What does Iron Fist need to be a better character?

Since the UMVC3 release, I wasn’t hyped for him, but Iron Fist went from a “no-name” awful character to my favourite character in the whole game. Super fun and challenging. I’ve even been interested to buy some stuff to learn more about this cool mofo. But enough bout my IF backstory.

I think a airborne S could potentially make him broken as when i first started using Iron Fist, I had an over tendency to hit S during quite a few combos due to everyone else profitting from said situations. It would be cool to cancel to S during the start of crouching H though (So annoying facing against some players which never or rarely block low as they know this is his weaker/harder option) but i dont know if it would make him too good. I do believe he should have a more reliable anti-air options for the reasons stated. It doesn’t need to be a new move or anything, just make his current options a bit faster of something.

I also agree he should have a tiny part of projectile invincibility during the start up of rages of fury kind of like Chun in SF. Nothing too major, just something to punish over zoning players at close range, would make them think twice.

Other than that, his a pretty solid character, air command or two would be cool addition

I’ve been playing Iron Fist a little differently recently and I’ve decided that all I would really like for him is a good crossup normal.

j.H or j.S need to extend downwards much more IMO, at which point he’d be able to pressure better with something like assist call and normal jump over, or fwd+H and jump over. It’d make him more threatening when an opponent comes down as well.

Wow, Iron Fist threads are dead. Allow me to attempt to revive this one with 3 things:

:s: hits opponents in the air. This is the most obvious one, and it’s what everybody wants. I couldn’t care less that it hits low, it still leads to launching, and Iron Fist sucks in the air. His only other low knocks the opponent down, so Iron Fist has serious difficulty with mix-ups. Maybe canceling :qcb:+:l: into :qcb:+:m:, but he has virtually nothing outside of that. Which brings me to my next point.

cr.:l: hits low. This one is also obvious, but that’s because it’s very valid. Very few characters have no :l: attack that hits low, I know some characters like Morrigan have a Standing :l: that hits low and a Crouching :l: that doesn’t, but Iron Fist and Doctor Strange are the only two characters I can think of with neither a Standing or Crouching :l: attack that hits low. Given Iron Fist’s already poor mix-ups, this seriously hurts his game.

Volcanic Roar hits OTG. This one is more a personal point, but it’d add some purpose to this otherwise miserable Hyper. Volcanic Roar is not invincible, deals barely more damage than Iron Rage, sometimes less if Iron Rage is mashed correctly, and is overall overshadowed by Iron Rage. Volcanic Roar hitting OTG would at least give him something to do if he’s already used :qcb:+:m: in his combo and doesn’t have a Ground Bounce left, and would help a bit with dealing more damage. Also, it’s like a pillar of fire coming out of the ground, why doesn’t this OTG in the first place? It REALLY looks like it should.

My recommendations mostly include stuff already said, cr.:l: hitting low, possibly a double jump, fist of fury having some invincibility of some sort, but I would also add a dive kick just to help alter IF’s trajectory if only a little.

Felicia got a dive kick and she became a significantly better character because of it.

He needs a sword and a teleport.

Better launcher, not ass 2a. IMO would jump him up a lot. As is now, there’s no reason to NOT hold up against him. Even if he does hit you with a low, chances are the damage from it will be ass, seeing as his only low is sweep and launcer(lol).

Also, a dive kick would help him a lot. Not saying he NEEDS one, but it would help. He gets dicked by zoning characters hard, even though a lot of other characters do as well, he has no tools against really ANYONE that has any kind of “throw shit at you” move. His super having more invuln would def help.

IMO, frank west lv1 is a better character then Iron Fist. He has a high hitting dive kick and his 2b is almost, if not just as good as IF 5b. Considering neither hit low, they’re very comparable. I played both characters at the start of vanilla, so I know what they’re like.

To be serious, Iron Fist lack a lot of tools to be good, i mean yeah his damage is good, and has nice health, but that’s it, i mean, he lacks mobility, he lacks projectiles, his assist is good, but just that, his normals are not bad, i think s.M has good priority, but it doesn’t matter when a lot of characters can fly, double jump, triple jump, air dash, throw projectiles,and a lot of other things, he seriously needs a lot of improvement to be good in this game.

This hit it on the head. In a game where everyone has some form of Space control, Iron Fist has some of the least space control in the game. Unlike others of his archetype, he lacks the real ground mobility to make up for his lack of tools. Jill, who lacks air mobility as well, has some of the best anti-airs in the game, an Invincible special, and lightning fast mobility w/ mixups. Iron fist lacks proper mixups, lacks above-average mobility, and lacks sufficient Anti-Airs (a throw and a hyper aren’t cutting it).

Give him a non rekka’d Rising Fang, Some form of anti-air, and better mobility.

I kinda felt he could use an airdash and an otg that only leaves him at +2 and leaves the opponent standing. Just enough that he can’t combo but he does get a mixup. I heard Filia in Skullgirls had something like that.

I have had a lot of success with zero,fist,raccoon. He is a great support character with zero and raccoon spit fire twice is unbelievable and overlooked. It helps with iron fist zoning problem because the two beams are slow moving and raccoon is so low to the ground that they are generally safe to opponents zoning great for locking opponents down.

The launcher hitting airborne opponents is THE big one for me. I also thought it would be awesome if Iron Fist had some sort of move that could somehow put characters who are being comboed back into a grounded state (on their feet) once per combo so you can hold off longer until launching them (or launch twice) or ground them after capitalizing on a crumple. The character is deficient in so many ways that I feel this isn’t too much to ask.

What if he were given the feature of a launcher that could otg? Doom’s got more than one normal that can otg and relaunch the opponents. Wouldn’t that be cool and useful too? I rarely go for launchers unless I don’t want to whiff a combo on a dying character. He should definitely have a projectile.Or another Chi that could nullify projectiles and that could take up to 3 hits like his Back s.H. I believe that it would be better for him if he had a counter that created a crumple state like his Qcf s.M move with a two-hit armor for safer use.

I don’t care about this character anymore so yeah…sorry.

Too bad, who do you use instead now? my Iron Fist can kill almost anyone if people are not careful but I always get people saying that he’s a bad character and blah blah blah. Btw do you still play UMVC3? if so, PS3 OR 360? I would like to have some matches

I’ll have a few matches with you. I main IF/Spencer/Akuma and IF/Ryu/Sent

I body people with my Iron Fist cuz it seems that Marvel players nowadays forgot how to play footsies. -_-

I think he needs:
-Increase vertical hitbox of b+H to stop air-dashers
-cr. A hits low
-f+H launches airborne opponents (?)
-Give j. H more float (Think that’s the term, think Wesker’s j. S)
-More frame advantage on light Rekkas
-Let player use Dragon Kick and Wall raw
-Increase invulnerability and hitboxes of both moves, but make them more unsafe
-Better invulnerability on Dragon Kick assist
-More time to follow-up ground throws

I want:
-Allow charging of chi moves, allowing If to hold the stance to armor hits easier (increase dmg/def/meter buffs if charged more?)
-Make chi charge dash cancel-able
-ATK+S a cross-up dash that’s projectile invulnerable, but throwable
-L short distance, H furthest distance
-Some sort of anti air move
-Better invulnerability on all supers

I really want, but don’t think he should have:
-f+H hits low
-A counter of sorts that’s super cancellable