Yeah you can only do so much man. If you just think about what the information does to help players more so than who is crediting themselves…you’ll be better off. You definitely have a point, but it just doesn’t matter enough here.
The range/speed on his normals is clearly the best of all the 8 way air dashers so that alone I hold him up in regard for. Even if we still need to figure out the conversions overall.
Now the thing I don’t really understand is why people are so fixated on the ADDF with Iron Man? Why can you suddenly not use his j.M anymore just because ADDF is gone (it’s not really gone, the duration has just been lengthened to operate at super jump height now)? His j.M has huuuge range for a jumping normal and you don’t need to ADDF just to utilize it. The only time I feel you need to ADDF with Iron Man is when you’re at super jump height. His dash covers enough range and his air normals also cover enough range where regular jump ADDF is not necessary IMO. Once I get with j.M range of an opponent as long as there’s no reason for me to super jump I’m not doing any ADDF’s.
Super jump forward ADD j.M or dash forward super jump forward ADD j.M covers a lot of range and gives you a nice high/low game pretty easily. The only difference is you’re not ADDFing. Which doesn’t matter since Iron Man can confirm from a strong range and get the same high/low pressure without having to ADDF. As long as you’re just inside the max range of the super jump ADD j.M you can hit confirm on most of the cast easily if they’re on the ground. He can create a ton of ambiguous floor touching j.M’s or whiff ADD into c.M for unreactable high/lows. You really don’t need to ADDF with this character to high/low people. The j.M just covers too much range with ADD for it to be necessary. Just super jump forward or dash forward then super jump forward and you’re covering a lot of range right there.
With super jump ADD you barely even have to get up off the ground to be able to come down with a low ass j.M or whiff and go low. Which can be done a significant range.
Ground L disruptor is still good but not the same beast it used to be in Vanilla. It’s more punishable when blocked at closer ranges than it was in Vanilla any way. Still has 5 point durability which isn’t bad but will get eaten up by any real projectile game from the opponent backed with assists.
I really find it surprising (actually wait…no not really) that this thread has come to the conclusion that he needs a normal jump ADDF. Especially when with the little time I’ve spent with him I’ve found that he functions great pressure wise without it.
Plus he gets the unique ability to ADDF all the way to the ground from SJ height.
I explained above why I think it’s absurd that people don’t use his j.M anymore. Capcom basically just said “we want you to figure out how to use this character without normal jump ADDF”. Which is pretty easy to do considering how his air normals have huge range and good start up and the speed of his dash. You should be using his j.M more than ever really since you are forced to ADD at regular jump height. That just goes into more of how people should get over the fact that he can’t ADDF because IMHO he has the air normals and fast enough air dash minimum and dash cancel minimum where you can make shift and still force strong high/lows.
I’m sorry but I can’t find anything about Doom’s GROUND normals (which I specified as opposed to his air normals which are really good obviously) that are better than Iron Man’s. Iron Man has the better ground normals period. Doom can mash on S launcher sometimes cuz it’s neg 1 on block but it pushes him far away from the opponent on block so not necessarily something you wanna go to with Doom. Other than that it’s either c.L or s.L on the ground with him. While both are solid none come with the overall strength of Iron Man’s ground normals.
Even if you go into the tri jump stuff…Doom can’t reliably tri dash high/low anybody but the bigger set of characters. Yeah sure you can tri dash low but the fact that you have to choose between a tri dash to go low or a box jump to overhead instead of getting both in the same motion kinda limits his mix up to choices of high or low rather than getting both in the ones swoop. Super jump ADDF helps that a bit but he can’t throw out his air M as quickly as Iron Man can or generally choose high or low off it as quickly as Iron Man can.
Doom definitely has the better cross up game but he just does not transition from high to low as ambiguously as Iron Man does. Especially not at close range where Iron Man can normal jump ADD with a 4 frame jump normal or go low with a 5 frame crouch normal.
Yeah it’s obvious he has no ground bounce, hard knockdown or whatever aerial normals but some of the best characters in the game don’t have those properties on their aerial normals outside of flying screen/launcher state also.
What you’re trying to bring up is the only thing I feel that is legitimate so far about Iron Man is that he has tough conversions from his normals. Well…I personally believe those conversions are only really tough from the air. From the ground it’s not really that much harder to convert than it is with Doom and I would argue still that he has a better mix up from the ground than Doom does. Which will most likely lead to bringing up how you can just take to the skies against Iron Man but then that means you just gotta set up Iron Man with the right assists so you can lock people down. Joker definitely finds a way to get people to the ground with his Iron Man so people should be working on that more. If you gotta put Sentinel on your team to do it…then put Sentinel on your team.
I feel repulsor blast/spread with assists easily gives him more than just range especially now that the repulsor spread gives hard knockdown and L repulsor blast can AA into combos. He can combo off aerial throws and grounded throws towards the corner on his own and the fact that his normals do reach that far period is a big deal IMO.
As far as dealing with other character’s stuff…repulsor blast/spread + assist I’m pretty sure is instantly going to be problems for dive kicking Felicia.
I don’t know how long you’ve been studying Iron Man to come up with the idea that his air/ground normals are considered projectiles according to the game. They are normals with the visual representation of projectiles but are effectively sword normals on an 8 way air dash character. Akuma assist will get shut down against Iron Man’s j.M or all of his j.H’s easily. They are basically swords that he can almost rapid fire on the screen.
That’s fine I guess since as I figured it didn’t seem like the s.M would be that good for much but pressure. Doom has the same problem of c.L whiffing on aerial people and pretty much has no other real ground normal other than s.L that’s strong for pressure and can hit confirm off of easily. This is why they buffed Doom from the air because he’s really not that scary from the ground unless he’s normal cancelling into dashes on you repeatedly to finally get in range for a solid mix up.
Doom’s dash adds >>>>>>>>>>>>>>>>>>> many frames to whatever normal he wants to do so I already know what that’s like. Oh it also puts him in a situation where he can get guess air thrown trying to do it easily without assist coverage. I’ll take my 11 frame cancel window so I can press a button or jump after about a 1/6th of a second rather than way longer than that.
If you want to pressure without having to dash forward first you have to do the same thing Doom does. Jump up and come back down (which he can do an effecient high/low from a longer range than Doom) or call assist and do the same thing.