Ultimate mvc3 iron man

Well… also consider that Buster has a 5 frame startup and almost no recovery.

What this means is that you are the one who has to be predictive with Repulsar, and that Zero has plenty of time to dodge/kill strider. All he has to do is lightning or jC and Vajra gets caught. Keeping that in mind… Iron Man just whiffed a repulsar, it’s not too hard for Zero to just outright kill you for that.

Funny how people are still basing counters and game plan on random Replusor Blast, and go on about it stopping Zero. That move is slow, negative on block, easy to whiff punish, and Buster is stupidly fast with no recovery, and you try to stop Buster with it?! Proton Cannon punish?! The Zero player has to be pretty bad to hit by it raw because that move is also slow and punishable, unless you are lucky and hit them with the 3 frame cannon.

Lightning and Buster eats IM up for free, considering the Lightning is also very fast , leads to TOD and it isn’t even a projectile and can be used like a beam in the air with Buster cancels. Zero doesn’t even have to be in range in to challenge IM’s h to kill him, and the match is over if he gets in. The way to play IM is stay mobile and fish for chances to land a combo and call lock down assist to aid your offence/defence, but Zero is 10x more mobile than IM and has better tools in almost every department.

So yeah, IM can annoy Zero with his air Uni-beam and SB for a while, but it is only a matter of time he gets caught by lightning and die.

Well, so much for Strider then. I admit to not playing Strider myself, the bit about him was just speculation. I do actually use Doom missiles with success against Zero, though it’s entirely possible that there’s something that “good” Zeros do to counter repulsor + missiles that I just haven’t encountered yet.

Missiles is actually alot harder for Zero to deal with provided you can cover the assist. Just be aware that it will force him to move and deal with his new position.

I find Repulsor + Strider to be more effective against teleport characters. Repulsor hits the person regardless of which side they teleported AND it negates the projectile covering the teleport. If the Repulsor whiffs entirely Strider is still providing you with a good tracking hitbox while you recover, which is better than nothing.

I still think Vajra is very strong against Zero, though. If you aren’t being predictable with it (like say, calling it every time you Repulsor Blast randomly), Zero has a very hard time confirming when Strider is coming in. If Zero is at super jump height, he can’t see Strider take off, and he cannot react in time to Strider appearing above him.

And if it makes Zero start doing random high altitude lightnings or j.:h:'s (which limit his options until it recovers), I’m alright with that.

In regards to the match-up, I actually think Iron Man has a great set of tools to deal with Zero, but Zero’s such a better character that it doesn’t matter.

On an unrelated note, :d::h: + Repulsor + Strider is pretty strong against a cornered opponent. The :d::h: makes them want to jump, but they don’t want to move forward because of the Repulsor. If they do anything but block, Strider clocks them into a knockdown for you to start a combo with.

I’m stubborn and I refuse to believe this truth! lol

I think this might be the alcohol talking, but:

Spoiler

http://www.comicbookdaily.com/wp-content/uploads/2010/05/im128-tony2.jpg

to be fair… the IM / Zero matchup isn’t completely bad… from playing against bk4evenge it’s about completely dominating him on the ground and forcing him up into the air on MY terms… yh buster into raikousen can equal death… but since Zero has what? 830k health… ONE good hit from you will also lead to death… i basically start going into blockstrings ending in missile (call spencer grapple assist in case he jumps over missile) dash forward… to gain ground control. then as he gets closer to the corner i start fly cancelling my missile move up a bit (to get to Air dash height) and apply pressure there…

this all is reliant on the fact that missile is so heavy on block… I have to always be ready to block buster… else i could die (but since he’s supposed to be grounded then it’s pretty low risk.)

If he avoids the missile then it all goes back to neutral… I have to try apply j.H pressure of the (blocked) spencer grapple. J.h xx fly mH xx un-fly H ADD S(to land quickly.

I have to try to quickly keep him under pressure and always watching his buster.

the best position for IM to be vs Zero (or any character) is j.H range… anywhere else is no good to me.

If Zero tried to jump towards me. I call spencer assist (meat shield that he HAS to respond to) and dash forward and into a position where i can react to what happens. If zero is at super jump height then it’s all good for me… I just have to avoid his first 2 specials and then he has limited options…

falling j.H / his dives / buster

if he’s exhausted all his specials… then he can only fall with j.H or air dash (both are moves he HAS to commit to…) repulsor blast will pick them both up. else go with j.u+H ADU mh xx FLY (combo)

his dives are a quick way for him to reach the ground but not a safe way. GET your damage.

buster is his best option. because it leaves him in neutral with the ability to block. i just leave a meaty missile under him and go back to what I do once i make contact (blockstrings into Missile (confirm whenever and wherever you can!)

if he’s throwing raikousens then remember 1 thing. he HAS to touch the ground (he cannot block) unless he has buster… so I just go for free damage (unibeam/proton cannon if i’m far) if I can make raikousen whiff (neutral jump/ dash under) then i get a free punish.

I won’t go into bunny hop (normal jump) height because assists would then be involved…

take this a s a pinch of salt… I only have 2 different Zero’s to practice against… and they are all different I haven’t seen EVERYTHING he can do. but enough to say that it IS in Zero’s favour… but you CAN win.

remember you’e j.h/s > every normal he has.

There’s matches of me vs the japanese player Frieda in this video, the one I linked in particular doesnt have any zero ironman because I killed him with spencer. My spencer was awful all night but Frieda really had no idea how to deal with Ironman, he was beating me at first but by the end of the night I actually had the advantage.

I didn’t get to catch all of your matches last night, but I saw one in which you landed the Level 3 into the full follow-up combo for the kill. The stream went nuts, by the way.

I know it’s not a super difficult or crazy combo, but it gets people pumped.

Nice job Danke! Frieda is godlike, hope he can be a force in Final Round!

He’s a very good player, but to be honest I don’t really see him getting that far, Texas has two zeroes I’m way more scared of. I’m rooting for him though, very nice and funny guy.

Hey guys me and my little Fighting game group FREE UNIT (lmao) are going to be streaming tonight I’ll be playing a few teams but I’ll be playing IM/Dante/Sent, Nova/Vergil/Hawkeye, Wesker/Dante/Hawkeye, and probably X23/Dante/Ironman

stream should be up soon I’ll repost when it is…I’ll be commentating too

heres the link

WE LIVE

[LEFT]http://www.justin.tv/freeunit_ecks007[/LEFT]

Whats the best combo for catching someone out of a super jump? I’ve been watching Joker use super jump Heavy, down Heavy, airdash down H, jump H d.H, S…but I never saw him complete it so dont know how the rest should go, and can’t work it out in training…

Is this the best combo to use or is there a more optimal one?

Have you looked in the combo thread? This is what I posted ages ago, this combo works even when you them very high up and already used your air dash:

j.h xx fly, j.m, j.d/h xx ADDF j.d/h xx unfly, falling h, land and jump forward quickly with j.m, j.m, j.d/h, delayed s to drag them down closer to the ground, land and c.m into launcher combo ender

Joker combo:

j.h, delayed d/h xx ADD, j.h, jump again as soon as you land and do j.h, delayed d/h, delayed j.s, c.m into ender

Joker’s combo does slightly more damage and you can’t air dash before you hit the j.h, but it requires slight less finger work to do. Try delaying the d/hs as long as possible for the character to fall closer to ground height if you are having problems.

Well I finally won a UFO ranbat with tony yesterday, although Spencer was putting the team on his back pretty hard. A couple my matches were recorded in case you want to see them, some decent stuff in there but I missed way too many confirms and such.

www.twitch.tv/arcadeufo/b/310664026?t=0h48m20s - vs. Poltergust(PW player)

www.twitch.tv/arcadeufo/b/310664026?t=1h32m15s - vs. AJ(trenchcoats)

www.twitch.tv/arcadeufo/b/310664026?t=1h39m57s - vs. Jarrett(wolvie, wesker akuma)

www.twitch.tv/arcadeufo/b/310664026?t=2h02m00s - vs. Dirty Dylon(nova, sent, dorm) (really bad set from me, couldn’t land anything for the life of me)

Obviously your play wasn’t perfect, but I think you should give yourself some credit, you still had some good stuff in there. I thought you showed off a nice example of IM’s zoning in the 3rd set with repulsor blast + missiles, and I like how you were laming out dark Wesker in the second one with just SJ ADD d+H spam. Rare and valuable footage of Iron Man’s defensive game (which I personally think is his best asset). That second set vs dark Wesker also showed off how Iron Man’s defense stays solid in the corner, and in some ways becomes better since they can’t get under the ADD d+H (or more importantly, teleport past it).

So after Kusoru showed the US his log at FR (sounds so wrong, I know), I’ve been thinking how good IM/Raccoon may do on a team.The log gives Iron man a means to derpy hit confirming from almost any position. IM can easily ADU and fly around while tossing smart bombs or occasionally AD in various directions while getting backed up by the log. On the ground, he can toss rockets, unibeam, or make use of his big hitboxes while the log comes a swinging, with some occasional repulsor blasts here and there. I would think this would force most characters to allow IM to do his normal jump height stuff, which from there I could choose to continue playing lame with ADU+assist call BS, or jump in and challenge my opponent up close (which considering IM’s hitboxes, is gonna most likely be in IM’s favor).

With the log, IM also gets some easy incoming mixups. It’s just a matter of backing a little from the corner, calling Raccoon, superjumping forward, ADDF, and congrats, your opponent has to guess left or right. If they block, well they’re still in the air from blocking the log which makes them vulnerable to airgrabs or getting mixed up from landing.

I’m still iffy on what happens when IM’s in trouble, though. I may be able to cr.H>proton cannon as the log is swinging, then DHC to Raccoon’s spring super to make the call safe occasionally, but, that seems pretty flaky to me.

As for the Raccoon, well he’d have traps and unibeam backing him up, which allows the Raccoon some easy left-right to unblockable setups against most characters.

I’m a pretty big fan of Iron Man + Rocket Raccoon. I feel like Log Trap adds a lot to Iron Man’s neutral game, and he can do combo extensions with it easily as well. I also think RR gets big benefits from Unibeam.

However, that does mean you’re combining two of the most intense execution characters in the game. All that training mode~

I just found out that unibeam combos pretty easily into log trap assist. Ironman’s beam is one of the only beams that can do so consistently, since Doom, MODOK, and Magneto’s beams knock the opponent too far away outside the corner. Strange probably can as well, but who the hell uses bolts on point?