Ultimate mvc3 iron man

hey guys what do you think about these teams Arthur (dagger) Iron man (unibeam) Dr. Strange (eye)

with this yea iron man uses Dr strange assit to lock down oponents in the corner and to extend combos its really good

i was also think about running Arthur (daggers) Rocket Racoon(pendulem) Iron man(unibeam.

my Arthur on both teams is really the key factor as long as hes controlling the match im fine. how viable is iron man at tounrey level? i feel he has the fast mixups in the game and can easily be top tier if more people played him…he just has a stupid learning curve and some dumb nerfs

It’s been kinda tough to find much information on hit confirms and combo start-ups between the arguments over whether or not Iron Man is ass or super ass and whether or not he should be used as a point or assist character. It seems obvious that his set of skills lend him to best be suited as an assist character, but people are going to play him how they want to - that’s the fun of this game. Not everyone wants to just press the Wesker or Dante button on their controllers to win the game.

That being said, at some point for all IM players we need to get Tony to start up some combos. With and without assists. This is where I horribly suck balls. I’ve seen a lot of stuff based on naked jump-ins and box dashing in training mode. This seems obviously needed to be covered with assists. I basically can’t make anything happen without some sort of hori assist to cover my jump/box dash.

We have a lot of awesome people on here that have put in quality lab time to try and get things going with IM. So… can anyone provide a little help clarifying options for getting from neutral or defense into a combo (the most difficult part of Iron Man by far)??

And yes, I’ve searched. Thanks in advance!

Air dash down/down back j.S->c.M or J.dH->c.M when an opponent tries to get under you to avoid SB is a good way to turn defense into a combo.

well your right we need to get together and get better. who cares whether iron man has this or that. iron man is iron man we need to make the best of him(i personally belive he is top tier but my iron man isnt where it needs to be to justify my claims…YET) but basicly as far as hit confims go that is my biggest problem with him too. i know the obviously answer is krispy cream but thats not always practical . at this point i also NEED assist to get in and get a confirm…its not even hitting the opponnent thats the problem since iron man has awesome high low mix ups its just confirming stuff…as far as defense goes d+f H and unibeam work for me along with air smart bombs and smart usage of repulser blast. he has a great defense agaisnt non teleporter.

but one thing that isnt stated enough…if iron man has you in the corner…RAPE. his hitboxes are HUGE and the ability to flight cancel most of his moves makes himm very fast so thats my stradegy right now just push into the corner. but like positronprime said screen hit confrims are HELL for me…i hate whiffing punishes agasint my WIFE! lol not fun when i wiff a launcher and she smashes tony in the head lol any help would be great guys. IRON MAN 2012

If krispy kream isn’t practical for you then you probably shouldn’t be playing Iron Man I guess. It’s his only reliable hit confirm from farther away than point blank range, so my advice would be to keep practicing it and make it practical. I’m still ass at the KK myself but I’m practicing it every day and am determined to get it down. That said, I’ve found that you can do st.H into L repulsor into stuff from farther away than st.H into launch, and if it whiffs you’re whiffing repulsor blast instead of your launcher so it’s much less risky to try. Still can’t do it from nearly as far away as krispy kream combo though.

As far as turning defense into damage, if repulsor blast hits somebody you can always cancel straight into proton cannon for an easy 400k. If you are feeling a bit manlier you let repulsor blast finish hitting them, wait until they fall down a little bit, then tag them with cr.M, st.M or st.H into launcher into air series into smart bomb xx cannon. I haven’t been able to get this to work reliably in AA situations though, the launcher sometimes whiffs. If you’re afraid they’re too far away to launch something like st.H xx unibeam xx cannon might work, it’s another idea I’ve been wanting to try out. Bear in mind this is all off L repulsor, if you hit them with the tips of M or H repulsor it might not work due to the increased range on heavier versions.

Also learn to combo off throws, they’re obviously a useful defensive tool for any char.

i didnt mean impractical like that i meant more along the lines of range? is the KK combo practical at full screen range? also thanks for the repulsor blast tip i didnt think to use L version

What do you mean by ā€œfull screen range?ā€ If you mean corner to corner, then yes, the KK combo can do that.

Yeah, I’m also having a little trouble turning an AA Repulsor Blast into much damage. I’ll often turn it into a Proton Cannon, but I’m over reliant on the PCs so I end up a lot of times with no meter. Definitely need more lab time to make that work.

I also have a ridiculous problem in this game, with almost every character of timing with my air attacks. It’s seems anytime someone jumps in at me they get the hit, but if I jump in on someone, I’m always losing to some standing L attack being mashed. It drives me insane.

Standing jabs are in fact really good anti airs in this game, though it’s weird to get beat by that when playing Iron Man as the huge ass hitboxes on his j.S and j.H should beat pretty much any buttons that are being pushed. Anyways, my solution is to just not jump at people–this game is too crazy and there is too much random shit that can blow you up for raw jump ins to be a good idea. If you’re going to go in I think you should always have something to cover you, for example throwing smart bombs from super jump height before ADDF, an assist call, etc.

The standing jabs are incredible! As far as the j.S and j.H I think I just need to get into the habit of hitting them a bit earlier or something. It seems easy enough for everyone else, but for some reason is bonehead difficult for me. I agree with you about covering with assists though, that’s a must on a jump in.

Speaking of assists, is anyone having success using smart bomb as an assist? I want to OTG with it mid combo, but I feel like it just comes out way too slowly to be effective. And it won’t hit in the corner, which kills at least half my game. Maybe I’m missing something.

Side note: Finally enjoying a little success with KK every now and then. Thank the gods!

oh my god i just got some nasty ideas for tony stark!!! i’ll try to record some of them tomorrow for you guys

To be completely honest, attempting anything ā€œnastyā€ with this character is asking to lose, winning with this character is pretty much dependent on your opponent fucking up because he has trouble moving laterally safely and by himself doesn’t really scare them into coming towards you. I really feel an assist like drones or missiles is necessary to force them at you so you can hit with your only two good options aka air dash down j.d.h and repulsar blast.

I tried some stuff with smart bomb assist one day, I was able to get it to come out in time to OTG by delaying an air series alot so that you hit the ground at almost the same time they do. I was also able to get it to OTG on the corner, not sure why it’s not working for you (maybe it whiffs on really small chars?). Anyways, it doesn’t cause very much hitstun and it also adds a lot of scaling, so it didn’t allow for much extra damage from what I could tell, and of course it’s crap in the neutral game compared to his other two assists. I wouldn’t bother with it.

That’s a scrub mentality. Why not try something nasty on people once in a while?

What is this nasty stuff you’re talking about?

i can’t say atm. :troll: gotta wait til later today

Its good to see all these new posters on this board. I’m not sure what brought them out, but welcome. I do think Iron Man is pretty underrated (I think ultimately he’s mid or upper mid tier), but he’s definitely got problems. You’ll find the best success with this character if you play him defensively and have him backed up by a screen control assist, like Danke said.

Right now I’m working on my air to air combos at normal and super jump height. These combos are pretty tough because of the wonky nature of Iron Man’s airdash cancel, and they both involve flight cancels and quick normal move links. However I feel like learning them is extremely important despite the difficulty since they do a ton of the damage (in some cases more than KK) and push the opponent toward the corner. His air normals also OS for air throws, and his air throw combo is relatively easy, so that’s good. These combos, like the KK also push the opponent very far toward the corner, which is where IM gets his best mixups, and he can even combo off his throw without an OTG here.

On the subject of mobility, I would just quickly mention that his super jump ADDF or ADDB is really good at getting out of trouble and getting back to a position where he needs to be which is midscreen or fullscreen away from the opponent. I frequently use sj ADDF to escape the corner.

Good to see all the new posters but just a warning guys, this character is tough to play. Don’t expect Wesker difficulty level combos or mixups. You really need to work your ass off for results with IM. Its one of the reasons he’s so unpopular.

Agree with a lot of what you said, but would I guess like to chime in with a couple points my own. Firstly, ironman is not mid tier or anywhere close outside of possibly his assist, and honestly I feel like winning with this character at a high level is somewhat entrenched in knowing all of the characters weaknesses and masking them by always being twice as cautious as the other player. Ironmans offense is very situational and requires keepaway to set up, and his defensive game, while actually quite solid, is extremely poorly skewed in risk reward vs players who understand the matchup, which thankfully is very few.

Outside of whining, air to air confirms are cool and good and should certainly be learned, but I think in a sense they run counter to his gameplan. From what I’ve found, ironmans general goal vs the majority of characters is to be on the opposite plane as the opponent, ie be on the ground if they are in the air and vice versa. From the air ironman has smartbombs which go air to ground and an air dash that is horrible from close and fantastic as a distance closer. From the ground you have the best anti air in the game and suddenly your dashes largest weakness, the fact that it is free to lows, is nullified if they are in the air. Thankfully ironman is pretty good at accomplishing this and and an assist like doom or sent helps a lot. Unibeam and assists force jumps where you protect the iron skies with repulsor blast, and if they try to meet you in the air your air dash down is really fast at getting you back the ground while the direction jump hs protect you. Knowing ironmans weakness at close range, weakness on similar aerial planes, and overall sluggish movement sans air dash down in the corner while they are blocking an assist, I’m hesitant about trying anything too ā€œnastyā€. I’d love however if you proved me wrong, as much as I love spread into iron avengers, it stops being a crowd pleaser when everyone here has been hit by it 1000 times.

About the air normals, I would kind of use them in a ā€œoffensively/defensivelyā€ way, in that I would hit confirm them off using j.H to control space and anti-air the opponent. I don’t play this character aggressively, even with Doom’s missiles behind him (which I think is the most beneficial assist for this character besides Drones), I still play a mid range game, and I wouldn’t be actively rushing down to get hit confirms, I just think its something to keep in mind since I’m constantly tagging people with his massive air normals and not doing anything with it. However I would like to see if going for hit confirms off anti-air j.H would add anything to this character’s air game and its something I will be practicing when I get more time. This is easier said than done though since his air to air combos are hard as balls, its a huge deterrent to using them in a match.

I agree with what you said though Iron Man’s best place IMO is 2nd slot in a team because your first character gets beam assist and Iron Man gets an assist to help him, which he really needs.

Bloodabeast I’m also really curious to see what this ā€œnastyā€ tech you have is. I also really don’t know you said there is a scrub mentality about this character, its not so much that as its this character has very defined strengths and weaknesses. However this board is finally coming back to life after being dead for like two months so I’d be very curious in seeing it myself.

Well I got tired of people saying Iron Man is butt compared to Mags when they are two completely different characters aside from one or two similar comobs the two have. I’ve always loved Iron Man since I’ve been playing MvC2 and this team of mine in UMvC3 is the exact team I used 10 years ago:

[media=youtube]l7930SOJay0[/media]

Hope you all enjoy! I know it really isn’t much, but this combo is just too good to pass up for one bar that leaves you meter positive, not to mention the ease of use and mags ability to hit confirm off of anything lol

By the way mang, this isn’t the same tech I was talking about, but it does do 925k. Gotta admit that’s some good damage (I’ll upload that one next after this post)