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 himā¦he just has a stupid learning curve and some dumb nerfs
Itās 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 - thatās 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. Iāve 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 canāt 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)??
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 claimsā¦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 confirmā¦its not even hitting the opponnent thats the problem since iron man has awesome high low mix ups its just confirming stuffā¦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 enoughā¦if iron man has you in the cornerā¦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 meā¦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 isnāt practical for you then you probably shouldnāt be playing Iron Man I guess. Itās 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. Iām still ass at the KK myself but Iām practicing it every day and am determined to get it down. That said, Iāve found that you can do st.H into L repulsor into stuff from farther away than st.H into launch, and if it whiffs youāre whiffing repulsor blast instead of your launcher so itās much less risky to try. Still canāt 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 havenāt been able to get this to work reliably in AA situations though, the launcher sometimes whiffs. If youāre afraid theyāre too far away to launch something like st.H xx unibeam xx cannon might work, itās another idea Iāve 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, theyāre 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
Yeah, Iām also having a little trouble turning an AA Repulsor Blast into much damage. Iāll often turn it into a Proton Cannon, but Iām 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. Itās seems anytime someone jumps in at me they get the hit, but if I jump in on someone, Iām 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 itās 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 peopleāthis 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 youāre 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, thatās 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 wonāt hit in the corner, which kills at least half my game. Maybe Iām missing something.
Side note: Finally enjoying a little success with KK every now and then. Thank the gods!
To be completely honest, attempting anything ānastyā 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 doesnāt 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 itās not working for you (maybe it whiffs on really small chars?). Anyways, it doesnāt cause very much hitstun and it also adds a lot of scaling, so it didnāt allow for much extra damage from what I could tell, and of course itās crap in the neutral game compared to his other two assists. I wouldnāt bother with it.
Its good to see all these new posters on this board. Iām not sure what brought them out, but welcome. I do think Iron Man is pretty underrated (I think ultimately heās mid or upper mid tier), but heās definitely got problems. Youāll 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 Iām 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 Manās 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 thatās 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. Donāt expect Wesker difficulty level combos or mixups. You really need to work your ass off for results with IM. Its one of the reasons heās 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 Iāve 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, Iām hesitant about trying anything too ānastyā. Iād 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 āoffensively/defensivelyā way, in that I would hit confirm them off using j.H to control space and anti-air the opponent. I donāt play this character aggressively, even with Doomās 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 wouldnāt be actively rushing down to get hit confirms, I just think its something to keep in mind since Iām 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 characterās 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 Manās 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 Iām also really curious to see what this ānastyā tech you have is. I also really donāt 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 Iād 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. Iāve always loved Iron Man since Iāve 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 isnāt 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 isnāt the same tech I was talking about, but it does do 925k. Gotta admit thatās some good damage (Iāll upload that one next after this post)