i figured some of you would be as well! heres terrence’s new guide to iron man in ultamite! im sure even some season iron man vets can learn from this too
[media=youtube]Zyt_jGJ_YDg[/media]
Wow! This stuff is godlike! I was surprised by how effective hopping around with down h is. I love the hit confirms and I didn’t know IM can just easily dash in on the ground and follow-up after a low air throw, so I learn some new things already.
In fact this is was so good it will take me a while to take all the things in.
I fought an Arthur (he had Arthur, Hagger, Spencer) player today while trying to apply some stuff from the 40 minute video and I got absolutely destroyed. He kept jumping back and forth and chucking crap and I have no clue how to hit this guy. It didn’t help when do land a random hit, because I am not expecting it and playing on dodgy stick, so I dropped the combo. We played like 30 games and I won 3, there were chances to win more but I kept messing up like drop stuff and get hit by random Bonic Arm.
His projectiles are too fast, his j.s bring him down quickly can he had very little recovery on his moves and he had Hagger assist to jump over you and run away again. The only way I hit him was Dante teleport hammer plus IM beam assist, but he was blocking pretty well because he knew that was the only I can get in, so that didn’t happen very often. Arthur’s small hit-box made it really difficult for me to land air dash cross-up m or h with Dante and he ducks under Drones and IM beam. Before playing this guy I never thought Arthur will ever be a problem for my team, but now I think he is a serious threat because if Dante don’t start well it is over. IM and Sentinel are never going to land a hit on this guy unless he does something very stupid.
I am not too sure about it, I like to think I can probably figure out some way to out lame Arthur with Dante or try to play more aggressively maybe. But with IM, I am clueless. I tried hoping and (air)dashing with Drones and that didn’t go very well. His projectile just push me back and hit Sentinel at the same time. So I am guessing the only way to win is to avoid this match-up completely, honestly I did feel very hopeless when I saw him just duck under the uni-beam and fire back with ease. Well at least Arthur is a rare character, so I won’t have to put up with him much.
How you fight Arthur IMO kinda depends on what spot of the team he’s on. If you close the gap on Arthur he’s done but you gotta close the gap first. The whole point of Arthur is to control the mid/far range because once people get in he’s kind of SOL from what I’ve seen minus guess counter. You kinda have to expect Iron Man to have some trouble initially considering people are still learning him any way and how Arthur can just put projectiles on the screen faster than he can.
If he’s in like a second or anchor spot I would just snap him in for a mix up and get him out of there if you’re worried about the XF stuff. If he’s starting with him just stay in his face.
If he’s not armored up, you may be able to fight back in the projectile war occasionally with cr.H xx Unibeam. You should also try heading up to super jump height and applying some smart bombs as he doesn’t have great answers for that.
Repulsor Blast+Spread has some decent projectile durability for absorbing incoming attacks to protect a Sentinel Drones call. That can possibly help you get started.
Dante’s Stinger is also great against projectile spamming characters I think.
These aren’t like confirmed counters to Arthur or anything, just some ideas to try as I don’t have much vs Arthur experience as IM.
Thanks. I haven’t tried dropping Smart Bombs, so I guess I will try that next time, I was trying to close the gap too hard and usually get Dante and IM heavily damaged or killed. It is a massive pain in the backside once Arthur gains his range and life lead. HIs Arthur starts or he armour up and bring in Spencer to put him third.
This guy always use gold armour early to gain a foothold to the projectile spam. I really struggled against it even with Dante, because I never thought he could be throw stuff this fast and I am generally bad against zoners in general. I doubt many of us have much Arthur experience, so it could be another battering if I meet this guy again:(
I like to see how DevilJin deal with this with Dante though. Because Arthur is such an awkard character and my Dante is not experienced enough yet (I only started playing him in UMVC3 to replace easy mode Wesker).