Ultimate mvc3 iron man

I honestly am loving IM with cold star… The assist is easily set up off of a c. H or spread and if they fall into it, they have to eat a 50/50.

That being said, I feel like im using Ironman too aggressively… I think I’m relatively solid with his rush down options and have recently (ie: this morning :p) have becoming solid with his mixups and movement… Though I’m not to solid with his zoning and spacing w/ his normals.

Just a self assessment for anyone who cares^ for now I’ll be working with IM (unibeam) Doom (missiles) and Ammy (CS).

sorry for the necrobump, but I’ve been looking at this setup with cold star… If you have any suggestions I’d love to hear em.

You can do this same set up with Cold star, but I think it is not as safe as the Drones. I find the timing of j.h on the character coming in quite hard, because it doesn’t have much active frame and doesn’t hit very well vertically. It is probably easier to lock people on the way in down with meaty Uni-beam and call Cold star slightly before that.

If you are using Ammy, I would have her second and Doom last. You get better and safer DHC from her.

Basically just call Cold Star while you’re going up for the initial j.2H.
[LIST]
[]If they Advancing Guard the j.2H, it’s an easy air throw and Cold Star won’t interfere.
[
]If they just block, they fall into the Cold Star and you get some mix-ups on them.
[*]If they get hit, start your combo :smiley:
[/LIST]

@viansu

Proton lasers is almost unpunishable on block and cold star is much better for doom than missles is for Ammy…also Ammy is one of the best users of xfc3 and an amazing anchor

@Kjunk

Thanks for the help man realllly a gdlk setup like you’ve been saying… Been working on some other setups aswell all branching off the base you’ve provided similar to marlinpies welcome OS mixups.

But it does no damage and chip, it lets your reset the spacing and thats it, this is no good when you are losing. When you need to TOD someone, a good DHC is essential. You might need to change your assist set up because none of them extends IM combos. With your team order the most damage in one combo you can do is probably around 800k AFTER a DHC, that is really bad when you need to turn the game around. Doom is a better anchor in my opinion, he does high damage, meter positive TOD, easy kills off foot dive trades, and has better mix up on characters coming in.

To have a strong team, you will need tools to change the momentum of the game, you are not going to doing it without strong space control, mix-up (sadly IM don’t have neither and Doom with Cold star is decent for mix up but sub par in space control) and TOD combos. This should be done even when you are losing.

You can take this with a pinch of salt, but I strongly hope you reconsider it.

Both Missiles and Cold Star can extend Krispy Kreme or my IM fly combo… Also sphere flame DHCs after proton cannon for more damage than Okami shuffle and I can do that midscreen with missles extension. Also Doom has no meter positive solo TODs without x factor… With x factor everyone on my team does.

With IM I have a piss easy extension off of Krispy Kreme that does 600k meter less or 905k with dhc that’s 2/3 negative.

Missiles allows IM to control even more of the screen and “zone” more effectively… With cold star him and doom can mixup the opponent extremely well that most of the time will lead to death on hit.

Also Ammy anchor is stupid man… Seriously slowdown and xf3 is very common and pretty much impossible to chicken block because of the speed difference. Doom anchor is meh and I don’t see how he could be as effective as Ammy. Also If you have any tech with Ammy on point backed up with missles I would love to see it as she can’t protect them well and cannot really capitalize off of them.

Would love to hear others responses on the team aswell.

Easy. Use Plasma beam. You won’t be doing Proton Cannon into Sphere flame mid screen, so you are not going to get much from Doom. The point is you will need a TOD combo that works any where on the screen, because with IM’s crappy movement and mix up, you will not know when you are going to get the hit.

Ammy won’t have enough xfactor to take out the hold team, especially she builds no meter in slow down. Doom has lots of options to beat push block and to convert from any hit into TOD. His j.h, f/h foot dive, s. foot dive are very easy to hit confirm and he can also kill from any throws. Ammy damage output is low compare to Doom, and you will be relying on xfactor to make any comeback while Doom can do without it. Meaty j.h laser and missiles sets up with dangerous mix up for Doom in the corner.

If IM can zone with the missiles, why not Ammy? Ammy can use Cold star or her ground bounce moves ( head dive, d/f h in sword mode or charged j.h in sword mode) to convert the missiles. She can also use the missiles for lock down to get in from almost full screen and do very fast high low mix ups, in other word, use it like the Drones.

You can call Doom, super jump and dive down with d/f h in sword mode and stance change into a quick overhead or if your opponent don’t have a full screen hyper, you can just call Doom and do air dash forward h to get in their face right away, this is just basic stuff I came up without thinking much, I am sure you can get better stuff with a bit of training mode. Use reflector, paper and Cold star to protect Doom assist

Doom has to be at least mid range to even make contact with Cold star.

Thanks man for the advice but I prefer my order as opposed to yours. A few things though… The missles extension is almost a full corner carry and Missles allows IM to have a chance against airborne opponent which he cannot handle well enough with unibeam… If you want to keep speaking about the team you can PM me because this isn’t the Doom/Ammy thread :stuck_out_tongue: also cold star on points recovery is ass and can’t cover almost of necessary angles.

Sorry for the double post but Coldstar also supports my more aggressive play style… May I ask what team you run?

I don’t understand how IM can’t handle airborne opponent with Uni-beam, not many characters can shoot stuff forward in the jump like IM can and none of their non hyper move can beat the Uni-beam. If they are below you use SB. IM might have dodgy hitbox on most of his moves, chunky movement and crap rush down, but he does have decent run away with the angles he can shoot stuff from and his full screen air dash.

You play on XBL?

I run Dante (Jam Session), Iron Man (Uni-beam), Hawkeye (forward arrows)

Dante is there to do the business and kill everything and Iron Man is there for the assist (clear screen, long range lock down and easy pick ups after air throw) and damaging DHC after a long Dante Combo (his Hypers doesnt scale much compare to most characters after a long combo) and 1 frame punish on assists. Hawkeye arrows are very quick and I use it when the Uni-beam to do quick teleport mix ups. This team is designed to maximise Dante’s ability, IM is mainly there to add more damage when I do land a hit. Other than that, sadly he is just a meat shield and hopefully annoy my opponent long enough with fly, SB and random hits off assists.

For a more aggressive IM, I can’t really think of a better assist than Drones to rush down. IM’s movement is too chunky to use assist like Cold star, at least the Drones are slow enough and cover enough space for him to get in and make them guess at least once.

Yes, but I am not from the states, so it will probably be a laggy affair, although I have played some US players and it was playable enough for me to hit an Dante combo.

I don’t see how your ironman advice is solid if he’s only a meat shield on your team… And at least on your current team you don’t use Doom or Ammy and if you did you might realize that Ammy can’t really zone at all as her j. H in glaive and whip isn’t really solid at all.

Btw I find it ironic how your telling me to have a safe dhc when your team doesn’t have one unless you use 3 bars… Sooo yeah

Also I don’t feel like my IMs movement is clunky at all… Some patterns he can do with empty tridashing, box dashing, and ground plink dashing can move across the screen fast to capitalize off of Coldstar…but ofc there’s always a faster character

I wonder how KJunk’s setup will work with my assists.
I have trish’s peekaboo, and wolvie’s berserker barrage.

Sorry but can’t you read? My team is about Dante, if he dies, the match is pretty much over anyway. DHC into Proton Cannon pushes my opponent full screen away from me, it is not safe but not every character to do a solid punish on me if they blocked it, so that is not problem. IM is there to store time, if I happens to land a solid hit, I can still TOD anything especially if Dante is still alive. I can attack with him if I still have Jam Session, but why would you do that if they have a C.Viper, Zero, Magneto, Wesker, or just Akuma Tatsu assist, which will beat almost every option my team has if IM is on point. Just because he is a meat shield it doesn’t mean I can’t play him properly, zone with him and do TOD combos. Hawkeye assist and SB is great for controlling space by his standard and I can always super jump ADD if they get too close, if I hit them they are dead, if Dante is still alive, great I have almost won.

IM’s move is chunky when compare to anyone decent, he can’t even do a proper wave dash and he has a slow air dash, his fly is decent and thats about it. This is why he is low tier in the first place.

Seriously have you played Ammy? Why would you use her whip? Her sword mode j.h is probably better than 90% of IM’s moves. The paper has very little recovery and it covers directly above and in front of her head to stop jump ins. I am not telling you to get a safe DHC, as far as I care, damaging DHC is way more important.

Coolstoryviansu
http://shoryuken.com/forum/index.php?forums/dante.69/

Im sure you could set something up with trish’s assist, what order do you use your team?

The same set up will work with Peekaboo, but not as well because air dash characters can dash away if you don’t time your j.h correctly. You can 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 Peekaboo before or after the first j.h as you cancel into dash. If you air throw them, or if it hits you get a free combo, if Peekaboo hits you also get 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 c.l or IADD j.m. This can be beaten though, by xfactor on the way in and air throw IM.

Thx for replies.

Wolvie/Trish/IM since vanilla. Character loyalty to the end^^
IM is not here for assist only, because trish is my real anchor. I often call IM after round harvest and try to open them up.
I’ve a pretty nice mixup setting with peekaboo for wolvie, (launch+assist, ending combo with dive kick (or fatal claw midscreen) so they fall back in the glyph, bounce and i can airthrow, crossup while calling IM etc, it’s a fast mixup) but nothing fantastic for ironman.
Maybe hop scotch would be more suited for IM^^ I have to choose.

Anyway, if i can protect the glyph from being destroyed by the incoming character (with 2C), then i can mix them up.
Can’t wait to try that.

Lot of good stuff about IM recently, i don’t post often but i read everything^^

Doesn’t Top Scotch have slower start up/recovery and doesn’t always hits if opponent jumps over? I think Peekaboo is great for IM because of the space it protects, and it doesn’t scale combos much and easy to combo from.