View Full Version : Iron mans strengths and weaknesses against the top tier
n817azn
02-10-2003, 09:03 PM
Ok lets get down to the true strats now. We've gone over just about everything else, but i think that we really need to go in depth against the top tier, cuz let face it thats who your going to be facing in tourneys and such.
1-- Cable. Lots of peeps say that cable really isn't a problem, but he can be a huge problem. Catching up to a running cable can be quite a task for IM. As we all know IM doesn't have great speed, his a/d is slower than say a mags. Add in a powerful anti-air with cable and it is quite a daunting task indeed. One on one i think IM has a great chance, maybe even better than 50% imo. With his cross-ups etc. Iron man has a good chance to catch cable pretty easily. If he superjumps, just wave dash underneath him, or even underneath and then back again to fool your opponet, if you miss when he lands triple jump back over his head and try to cross him up. Now the hard part, cable paired with a good anti-air assist. Lets say for now Capcom, this imo is the hardest one to get past to get to cable. Capcom takes away alot of IM's game, such as smartbomb zoning, well for the most part anyways. So this gives you a very small window to actually try to attack him. You have a tiny amount of time after he calls capcom to try to get past his gunshots. With doom however you can extend the amount of time you have, but you have to make sure you sj. quick enough to get past getting caught in blockstun or your doom is dead, and make sure that doom holds capcom for a little bit so that he can't be called again. You can use this window to attack cable if you can get past his fp gunshot. At the same time it could work greatly for you if your playing against a trigger happy cable with alot of meters. Basically your calling out Doom as bait, and sooner or later a trigger happy cable will eat it up like a rat does cheese, and if he doesn't, hopefully doom will hold capcom in his rocks long enough to catch up to Cable. Just keep on going with these types of patterns, hopefully sooner or later you'll catch up to him. Alot of peeps(myself included) get frustrated, and often try to rush him too crazily, but do not do this its the quickest way to end up getting ahvb'd to death. The key against Cable is patience.
Anyone else is welcome to write on strats against cable as well.
I'll write some on storm next, which is imo the hardest matchup for IM.
n8
Storm is the worst?
How do you deal with sent/capcom? That shit drives me crazy with his never ending zoning no matter what damn assist ironman has..
n817azn
02-10-2003, 11:31 PM
Originally posted by mixup
Storm is the worst?
How do you deal with sent/capcom? That shit drives me crazy with his never ending zoning no matter what damn assist ironman has..
Heh i never said that sent. was easy, but yea i think that storm is the worst, or at least for me, i have alot of problems against her, i can almost never catch her ass. I'm gonna address sent. sometime too, he IS another troublesome character too, but thats why i made this thread to hopefully get some input and some usefull ways to beat the top tier.
n8
TrueNewbiePR
02-11-2003, 12:47 PM
mixup i wanna know that did u send the address to him or not?yo chunlis pimp mixup saw my vids so soon it will be posted
kingjada
02-11-2003, 04:27 PM
well i dont have a hard time fightin sent with ironman at all...all i do is pace the match with smart bombs and wait for him to mess up........i keep my distance soooo if he does come close i will just dual it out with him,even though capcom can be annyoing.with the right assit and no flaws sent can be fihsined easily........sentinel is like a watermelon,big but craks easy.
kingjada
02-11-2003, 08:49 PM
please.......im not tryin to take some little fan boys's porno money,just keep your little money and try and hustle some one else,understand!? the name is omar,and i will see u ate that gainsville:evil:
2Nasty
02-11-2003, 09:29 PM
:lol: not nice... i here that mix up guy is good.. ... .. .
Blaziniflo
02-12-2003, 12:51 AM
Please bet Mixup 100 dollars that u can beat his sent/cap with your IM. PLEASE!!!!!! OMFG, I will put that on so many places online. There are probably maybe only 5 IM's in the world that can beat a good sent/cap, and I don't think you have one of em. No offense. If you beat mike's sent/cap, I'll even throw in 10 bucks.
kingjada
02-12-2003, 01:25 PM
Originally posted by mixup
very funny, now back on track, play me for money, i'm only trying to "hustle" you(for ten dollars even wtf now that's confidence on your part.) because from what you typed you'll get fuggin wrecked soooo..now that i'm callin you out....u gonna be a bitch and back down or will you actually try and pull that dope strat you have there?
Lemme know because i'm looking forward to beating the shit outta you in some marvel:D
pooooooooosiieeeeeee
Oh and btw we can forget the little money part and bet a hundred or two if you'd like.
lol.ok frist off what is this bet on?a match,or my ironman vs your sent/capcom? i dont care what u cunt suckers think or say,im the illest nigga down here,and thats all i set out to be.your probley alot better then me at marvel,but we will just have to see about that at the tournament.and i would like u to know that if i do beat u and take your chesse,that u are total trash,cause my game is snk,not marvel.but i will still give u a run for your money:D
n817azn
02-12-2003, 04:01 PM
Hey ya'll need to keep your challenges to the florida match making thread, this thread has turned into an i'm better than you thread, and i don't care which one of you is better than the other, i was hoping for some decent strats to help peeps out not ya'll going back and forth. :bluu:
n8
2Nasty
02-12-2003, 04:27 PM
Originally posted by n817azn
Hey ya'll need to keep your challenges to the florida match making thread, this thread has turned into an i'm better than you thread, and i don't care which one of you is better than the other, i was hoping for some decent strats to help peeps out not ya'll going back and forth. :bluu:
n8
thats what im talkin about... damn blacks.. always fuckin something up.. cant even take a piss without one lookin at me..
kingjada
02-12-2003, 05:32 PM
ok ill run the best 2 of 3,for 10$ im down.just a game,rember
no man, you got it all wrong this is about ironman!
Imma delete those posts just keep me in mind king.
Sorry for the off topic.
Now instead of bitching, lets talk ironman!
kingjada
02-12-2003, 07:48 PM
dont worry mixup,i got my eye on ya............:evil:
but back to the topic.
ok,who here can do his air unfly/inf?cause that shit is wicked,so can sombody who knows it please list and explain the timin on it.and also why is it that i cant get the proton cannon to connect after the inf on cable?
RedTide
02-15-2003, 11:09 PM
To do the fly/unfly infinite... it's
launcher, sj, sj.lp, sj.lk, sj.u.fp, sj.u.rh, ad u/f, lp, u.fp, [fly, lk, u.fp, unfly, u.fp, ad u/f, lk, u.fp] repeat x 5 or so.
The initial setup is flexible... you can do pretty much anything you want before the first infinite repetition, so just find a magic series you're comfortable with.
Timing isn't too difficult... just try and do things in a smooth continuous motion and you should keep juggling them in the air. Just keep it going kinda fast.
At the last repetition, you can add in a fp unibeam, but you shouldn't unless you're either in the corner, or you're sure the unibeam'll kill the other character because everyone in the god tier has a way of hitting you back after the unibeam.
(storm = la XX ls, Sent = rocket punch, Cable = AHVB, Magneto = tempest) I think...
Also, about the third rep or so, you can tack in a lp during the portion where you're in flight mode. Since damage scaling will already have taken place, the extra lp will add a bit more damage. You don't want to do this during the first two reps because it'll push them away too far, and you won't be able to continue. You can do it for the last three or so because you'll lose unfly anyway after the fifth fly/unfly rep so it doesn't matter. Any extra damage is helpful.
If you're in the corner, you can throw their ass after the unibeam. If you're midscreen, instead of the unibeam, you can add an up + roundhouse after the airdash, then fly, then throw if the guy's heavy. Otherwise, you can just throw after you cancel into flight mode for the normal weight characters after the up + fp.
If I ever get around to making a combo vid, I'll do some fly/unfly crap into a throw into a ground infinite or some shit :)
Dar17Zer0
02-19-2003, 11:33 PM
The only Iron Man team I play is IM, Sent, Capcom. I think Iron man can be real good with sent and cap's assist. I like IM against Mag becuz all of IM's normals beat out Mags (I think) so it makes him hard for him to get rushed down, especially when Iron Man has drones and caps anti air to back him up. Storm can be hard to fight but Captain makes it a lot less harder to do it. Sending out Cap and spacing Storm out with smart bombs is good, and when she lands send drones and if close in try tri jumping or sumthing to hit Storm or if far away do unibeam. Sent/Capcom vs. IM is hard. All u can really do is throw out smart bombs and send out assist and use uni beams to chip, and if Sent closes in use j. fp to try to get him off of you.
Dasrik
02-20-2003, 12:33 AM
IMO for Iron Man to beat Sentinel you have to focus on utilizing IM's powerful normals. One of the big strengths of Iron Man that very few players touch on is that he can pick just about any angle short of behind him and throw a high priority attack that way. Air and stand roundhouse covers the directly above and below angles, while his air and stand fierces cover the 45 and right in front angle. Since the air version of those attacks break super armor, you can utilize their reach to make Sentinel think twice about dashing back excessively. Also, cancelling his ground normals to fly and then knee diving repeatedly can help evade Commando (you, of course, have to be sure you are doing this right). Another trump card Iron Man can use is c.fierce xx PC under rocket punch - definitely worth practicing.
I don't play Iron Man, but I thought this advice would help...
Nippon Ichi
02-20-2003, 02:29 AM
2nasty your av is fucking hilarious.
magnus
02-22-2003, 02:26 PM
Originally posted by Dar17Zer0
The only Iron Man team I play is IM, Sent, Capcom.
This is my main team. Really good, I think this team is for the more advanced ironman players since you have to set the inf. up yourself without assist.
One suggestion, is to abuse the resets that involve commando aa. They do alot of damage, and can really turn the tables in the match to favor ironman.
Just some random stuff, when doing the unfly inf. in the air, while in flight, do an up roundhouse, dash to other side to reset, then continue combo. By doing this, you can call commando aa two times and inflict sick damage.
Learn to do the different variations of sent/ironman fastfly combos to do damage. There's a clip in the gaming section that has a sent/ironman combo. Performed by TP, its in teh best magneto thread. Go check it out, its a 90 percent combo.
n817azn
02-23-2003, 05:33 PM
Originally posted by magnus
This is my main team. Really good, I think this team is for the more advanced ironman players since you have to set the inf. up yourself without assist.
One suggestion, is to abuse the resets that involve commando aa. They do alot of damage, and can really turn the tables in the match to favor ironman.
Just some random stuff, when doing the unfly inf. in the air, while in flight, do an up roundhouse, dash to other side to reset, then continue combo. By doing this, you can call commando aa two times and inflict sick damage.
Learn to do the different variations of sent/ironman fastfly combos to do damage. There's a clip in the gaming section that has a sent/ironman combo. Performed by TP, its in teh best magneto thread. Go check it out, its a 90 percent combo.
Actually u can set up the inf. with either of those assists, although it is a bit more difficult, but its still easily possible.
n8
magnus
02-24-2003, 12:44 AM
Originally posted by n817azn
Actually u can set up the inf. with either of those assists, although it is a bit more difficult, but its still easily possible.
n8
i know that, what i meant is that you can't rely on sent and commando to set up the inf.:) . this team require's lots of skill with ironman on point, but its madagable.
ironman/commando arn't exactly compatable together, but they can rack up some damage together.
I'm thinking of making a little ironman vid showing midscreen guardbreaks, and some resets. I'll see how it goes and try to share some of it with the ironman users. :)
so what are some resets with IM CC-aa
kingjada
03-03-2003, 07:02 PM
Originally posted by magnus
I'm thinking of making a little ironman vid showing midscreen guardbreaks, and some resets. I'll see how it goes and try to share some of it with the ironman users. :)
yo,can u please tell me the best mid screen gaurd break you know.and that whould be ill if you did make a vid showing that stuff,i whould be frist in line to see it.
but anywayzzzz.can ya'll help me out and tell me some ways to beat strider/doom with ironman.like any tips or starts that work for you whould be great
2Nasty
03-03-2003, 07:44 PM
ask ozzie that shit... he used to play IM.. in here fuckin with people... :lol:
magnus
03-03-2003, 09:10 PM
Originally posted by kingjada
yo,can u please tell me the best mid screen gaurd break you know.and that whould be ill if you did make a vid showing that stuff,i whould be frist in line to see it.
For the ironman Midscreen guardbreak:
sj. dash foward toward the opponent. Right when they are comming into the screen, jab, pause, gb, jab, jab, up fierce, land, inf..
the hardest part is connecting the first jab so that you are not pushed away from the opponent. You want to be as close to them as possible when hitting them with jab. Practice this on Sent. It is easier on him. It is a very difficuly GB, but still practical once you get it down.
Originally posted by kingjada
but anywayzzzz.can ya'll help me out and tell me some ways to beat strider/doom with ironman.like any tips or starts that work for you whould be great
Here is a vid that will help you out as far as reseting strider to kill him off quicker:
http://www.evo-it.com/~leed2/index.asp
It's the third vol. 3 video. It is very useful, thanks to the people who came up with this vid.
As far as strats go, just stay out of the lockdown. Ironman will die quickly. you want to stay in the air, and when grounded, use a good aa to keep strider locked down. Once doom is called out, sj. and throw some smart bombs. Stay as far away as you can untill his super ends. Thats prolly the only advice I can give you. I play against Clockw0rk sometimes at Camelot, He locks my Ironman down sick and will chip that shit to death.
The_SW(X)Savior
03-04-2003, 02:46 PM
Anyone mind posting some IM matches(ANY).I want to learn IM soo bad,but i just can't use him in a match.Reading strategies of IM is good and all.But i want to see some matches, to see how peeps(Pro)would use him.Thx!Post matches or Links PLz.:)
Payce*
n817azn
03-04-2003, 02:50 PM
Originally posted by The_SW(X)Savior
Anyone mind posting some IM matches(ANY).I want to learn IM soo bad,but i just can't use him in a match.Reading strategies of IM is good and all.But i want to see some matches, to see how peeps(Pro)would use him.Thx!Post matches or Links PLz.:)
Payce*
Look up at the top here at srk and see the section called multimedia, then click on the mvc2 link, then click the svgl or whatever thats called and download the josecombofiend files, combofiends iron man is prolly the best there is.
n8
The_SW(X)Savior
03-05-2003, 02:18 PM
RedTide:I've tried that fly/unfly combos that you put on page1.But i can't seem to do it.The farthest i got is Launch,sjlp,sjlk,sjlp,uphp,uphk,a/dupfowardlp,hp,then cancel into flight mode right??Then what?!If anyone can help me out!Thx!
RedTide
03-06-2003, 12:17 PM
Originally posted by The_SW(X)Savior
RedTide:I've tried that fly/unfly combos that you put on page1.But i can't seem to do it.The farthest i got is Launch,sjlp,sjlk,sjlp,uphp,uphk,a/dupfowardlp,hp,then cancel into flight mode right??Then what?!If anyone can help me out!Thx!
I haven't touched my DC in like two weeks to practice (stupid gay exams), but if I remember, you do lk, u + fp, after you fly. Then unfly, do up + fp, ad u/f, lk, u + fp, fly, lk, u + fp, wash, rinse, repeat.
I think you can also do u + rh instead of the fp's on big guys, but then again, I don't think there's any difference.
I'll try and practice a bit on the weekend and see if it's right :)
Or, if it's wrong, can someone correct what I typed? I'm also gonna try and finish my weird IM infinite setup/combo vid as well on the weekend.
ProximaCentauri
03-09-2003, 03:44 PM
What do you guys think of Omega Red/Sentinel/Iron Man? I understand that it isn't an IM-themed team, but I still want to learn IM. OK, there's a few match-ups I have some questions about....
Blackheart: What's a good way to stay close to him when he's superjumping and throwing out demons? N00b question perhaps.
Spiral/Sentinel Trap: What does IM have that can help him get through that?
MSP: Dos and Don'ts.
Another question.....how do you move with IM? Might seem like a n00b question, but I've seen a good IM or two in my MVC2 career and they were all pretty fast. I don't quite understand how to move with him as far as wavedashing patterns, superjump cancels, etc. go. Help??
magnus
03-10-2003, 08:44 PM
Originally posted by RedTide
lk, u + fp, after you fly. Then unfly, do up + fp, ad u/f, lk, u + fp, fly, lk, u + fp, wash, rinse, repeat.
that is unfly mode combo is right. You can also do:
fly, jab, jab, up fp, unfly, up+fp, ad u/f, lk, up+fp, fly, jab, jab, up+fp, unfly, up+fp...
Its the same thing, but you just doing jab, jab, up+fp instead.
Originally posted by ProximaCentaurip
What do you guys think of Omega Red/Sentinel/Iron Man? I understand that it isn't an IM-themed team, but I still want to learn IM
this looks like a real fun team to use. All I suggest is getting really good with Omega red and playing it smart. Make sure to use ironman b, because he sets up damaging combos with sent.
Originally posted by ProximaCentauri
Blackheart: What's a good way to stay close to him when he's superjumping and throwing out demons? N00b question perhaps
Basically, all you need to do is stay on top of him. don't throw too many smart bombs while blackheart is on the ground because he will infernoxxhod ironmans ass all day. If he does get on top of you, just try to cross him up while he is on his way down. Whatch out for any AA's, blackheart and AA's get along really good. Also, watch out for blackheart ad'ing close to the ground. That will be a perfect opportunity for ironman to land the inf..
Originally posted by ProximaCentauri
Spiral/Sentinel Trap: What does IM have that can help him get through that?
Nothing really besides advanced SJ'ing tactics!:D Just stay in the air and try not to spend too much time on the ground, she will chip ironman to death.
The_SW(X)Savior
03-12-2003, 02:23 PM
Alright!Can someone post the whole fly/unfly combos for IM!!I'm kind of confused with all these other fly/unfly combos from other peeps.So can soemone post the whole combos!Thx:)
Payce*
magnus
03-12-2003, 09:17 PM
Originally posted by The_SW(X)Savior
Alright!Can someone post the whole fly/unfly combos for IM!!I'm kind of confused with all these other fly/unfly combos from other peeps.So can soemone post the whole combos!Thx:)
Payce*
What do you mean, "whole combos"? Do you want someone to list the whole combo beggining from the start. So you really wnat someone to give you the combo from the launcher?
there are diffent variations that everyone does with ironman.
Here's mine:
launcher, wp, wk, wp, up. fp, dash uf, lk, up+fp xx fly, wp, wp, up+fp xx unfly up+fp, dash uf, lk, up+fp xx fly, wp, wp, up+fp...
There's the version that I do. Alot of people don't do the fly, wp, wp, up+fp.
RedTide
03-13-2003, 12:09 PM
Originally posted by magnus
Nothing really besides advanced SJ'ing tactics!:D Just stay in the air and try not to spend too much time on the ground, she will chip ironman to death.
I haven't played too many spirals lately, but if I remember, s.fp will do well against the trap since it'll eat the swords. c.fp should also work as well.
On a side note, you can hit a Sentinel with a PC if he does a c.fp and you do a c.fp XX PC at the same time. I kinda pulled it out of my ass though, quite surprised it went through because I was mashing a bit when I was blocking :) The missile ate the beam, and then the PC connected.
Wildcat
03-13-2003, 01:44 PM
Originally posted by RedTide
I haven't played too many spirals lately, but if I remember, s.fp will do well against the trap since it'll eat the swords. c.fp should also work as well.
s.fp to eat swords? You sure you want to do that? It's asking to be crossed up by a teleport and for the trap to restart. Plus I don't think it'll eat EVERY sword. You have sent drones on the way, spiral teleporting, calling more swords, throwing them, and then the swords from teh opposite direction that the s.fp didn't eat up. I don't think that's a very good idea man
The_SW(X)Savior
03-13-2003, 01:54 PM
Thx for all the help guys!!:)
magnus
03-14-2003, 02:01 PM
Originally posted by Wildcat
s.fp to eat swords? You sure you want to do that? It's asking to be crossed up by a teleport and for the trap to restart. Plus I don't think it'll eat EVERY sword. You have sent drones on the way, spiral teleporting, calling more swords, throwing them, and then the swords from teh opposite direction that the s.fp didn't eat up. I don't think that's a very good idea man
Thats exactly what I was thinking. Even if standing fierce works, you will get predictable and she will teleport behind you and do some serious damage.
Originally posted by RedTide
On a side note, you can hit a Sentinel with a PC if he does a c.fp and you do a c.fp XX PC at the same time. I kinda
Interesting.
I know for a fact that you can Proton cannon Sent if he does c.fp xx rocket punch, provided that you are crouching which will cause the rocket punch to wiff. Basically you do the proton cannon right after the wiffed rocket punch, it will hit him as his hand is retracting back to him.
Note: You cannot Proton cannon him if he does HSF right after the Rocket punch.
Jester
03-15-2003, 10:18 PM
every time i unfly, i can't get the u+fp to go. Iron Man won't even throw a punch untill he hits the ground again. Am i doing something wrong? please help, this is the best combo ever, and i wanna do it sooo bad
wassup
03-15-2003, 10:56 PM
Originally posted by Jester
every time i unfly, i can't get the u+fp to go. Iron Man won't even throw a punch untill he hits the ground again. Am i doing something wrong? please help, this is the best combo ever, and i wanna do it sooo bad
you need unfly mode
phat_toi
03-16-2003, 12:57 AM
Originally posted by wassup
you need unfly mode
couldnt of said it better:lol:
magnus
03-17-2003, 08:32 PM
Technically, Ironman has an inf. (i havn't really practiced it lately to see if it is a true inf. or just a semi, the japs showed it off at B5), that involves flying and unflying really quick. you can basically call it a fast fly combo, because you need to unfly and then fly really fast to connect the jab that will connect the combo. Sorry if everyone already knew this, but I just wanted to inform those who don't know of this combo.
Mag
Naslectronical
03-17-2003, 10:25 PM
Another infinite he has is:
sj. lp, airdash forward, lp, up + hp....repeat
magnus
03-18-2003, 05:05 PM
Originally posted by Naslectronical
Another infinite he has is:
sj. lp, airdash forward, lp, up + hp....repeat
Thats the same shit as his regular inf.. The only difference is that you are super jumping so that you can keep unlfy mode. Ironman has numerous versions of the inf.. Standing jap, c.jab xx sj. jab xx ad df, jab, jab, land inf. is another version, but just for show.
TrueNewbiePR
03-18-2003, 05:09 PM
Originally posted by magnus
Thats the same shit as his regular inf.. The only difference is that you are super jumping so that you can keep unlfy mode. Ironman has numerous versions of the inf.. Standing jap, c.jab xx sj. jab xx ad df, jab, jab, land inf. is another version, but just for show.
or agaisnt heavy char
do the normal inf then do super jump lk,lk,dash df lk,lk it looks coller yay my new avie lol
mixup where the hell r ya?
The_SW(X)Savior
03-21-2003, 01:59 PM
Hey,can someone explain to me what Unfly mode is.Make it simple and clear plz.Thx
ProximaCentauri
03-29-2003, 06:57 PM
Originally posted by Jester
every time i unfly, i can't get the u+fp to go. Iron Man won't even throw a punch untill he hits the ground again. Am i doing something wrong? please help, this is the best combo ever, and i wanna do it sooo bad
Not that I want to ruin a perfectly good thread, but didn't you post in one of the threads in General Discussion about how you were the best in your area and how you're a pioneer?? Doesn't sound like pioneer material to me.
wassup
03-29-2003, 07:15 PM
Originally posted by magnus
Technically, Ironman has an inf. (i havn't really practiced it lately to see if it is a true inf. or just a semi, the japs showed it off at B5), that involves flying and unflying really quick. you can basically call it a fast fly combo, because you need to unfly and then fly really fast to connect the jab that will connect the combo. Sorry if everyone already knew this, but I just wanted to inform those who don't know of this combo.
Mag
oh like launch, sj.[lp, lk, u+hp, ad/u, lp, u+hp XX fly], f.[lp, u+hp XX unfly XX fly] x N??
yeah i've heard of it but i've never seen it or be able to do it
jazin
04-07-2003, 06:23 PM
why is it when i do the semi ac after i unfly my u+fierce doesnt come out? i can get everything until after i unfly im restricted from any moves? could it be possible cuz im on the dc?
taiji
04-07-2003, 06:29 PM
Originally posted by jazin
why is it when i do the semi ac after i unfly my u+fierce doesnt come out? i can get everything until after i unfly im restricted from any moves? could it be possible cuz im on the dc?
That's because your not in 'unfly mode'
read more about it here
http://www.shoryuken.com/features/s010705.shtml
magnus
04-07-2003, 06:39 PM
Originally posted by wassup
oh like launch, sj.[lp, lk, u+hp, ad/u, lp, u+hp XX fly], f.[lp, u+hp XX unfly XX fly] x N??
yeah i've heard of it but i've never seen it or be able to do it
yeah, after the unfly xx fly, you do the samething, [lp or lk, u+hp xx unfly xx fly lp or lk, u+fp xx unfly xx fly...] repeat that shit over and over. shit is hard as hell. It basically follows the fast fly technique so that you can continue the combo.
jazin
04-07-2003, 07:28 PM
thx. im an idiot.:mad:
50mOrEcEnTz
04-07-2003, 09:41 PM
Originally posted by wassup
oh like launch, sj.[lp, lk, u+hp, ad/u, lp, u+hp XX fly], f.[lp, u+hp XX unfly XX fly] x N??
yeah i've heard of it but i've never seen it or be able to do it
if it works...the degree of difficulty and practicality AND the fact the he already has a semi-air infinite make the usefulness of this true air infinite next to none.
El Combo
04-09-2003, 09:28 AM
Hey! 50c, were in at fr6 last weekend?
50mOrEcEnTz
04-09-2003, 11:22 AM
Originally posted by El Combo
Hey! 50c, were in at fr6 last weekend?
hehe; naw...i don't have a joystick, and i am shy about asking to borrow other people's things. I wanted to go, and i JUST got done with basketball season (im a senior, it was my last season), so once i get the last few strings of my job tied down (i still gotta take this last test to be a server at this pretty nice dining resturaunt) i will be able to go back to playing MvC2 and CvS2...actually; im pretty apt at CvS2 right now, but I just gotta get back into the MvC2 swing of things.
i heard you did well....congrats...I look forward to playing you again sometime. It was so fun down there at rocky's replay and shit; I wish I had a place I could go for skilled comp on a regular basis. I am working on that now though, hopefully we can get a meeting place together soon in the ATL. got any tips on forming a good meeting place mix...i mean; el combo?
IronThread
04-12-2003, 11:07 AM
combofiend does the unfly semi against garcia in the match vids here at SRK....too bad magneto died after like 3 repetitions....it woulda been cool to see it go on longer
magnus
04-12-2003, 10:35 PM
Originally posted by IronThread
combofiend does the unfly semi against garcia in the match vids here at SRK....too bad magneto died after like 3 repetitions....it woulda been cool to see it go on longer
The semi inf. would only go on for another two reps. So it really doesn't matter.
50mOrEcEnTz
06-18-2003, 03:41 PM
i personally love these two semi-odd IM couplets, but i'd like other skilled IM players opinions....
IM/tron and IM/collosus
IM/collosus for me is TOO good against sent/cap. he is a great counter call assist, does about 1/6 of a life bar (going by looks, not numbers, dun got time to do that shit), knocks them up in the air, which gives you more time to attack with im while their assist is out. There are many things he can juss take and keep going, so...you don't have to time it perfect to hit...lets say cap, u could call collosus at the same time, and cap would hit collosus with the corridor but collosus would take NO damage, and keep going and hit him. Many GOOD uses imo, wut about yalls. [keep your mouth shut if you haven't tried it...please]
IM/tron is good against a magneto if you can get in on sent, im/tron can work wonders against that too. mixing tron with IM's godly fp priority makes it REALLY tough to get rushed down. there is a semi-ghetto knee dive lockdown u can use sparingly with them. Throwing into her assist takes away a GOOD chunk too. [once again, please try b4 flaming]
MiXuP2.1
06-19-2003, 06:38 PM
Hmm, i might mess around with ironman/collosus.
I like cable in the 2nd slot like that guy from cali
50mOrEcEnTz
06-19-2003, 06:55 PM
Originally posted by MiXuP2.1
Hmm, i might mess around with ironman/collosus.
I like cable in the 2nd slot like that guy from cali
I mean when i play these teams...i don't put them in that order.
EX: im/cable/collosus [like that guy], and im/sent/tron [like wong]
im/collosus just does pretty good against sent/cap imo...and im/tron zones pretty good too imo...but hell...my opinion don't count for too much right now.
tip for when ur doing IM's infinite and u got cable next. you can still kill with him there...infinite, fp, pc DHC viper beam but aim it ALLLLL the way down...then even if it doesn't kill...it is not punishable cuz they do sum lil fucked up roll back. also, when i do the beam all the way down, they don't seem to hop out of it when they die, but i'll test that more n tell yall the results.
ShiN WildcaT
06-19-2003, 07:30 PM
Originally posted by MiXuP2.1
Hmm, i might mess around with ironman/collosus.
I like cable in the 2nd slot like that guy from cali
nice ava. mixup
HK Drones all day tho... haha j/k
50mOrEcEnTz
08-19-2003, 07:46 PM
okay this shit just died, and after this bump, will probably die again. i am just wondering where all the ironman players went? no new teams to introduce? no new strats with team combofiend? I mean come on...i'll start this thread on topic though.
Many people agree...cable is IM's toughest opponent...I disagree...and say a smart sentinel is harder than a smart cable...sentinel zones ironman out totally just about...just about the only thing for you to hope for is sent flying in a no fly zone and recieves the infinite. if you can sj. with him stick out lk's because they lead to combos...some go for the semi-infinite...i dunno, i just don't...i dunno why.
I agree that cable is also a tough opponent...but I do also believe that cable is a lot easier to deal with providing you pushblock to gain advantagous positioning. if he blocks something don't be afraid to tack on a tk'ed unibeam. well, juss tell me what yall think.
IronThread
08-19-2003, 11:19 PM
Originally posted by 50mOrEcEnTz
okay this shit just died, and after this bump, will probably die again. i am just wondering where all the ironman players went? no new teams to introduce? no new strats with team combofiend? I mean come on...i'll start this thread on topic though.
Many people agree...cable is IM's toughest opponent...I disagree...and say a smart sentinel is harder than a smart cable...sentinel zones ironman out totally just about...just about the only thing for you to hope for is sent flying in a no fly zone and recieves the infinite. if you can sj. with him stick out lk's because they lead to combos...some go for the semi-infinite...i dunno, i just don't...i dunno why.
I agree that cable is also a tough opponent...but I do also believe that cable is a lot easier to deal with providing you pushblock to gain advantagous positioning. if he blocks something don't be afraid to tack on a tk'ed unibeam. well, juss tell me what yall think.
depending on how much meter cable has and what assists he has, will determine how hard he is to fight with IM.
problem with IM is you can't really do anything against cable except for smart ass bombs for chip, or if you're more daring try to rush him down. anything else will probably get you AHVBx3 -> GB AHVBx2 = death lol
cable having an AAA will obviously make IM have a harder time trying to rush down.
other than that, IMO in general a sentinel player is easier because he is so big, and because they will try to stompdown rush you, which if you look them out can give you some infinite opportunities
my 2 cents canadian!
SBCDyN
08-20-2003, 08:00 AM
I have much bigger problems with Sent than Cable. A safe Sent (fly/unfly beams, frying pan, no retarded jump height flying) makes it VERY hard for an IM to get in. Frying pan is the bane of IM in the same way it is for Magneto, except IM has a shitty airdash. Really the only thing you can do is zone a bit ith SBs, wait for Sent to go into stomping patterns, and pray for a random jumping jab. Cable, on the other hand, just takes patience. You need to wait for opportunities to wavedash in and cross him up as he comes down from superjump. Remember, j. jab BEATS Cable's j. roundhouse. When in doubt, just jumping jab that shit.
One more point, Cable AAA is an underrated IM assist. It's free infinite on hit, can be comboed into -> infinite, and you get a God tier point character.
50mOrEcEnTz
08-20-2003, 03:23 PM
Originally posted by SBCDyN
I have much bigger problems with Sent than Cable. A safe Sent (fly/unfly beams, frying pan, no retarded jump height flying) makes it VERY hard for an IM to get in. Frying pan is the bane of IM in the same way it is for Magneto, except IM has a shitty airdash. Really the only thing you can do is zone a bit ith SBs, wait for Sent to go into stomping patterns, and pray for a random jumping jab. Cable, on the other hand, just takes patience. You need to wait for opportunities to wavedash in and cross him up as he comes down from superjump. Remember, j. jab BEATS Cable's j. roundhouse. When in doubt, just jumping jab that shit.
One more point, Cable AAA is an underrated IM assist. It's free infinite on hit, can be comboed into -> infinite, and you get a God tier point character. im's j.fp beats a frying pan FROM THE RIGHT DISTANCE any day. lol; it would be tyte if IM could try and fly with sent, that would be gangsta...
anyways, cable with commando or somebody, if he calls commando u can just punish with a launch cancelled to a sj. real quick...not to mention counter calling assists...
and i agree that cable's AAA is underrated for ironman also
50 SENT
08-23-2003, 04:36 PM
im/doom vs mag/aa, this is tough for me, mags is a beast !how do you guys keep him off yah? this for me is my most difficult match up! mags and storm, gah speed kills. one thing i noticed is on the ground youre helpless, in the air your normals are almost as fast as his. right now my only strategy is to try to counter assist their aa with rocks and try to rush down :/
50mOrEcEnTz
08-23-2003, 05:29 PM
Originally posted by 50 SENT
im/doom vs mag/aa, this is tough for me, mags is a beast !how do you guys keep him off yah? this for me is my most difficult match up! mags and storm, gah speed kills. one thing i noticed is on the ground youre helpless, in the air your normals are almost as fast as his. right now my only strategy is to try to counter assist their aa with rocks and try to rush down :/ if the magneto gets TOO predictable with his tri jumps you can try using doom as a shield, and when mag tri jumps with a rh, just jump into the infinite. also, if your gettin tha rushdown from magneto, throw a s.rh in there, the risk and reward factor there is on your side. when you have doom, knee drops into fly then calling an assist then going to the other side isnt a bad idea, and works nicely in that it gets mag in a position to where he is block, giving you one or two tri jump opportunities. but one thing you gotta understand is the priorities on im's normals. j.fp is too good vs. tri jumping magnetos and storms.
also, i don't play too much im/doom for the fact i like using sent, and feel he is too good not to play with...but i see other tatics like calling doom then sj'ing into i guess what u would say a super high tk area...its like, im's feet are on doom's head when he is out, and they always try and hit you out of the unibeam but they can't, the recovery is too good on the unibeam.
Stype
08-23-2003, 09:53 PM
I agree j.fp whether superjumping or landing is too good.
*try nuetral fp while normal jumping/landing it helps alot against rush muts.
50 SENT
08-24-2003, 08:03 PM
landing with neutral fp will get beat out by mags dashing c+fp, it happened to me several times so youve been warned. maybe i'll try d+fp to see how that goes :p seriously i believe im has weaknesses vs ALL top tiers, he just needs to land that hit though! so he imo is a random character, you gotta have a backup plan incase you dont land that hit
50mOrEcEnTz
08-24-2003, 08:33 PM
Originally posted by 50 SENT
landing with neutral fp will get beat out by mags dashing c+fp, it happened to me several times so youve been warned. maybe i'll try d+fp to see how that goes :p seriously i believe im has weaknesses vs ALL top tiers, he just needs to land that hit though! so he imo is a random character, you gotta have a backup plan incase you dont land that hit well of course you don't just throw out a jumping fp for no reason...i call sent drones or sent fist before i try and zone...doom rocks, something so that something like THAT doesn't occur. that is what zoning is all about. but yes...if you don't clarify, your right, somebody will just do a jumping fp...sorry; i figured yall knew to call assists before doing jumping normals.
RedTide
08-26-2003, 04:59 AM
One thing to do against trigger happy Magnuses at the beginning:
Most Magneto users will do a c.lk at the beginning of the match. What they DON'T know is that IM's launcher will beat it out. If you can time it so you come out ahead, then do launcher, sj, fp + down, ad d/f, lk, lk, start infinite, laugh in their face. Hell, just do the assist trick at the beginning and feign ignorance when they start saying WTF.
The assist trick if you don't know is to have your characters in a messed up order at the load screen (just have the character you want as the one you'll swap for), and an attack button pushed (in this case, the launcher). Just hold the attack (you don't have to hold the assist once the match screen loads) button and start the infinite with the setup I posted. The only way to counter this is to block it, anything else results in eating the launcher. I haven't tried testing it out against other characters attack's, but in this case it works like a charm against Magneto.
Remember to laugh in their faces when their Magneto's health disappears.
50mOrEcEnTz
08-26-2003, 06:47 AM
Originally posted by RedTide
One thing to do against trigger happy Magnuses at the beginning:
Most Magneto users will do a c.lk at the beginning of the match. What they DON'T know is that IM's launcher will beat it out. If you can time it so you come out ahead, then do launcher, sj, fp + down, ad d/f, lk, lk, start infinite, laugh in their face. Hell, just do the assist trick at the beginning and feign ignorance when they start saying WTF.
The assist trick if you don't know is to have your characters in a messed up order at the load screen (just have the character you want as the one you'll swap for), and an attack button pushed (in this case, the launcher). Just hold the attack (you don't have to hold the assist once the match screen loads) button and start the infinite with the setup I posted. The only way to counter this is to block it, anything else results in eating the launcher. I haven't tried testing it out against other characters attack's, but in this case it works like a charm against Magneto.
Remember to laugh in their faces when their Magneto's health disappears. im too scared of psylocke to do that...if mag blocks n calls psy...the same thing happens to im that woulda happened to magneto if he didn't block.
RedTide
08-26-2003, 02:01 PM
Originally posted by 50mOrEcEnTz
im too scared of psylocke to do that...if mag blocks n calls psy...the same thing happens to im that woulda happened to magneto if he didn't block.
Well, only do this the first couple of times. You should catch them off guard. Otherwise, just block in the beginninng :)
50 SENT
08-26-2003, 03:17 PM
i suggest jump straight up and block in the beginning , calling assists when its the proper time (if i had sent drones id call him ASAP) jumping back you can be d+short before you jump back, weird jumping straight up is quicker. only thing that can catch you then is mag sj lk, ad df (guard break) short short. trust me though, no mag player will try this against ironman cause if ironman starts off the round with jump jab jab hes dead ggpo :cool:
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