If he starts Arthur I would just start Dante or Iron Man and just stay on top of him as soon as it says fight. Don’t let him move and get him out quick since he still is a no health character and doesn’t really have much close range except for a couple hailmary invincible/counter moves.
Best way to beat zoners is just sit on them so they don’t get started. There’s no real invincible assists in this game anymore so once you crowd him you should be good to go if he’s starting with Arthur.
Hagger assist felt very invincible to me, even though frame data say there is no invincibility. Anyway that was the only thing stopping my pressure, I didn’t feel like he was better than me but I think it is just certain match-up things I couldn’t get around so I got bodied for free.
This guy even told me to learn some extended combos…isn’t the normal Dante bold cancel bnb extended enough for him? Maybe I should learn and try and put him in the Acid Rain loop next time I play him.
Haggar is only invincible for 2 frames once he calls him now. Just stick to low pokes or wait a few frames and then hit him low or swing a sword normal at him etc.
arthur has a ton of problems… but a bitch aint one…
ahem… anywho:
one of arthurs problems is he has troubles with characters that have 45 degree air fireballs… which IM has in his super jump smartbombs.
so use superjump smartbombs against arthur if he isnt running vaj. the only thing arthur can do is try and anticipate your superjump, then superjump himself and do his daggers (usually only one or 2 will hit) or his lances (even if you get hit with these he cant combo off of them so its kinda meh to take damage this way). outside of that arhur doesnt have much. except to go gold and use crossbow. also if you want to use unibeam try and use the H version so you can force arthur to resort to lances instead of daggers… lances are easier to get around, but harder to durability through. arthur is kinda like Im in that he has a move for most any occasion… BUT most of those moves are specialized and require him to make a complete guess as to what you are going to do and where you will be at. if he guesses wrong its usually a free get in against him. his primary way to NOT guess is to wall with daggers but that is weak to high durability and super jumps… make him guess between doing either… he cant cover both options at the same time.
so basically rain down super jump H smartbombs (they dont need to recover fast since arthur cant dash under them) the aerial down forward dash after them and put arthur in a 50/50 high low.
dont underestimate how hard a time arthur has with dealing with angled projectiles… use it to your advantage.
oh yeah… one more thing… i think this is PRETTY BIG tech… but i dont know cause i havent played IM in awhile… its still theory to me. anywho i post it cause im going to be without internet for a week or more in about 3-4 hours. (im going to a very secluded spot in the desert)
my thinking was why arent ironmans smartbombs as good at controlling space as other horizontal 45 degree projectiles such as wesker gun and zero buster? besides the extremely obvious like buster and gun being super fast, there is another not so obvious reason:
buster and gun and most other angled air projectiles have no input time (they only require to let go of a button or press a button) whereas IM needs to do an srk motion…
now the thing is that buster/gun can easily be used just off the ground, or they can be used at max super jump height or they can be used at MIDDLE SUPERJUMP HEIGHT.
middle super jump height and middle jump height are the ones we need with IM yet dont really have access to. tk’s bombs are hard to spam and they dont generally get the height required to be effective at controlling space. superjump max height bombs are easily avoided by dashing under them or superjumping over them on reaction. they induce much less respect cause of this and dont really allow IM to set up any other neutral game mixups via threat of aerial smartbombs unlike buster/gun.
so i asked myself if there was a remedy for that? and i think i may have found one:
superjump airdash smarbomb.
airdash allows IM to cancel his super jump at whatever height he wants to which in turn will allow him to cancel into smartbombs at whatever height he wanst to… this means that that SWEET golden spot of angled fireballs (MID super jump height, ie just slightly higher than apex of regular jump height) is now accessible with smartbombs ON THE WAY UP) this may be very powerful and MAY help IM actually convert his supposed domination of mid range into actual domination of midrange.
Ok, I’ve decided to dedicate about a week or 2 to getting used to umvc3 iron man. It’s not my aim yet to perfect my use with him I have 2 questions;
Is there a method to landing air series>:s:>dash>:h:smart bomb? I cannot land it consistently, I know I don’t have perfect z motions but I would like to inquire if there is a trick to it. My smart bombs typically come out to late and the opponent is already getting up.
My second question is if anyone in the Iron man forums reads comics. I have no one to talk to about Avengers: X-Sanction #2
This is where Iron Man’s inability to cancel his ground dash for 11 frames comes in handy. The motion should look like this: :atk::atk: :f::d::df::h:, pretty straight forward.
If you’re having trouble finding enough time to get that all to connect, try delaying the last hit or hits of your air combo so you’re falling faster by the end of it. It will give you more time to dash and Smart Bomb.
Been practicing this myself recently, you need to be fast on the inputs. IM needs to dash basically the instant you hit the ground and you should start inputting the smart bombs as IM is dashing so that they come out as soon as that 11 frame un-cancelable window is over. You shouldn’t really delay between the two inputs at all, I treat them like one continuous input.
The timing for getting IM to dash the instant he touches the ground is kind of tight, ideally you hit the buttons 2 or 3 frames before he actually touches the ground so that the dash is buffered and comes out instantly. Learning the timing for that will simply take practice, it took me a few sessions but I can do it pretty consistently now. As KJunk said it helps to delay your air combo hits if you’re still having trouble, another thing that helped me is to make sure that you’re doing IM’s full air series of j.M, j.M, j.H, j2H, S, which achieves the same effect since more hits = it will take you longer to finish your air series even if you’re doing it as fast as possible.
hmm, although it seems that it DOES force backwards tech
But now that I’ve put time into it, it seems that Repulsor blast ISN’T really a soft knockdown they air tech out of it, no force tech on it this way either…)
same story with the assist version.
sigh
I guess it would have gotten patched out eventually anyway
on the plus side. as long as they touch the ground, and input a direction… they will roll backwards… if they neutral tech… they will still have to deal with whatever you have set up.
I pretty much have lost interest in this setup for now.
Fellas. I’ve found an interesting discovery in training mode. (Apologize if this was already found out.) After a flying screen from Iron Man that has the opponent far away from you where you can’t otg, immediately superjump as soon as you touch the ground and addf asap. This puts you over your opponents head as soon as they wake up for a high/low mixup. Just something to think about.
I find doing this while spamming Hawkeye assist and the odd c.h into flight, beam or Repulsor, its quite effective against anyone but Magneto and anyone with a tracking teleport (need to be more psychic with the Repulsor) and Akuma Tatsu assist. But sometimes they can still dash under the Smart Bomb or grab IM out of his moves (don’t know why I can never air throw other characters while option selecting air dash with forward h, but they always gets to throw me out of my h and dashes), this could be due to my poor spacing and placement but I definitely finding SB hard to use as a zoning tool.
I don’t know if it is the speed of the attack or the height I am doing it in or the gaps in between each attacks and air dash, but I definitely can’t use it like Magnetic Blast, Wesker’s gun, Zero’s Buster, or Akuma and Morrigan’s 45 degree fireball (the bible is right. There is nothing else like SB in the game). Anyone else having a similar problem or am I doing it incorrectly?
I kind of worked out I have to play lame and pray I don’t get hit by something random against these characters. I realized I actually get myself killed more often than not, when I go in too hard, or just the attempt of going in against anyone with a superior rush down and button. With the right assist and the odd “yomi”, I sometimes escape the pressure and land the super random hit when they are least expecting to TOD them.
And I have been practicing some Repulsor Blast combos, but they keep falling out on the wrong side, so I can’t do the jump loop on them. Is there a way to at least tell which way they are going to land when the Repulsor Blast finish?
sup guys i been trying to learn iron man because i like him alot as a character but its been difficult with him i try 2 rush with him but fail badly i have 2 teams with him its zero/strange/ironman
nova/spencer/ironman. my second team is doing alright but my question is should i be rushing with iron man or zoning him i also been try :d: :l:s:h: :qcb: :s: :h::s: fall :u::h::s:
i can do the whole part except the last part ill get the first in the air but not the second am i doing something wrong and is there a easier relaunch with him thx
Ideally I think you should be zoning with him, but sometimes you don’t have that luxury. If their characters are better at it than you, or if they have more characters still alive than you, you have to go in.
IMO air smart bombs are you friend flight more smart bombs and crouching H for zoning than rush down.
Repulsor Blast against jumpers and teleport happy character ideally Light version IMO most teleport are around 11-14 frame which is the same frame for light repuslsor blast which can be cancel to spread, hyper or lv3.
I will go with :d: :l:s:h: :qcb: :s: :h::u::h::s: :u::d::h::s: much more reliable but might drop on a few characters.
This combo builds a lot of meter and does a lot of damage late combo because of SB. The combo is not too hard (anything I can do is not hard since my execution is well below average) but it gets harder with each SB into l link, and if they are too high after fly, it is really hard to get the third SB and s, you can use h, d/h, s instead of SB if that happens.
Saying that I won’t try this online, I can hardly do a regular fly combo online. Dropping this and lose to a laggy xf3 Wesker makes me extra salty.