View Full Version : Ironman gameplay questions...
DPossum
02-25-2005, 10:46 AM
I have a standard way into the infinite being launch > normal FP > addf > jlp+jmp+u.FP > infinite
or c.lk > s.mp > launch > normal FP > addf > jlp+U.FP > infinite
However, I cannot do the infinite against sentinel. Could someone give me a practical way to combo sentinel into the infinite.
Also, my main air combo is a string of the infinite being
--anything into launch > j.lk+U.FP > aduf > j.lk+U.FP >flight> j.lk+U.FP and then end with a beam.
On the other hand, if I do notice that my ironman character has unfly mode on...What is the best continuation of the said combo ^^ right before my air combo ender (being a beam)?
Thanks in advance to anyone who can answer em.
Sidenote: What assist is storm on in team Japan -IM,Cable,Storm-?
ATruEVatO
02-28-2005, 03:22 AM
its hard to get a launch in ur opponent to set up the inf. unless ur playing the computer LOL. well anyways iron mans game play is either turtle or rushing w/e ur comfortable wit is koo i usd to turtle like a motherfucker. I just blockd blockd and psylocke infinite yea anyways. u should learn CC set ups (cc= crouch cancel) they're more useful then launcher set ups i'll give u da easiest one it's....
c.lk c.lp superjump sj.lp addf addf.lp addf.up+hp infinite
in order to do this u have to put the stick back into the reg position (nuetral) then superjump after c.lp
if u get a launcher in u can go for the infinite set up's (most of em dont work for me so u get a good assist to help) sent's drones or RP storms straght typhoon or LA works cables scimitar works to but a good air combo is launch sj.lp sj.lk sj.up+hp aduf sj.lk sj.up+hp fly f.lp f.lk f.up+hp then unibeam(hp version)
and if u got unfly mode do da unfly semi infinite if u dont know wat the fuck it is i'll tell u lol it is....
[launch sj.lk sj.up+hp aduf sj.lk sj.up+hp fly f.lk f.up+hp unfly u.up+hp] rep. brackets
and for ur jap team question thingy put it in this order...
storm/a cable/b iron man/b wen snappd out for Iron Man come in the fight screen with down+hp or up+hp
so dats wat i got to say bout ur iron man stuff y/w in advance LOL late man
P.S. and the infinite on sent is u dod the reg inf. for like 2 or 3 possibly 4 rep's then do this
j.lk j.lp j.lk j.up+hp..
to bring him bak to infinite area then land s.lp s.lp proton cannon for like 95% damage i THINK and for other smaller characters (magz storm cable etc...) its land s.HPxxProton cannon
Sorry to butt in, just one thing:
I don't think s.lp, s.lp, PC works reliably against Sent-- s.lp, c.lp, PC works much better IMHO. Aside from that I agree with everything Atruevato said. Good luck :)
ATruEVatO
02-28-2005, 01:53 PM
Sorry to butt in, just one thing:
I don't think s.lp, s.lp, PC works reliably against Sent-- s.lp, c.lp, PC works much better IMHO. Aside from that I agree with everything Atruevato said. Good luck :)
lol thx its jus i couldn't remember the sent to proton cannon after the infinite
P.S. ur avatar makes me laugh thats athenas face in the background right? and joe running like a moron makes me laugh LOL
ATruEVatO
03-02-2005, 10:14 PM
man this mother fucker dint even say thank you for wat i did. and thats very rude so dont lemme c u make anymore posts or imma burn you........
DPossum
03-03-2005, 09:20 AM
I haven't returned to this thread in less than a week and you get angry. Sorry to upset you, but its not my wrong doing for not meeting your reply date. On the other hand, thank you alot for the input. I do know how to do the "japanese setup" into the infinite and you answered my most valuable question which was the standard infinite setup on sentinel. Again, thank you Atruvato :end inconvenience:
ATruEVatO
03-03-2005, 10:42 AM
its just a way to catch ur attention i dont burn ppl its gay lol
P.S. if ur the type of iron man who just blocks n blocks calls out psy dont put psy in cuz psy will get raped. i know and wats ur team cuz mayb i can help wit sum combos or sumthing late
P.S.S. u spelld my srk name rong lol its koo tho
DPossum
03-05-2005, 12:57 PM
My ironman team is IM/Storm/Cable
Recently (because of the sentinel trouble) I have been forced to resort to rushing down with IM+storm proj when put up against sentinel starting teams. I don't have much trouble zoning sentinel after an unsuccessful rushdown (usually ending with j. addf lk+d.HP) then backdashing/pushblocking retalliation with a lp.unibeam or jumping forward smartbombs. However, I find myself catching sentinel trying to stomp me down and catching him with a jumping neutral HP > addf and was interested as to why the regular infinite doesn't work. With a little practice, I have gotten the modified inifinite drilled into my brain vs sentinel.
Addition: My IM doesn't need comboes. I got air and ground normals that link into infinite down and the air infinite (somewhat down if the rhythm is flowing). The strategy gameplan vs magneto and cable however is what I'm mostly interested in but, I don't want to limit what may help others by simply stating HELP VS GOD TIER ONLY!!! :)
ATruEVatO
03-06-2005, 01:29 PM
tell u the truth IM cant win unless he has rocks or drones. [which is kool] i prefer rocks and ur team that ur using. iron mans supposd to be the assist sry to tell u buddy i'd use team TOI if i were u [iron man cable sent/y] hope the helps
'SupêrioR'-TêCH
03-06-2005, 10:31 PM
Cyc can cover IM's holes very well, and IM can cover cyc pretty well...
ATruEVatO
03-07-2005, 09:16 AM
yea ur right but cyke is harder to learn on point i think he sux IMO i just dont like him. thats y if IM gets snappd out u get either doom or sentinel and they both can fight very good i dont like sent either for sum reason lol
'SupêrioR'-TêCH
03-09-2005, 09:44 PM
sux to be u then...cyc is one of the best 1on1 characters in the game. he doesn't need meter to fight, can build it at will, high priority, extremely useful moves, damaging SOB combos, mega chip off MOB.
Doom is only good w/ assists/meter (heh, maybe just both)
The Prophitt
03-10-2005, 02:44 PM
All about IM S/D. IM/D can be a bitch and can trap almost as well as S/D
Problem is the heavy reliance on Doom.
IM/Doom is still the best IM duo in my opinion. Cyke has most of the same problems psylocke has when paired with IM-- IM has to get close to really make use of these assists, and generally other characters are going to be trying to stay away from IM (and he's too slow to close the gap himself). With Doom or Sent he can actually do something from a distance, plus it adds to his chipping/trapping game, which could allow him to pressure the opponent into making a mistake...
ATruEVatO
03-10-2005, 09:16 PM
I agree with j99 you know cyke is like psylocke u have to get close to take damage and u need an assist to fight wit them. i only use cyke with BH. but i like sonson better LOL. but anyways go with wat j99 said its good IMO im out late
'SupêrioR'-TêCH
03-13-2005, 01:09 PM
cyke AAA is nothin like psy. cyke aaa covers 3/4 horizontal distance of the screen. psy is 1 character. cyke has huuuuuge blockstun, psy has less then most characters' normals. cyke pops them in the air for aircombos, psy sets them up for falling hit stun/otgs. cyke is way more useful for IM then psy, because psy needs speedy characters to make her useful (something IM doesnt have). cyke is good for characters that can take advantage of aircombos, or characters with an overall game of rush/keepaway (something IM excels on). to sum it up, IM can follow-up cyc with farrrr easier/better results...including potential aircombo infinite setups (on hit)...SBs, unibeams, and normals (on block).
cyke as a 1on1 character is nothin like psy either. cyke has keep away tools and full screen chip supers. he is a threat w/ supers, on hit or block...well, dont feel like arguing the obvious...but in short,cyc is just a balanced character, psy is pure rushdown.
ATruEVatO
03-14-2005, 12:27 PM
cyke AAA is nothin like psy. cyke aaa covers 3/4 horizontal distance of the screen. psy is 1 character. cyke has huuuuuge blockstun, psy has less then most characters' normals. cyke pops them in the air for aircombos, psy sets them up for falling hit stun/otgs. cyke is way more useful for IM then psy, because psy needs speedy characters to make her useful (something IM doesnt have). cyke is good for characters that can take advantage of aircombos, or characters with an overall game of rush/keepaway (something IM excels on). to sum it up, IM can follow-up cyc with farrrr easier/better results...including potential aircombo infinite setups (on hit)...SBs, unibeams, and normals (on block).
cyke as a 1on1 character is nothin like psy either. cyke has keep away tools and full screen chip supers. he is a threat w/ supers, on hit or block...well, dont feel like arguing the obvious...but in short,cyc is just a balanced character, psy is pure rushdown.
Cykes is really good [assist wise] if u wanna play IM rushdown and u want him alive threw out the fight ur gonna need rocks or drones. Becuase if u try to guard break a crouchd character there gonna react fast to c it coming. and dats when drones and rocks kick in cuz after that addf lk he has like a pause and if magneto or storm try to hit him or launch him then thats when rocks or drones kick in. cyke is better for turtling IMO i only use cyke wit BH. cykes setups stuff for storm sent bh magneto but not IM unless ur going for his unfly IMO. thats my 2 cents on cyke i fuckin hate cyclops his just gay ugh aight bye
'SupêrioR'-TêCH
03-15-2005, 10:03 AM
How would you know what cyc setups for characters if you don't even play cyc? It's obvious you dunno too much about him. Cyc aaa is IM infinite made easy. Talk when u try IM/cyc or at least seen IM/cyc.
And if your sole offense with landing a hit with IM, is tri-jumping on them with doom or sent...i dont respect ur IM. That is why people think IM loses badly to sent, and that is why people think IM rushdown sucks.
ATruEVatO
03-15-2005, 12:54 PM
i've never seen iron man cyke i've tried i disliked it. and phat toi told me how to play iron man so i would think twice bout saying dat if u wanna play his iron man go ahead. his got the tyghtest iron man in cali from what i've heard.
'SupêrioR'-TêCH
03-15-2005, 06:02 PM
im here in the east NJ. if whomever wants to come play me, sure...PLEASE DO...PM me. I'll say it aloud, i'm not impressed with any IM here on srk.
phat_toi
03-15-2005, 11:25 PM
wtf, dont stick me between this shit.
ATruEVatO
03-16-2005, 11:27 AM
wtf, dont stick me between this shit.
mah bad dawg i guess i'll take this one
and superior tech u need to easy up a bit man its just a game im not even an extreme IM player all i said was i dont like cyke and u get all mad but yea i guess i'll come play you. imma be in ct like in da summer i'll pm you about it or so when i leave or w/e late
'SupêrioR'-TêCH
03-16-2005, 10:13 PM
Where do u get off thinkin that im mad??? im not mad, just annoyed. I dont think twice about playing against IM, or with IM. I am fully confident about what i'm talking about, what i read, and what i see. I didn't get mad cause u said "u didn't like cyke.." i got annoyed because "not liking something" first off, has no meaning...then talking nonsense like you know how to use cyke...was just wayyyy off.
i'm on srk to learn and teach. People are never gonna get anywhere without an open mind. And it's damn annoying knowing IM isn't getting anywhere by hearing the talk about him on the boards. comboing ANY clean hit into an inf should have been 2nd knowledge for IM users, at least 5 years, and at most, 1 week at home in training mode.
ATruEVatO
03-17-2005, 05:14 PM
damn u got me there my bad then so if i go r u willing to play me? ill go NJ ur rigth i guess im only good with iron man wit like psy, [most obvious] doom war machine and sent those are like my best assist for him [the way i use him] so yea i cant ehlp anyone wit im/cyke can u help me? cuz i play bh iron cyke but nothing wit my im/cyke seems to work thx in advance
'SupêrioR'-TêCH
03-18-2005, 07:38 PM
no prob..PM when u get up here..IM/cyke..what you wanna know???
ATruEVatO
03-18-2005, 10:10 PM
no prob..PM when u get up here..IM/cyke..what you wanna know???
LOL how the fuck do u use em? [lol] cuz im only good wit iron man wit projectiles cuz they stop rushdowns from magz and Dr.Doom's AAA and dats it psy's not much help for me she sux with him i think thats IM's like scrubbiest team jus block n block n send that bitch out free infinite. i think thats kinda scrubby lol IMO idk how to use cyke so if u would be so kind to tell everyone how. Because the way i use cyke is for like AHVBx5, BH's INF., Storm combos, Magnetos rom, sentinel shit, easy stuff i cant see how IM/Cyke works i tried so hard to do shit. just start off with some basic combos and basic set ups for his infinite so help please
'SupêrioR'-TêCH
03-19-2005, 01:54 AM
hmmm...where to start??? Lets start with the advantages of having cyc AAA. 3/4s screen horizontal distance, loads of invincibility, long block stun, when connected-easy aircombos, and quick to boot. Why is it good for IM? Because IM lacks speed/quickness ground level. In the air, he has tons of mobility. Cyc will give you that extra range ground level, space coverage+quickness for IM to follow up, as well as toptier defensive AAA.
unlike psy, cyc will pop them into the air, where IM can use his range and mobility to follow up. to connect the inf after cyc hits...heres some options.
1. <cyc hits> sj up+hp, ad. d/f lp, up+hp, land, start inf. use this setup after double-hit triangle jumps to avoid flying screen effect. up+hp doesnt cause flying screen unlikes d+hp. universal combo...ALL IM users should be familiar with this. it is a MUST know combo. U DO NOT NEED CYC FOR THIS COMBO!
2. <cyc hits> sj d+hp, ad. d/f lk, mk, up+hp, land, start inf. much EASIER to time.
3. <cyc hits> sj lk, <then, same combo as #2>. basically same combo, except ur inputting a sj lk first. it's quicker then HPs, just in case you a HP will take too long to follow up after cyc hits.
4. call cyc + sj SBs <cyc hits, then SBs> up+hp, ad d/f up+hp, start inf. use this to start up an offense. cyc covers ur ground, while IM goes into the air to setup SBs. If cyc hits, u get an inf. If blocked, cyc will keep them in block stun. SBs will cover cyc. Just fall w/ the bombs, and follow up somemore for a mixup.
5. <any air combo>, activate flight, down+hp+cyc AAA, unactivate flight, (IM lands + cyc hits), sj up+hp, ad d/f lp, up+hp, IM lands, start inf. Again, that universal combo everyone should learn...it leads to a lot of things. Anyway, this is an aircombo, to flight, to cyc, to infinite. Meaning, if ur attacking someone in the air, and as so much as a simple "jab" hits...you can put them into a ground inf to PC. This combo is STRICT on timing. So if you're good w/ combo #1, and ur good at knocking an opponent into a well timed cyc AAA, ur IM will be very strong.
These were just some inf setups. The main thing using cyc as AAA, is that u shouldn't be thinking him as a "infinite starter.." If u understand his assist, u'll realize how well he compliments IM. Use him as an AAA, use him to cover space, and use him to force a 1on1 game between IM and the other character.
Cyc will force opponents to act and give U time to react. If they attack cyc, after u call him..no prob. U should have SBs, and you should be above them, drop, attack, mixup. Use it as bait. If they try to counter cyc w/ another assist, IM is a good 1on1 character. get in there and see what happens. If they SJ away, mixup as they come down...or attack them in the air where IM is strong. If they block, unibeam to chip, SB/normals to stay in control.
Thats all i can really think of right now...in general, just be patient, and look for holes. Dont be afraid to block, when u have an AAA like cyc, u kind of want them to come after u. Remember, all u need is that 1-hit...if u know their patterns, call cyc, and inf.
ATruEVatO
03-19-2005, 06:28 PM
Dang superior tech thats dope. damn i really gotta play you then wanna meet up at evo? or sumthing in case i dont go to CT? dat shit would be tyght man and u should make like a short vid of all dat shit dat would be crazy. anyways so IM/Cyke is like wit magz right? you have to de set ups after he hits them? like for example....
c.lk+cyke c.lk [cyke knocks him up in da air] super jump hk addf lk lk land ROM- dats with magneto
is it da same way with IM cuz aint that kinda hard? cuz sumtimes the easiest set ups r hard [FOR ME} like dis one...
launch up+hp add lp up+hp sumtimes i go to high dats it for now thx in advance
P.S. i said im no hardcore IM
'SupêrioR'-TêCH
03-20-2005, 02:00 AM
yup, same idea. Combowise, IM can do a lot of things Mag can do, and more.
ATruEVatO
03-20-2005, 02:42 AM
i guess im/cyke is dope as hell damn i gott put him on a team but i cant use sent for sum reason.... :xeye: im da worse sent user of course i know my combos and shit but i cant pull them off
Demon Dash
08-10-2005, 11:20 AM
Ok, so I've searched around the infinate threads and prety much understand all of them, but I can't do them. I'm not skilled enough to do the unfly infinate, all I want for now is to be able to do the simplest one. Is this the simplest one and the correct way to perform it?
In the corner: s.hk (launch, hold up/forward), sj.lp, sj.mp, (pause)sj.lk, u/f.sj.hp, land, (jump up forward), j.lk, j.mp, (pause) j.mk, u/f.j.hp repeat.
Or should it be sj. after you land. It's these minor details that's messing me up.
Is this the infinate from the Mitsu vs JW 2005 vid? I noticed mitsu called out AAA Cable just after the launcher but I can't quite see what's going on.
If some one could go into as much detail as they can it would be most apreciated. I find it hard knowing when it can and can't be performed bucause of height, weight, characters, everything. Seeing as I've never performed an infinate before. Half the time I can't connect the first mp after the lp because they are to low and they land prety much the same time as me; confusing. God marvels harder than 3s, lol.
BB Hood
08-10-2005, 12:14 PM
Unlfy infinite: (anywhere on screen) s.hk, sj, u.hp, dash up/forward, lk, u.hp, fly, lp, u.fp, unfly, u.hp, dash up/forward, lk, u.hp, fly, lp, u.hp, unfly, u.hp, dash up/forward, lk, u.hp ......
Not much detail but ehhh. Dont do it too fast be patient and take it slow but not too slow.
Mr. Sakuraba
08-17-2005, 10:50 AM
In my personal opinion, you only need 3 ironman combos.
1. This is the infinite i use if i did NOT use a triangle jump to start the attack.
Dash in or whatever, c.lk , s.hk, /\ , Nuetral+FP , Addf, ad.sk,ad.mk, U+FP, Infinite
2.This is the inf i use if i DID use a tri jump to start the attack.
Tri-jump, j.sk ,j.sk, \/ , dash forward, s.lk, s.hk, /\ , U+FP ,ADD, ad.lp,U+FP, Infinite.
3. This is the combo to do if you catch them in the air with a sj.lp or whatever.
Sj.lp or whatever, U+Fp , aduf, ad.lk , u+fp, Fly , f.lk , f.U+fp
Hp unibeam. Or continue the unfly inf if your in unfly mode.
Thats all i really use combo-wise and i do pretty well. IMO the jap setups are overrated. Its just as easy to use launcher setups if you know which one to use to avoid flying screen. I can do the jap setups, but i find i fuck up sometimes when compared to the regular setups.
metrock1
10-14-2005, 02:36 AM
IM/Storm/Cable
Best IM team hands down IMO.
metrock1
10-14-2005, 07:52 AM
Thats all i really use combo-wise and i do pretty well. IMO the jap setups are overrated. Its just as easy to use launcher setups if you know which one to use to avoid flying screen. I can do the jap setups, but i find i fuck up sometimes when compared to the regular setups.
Over rated not really. Ever since I have learned this its been the easiest setup. It all depends
on what u practice and your skill level I guess. Mixing up with crouch canceling and launcher setup gives IM more cross up options. If your opponent always sees the same setup over and over cross ups become more predictable. Launcher setups are useful as well Im not saying they are useless. To me when ever I go for launcher its mostly to cross up. It has to be on a grounded opponent though. When they are in the air even a lil bit I dont like to use it as a cross up and go for and INF or an AC into another possible cross up.
ParryPerson.
12-12-2005, 11:15 AM
I don't really see the point of the SJC setup, if you can land a low LK, why not just launcher into infinite. I don't get it.
If you're not quick enough to hit confirm the c.lk, then the c.mp is safer when blocked/whiffed than s.hk. There are ways to make s.hk safer on block... but it might distrupt IM's flow-- especially if you're trying to rush.
IMHO, the jap setups would be preferable for someone who has good execution but doesn't have the ability and/or the inclination to hit confirm the c.lks or do something to make s.hk safe on block.
On the other hand, if you have less-good execution, or are very good at hit-confirming, or don't mind covering the lag on blocked/whiffed s.hks, then the s.hk setups would be better, due to better damage and (arguably) easier execution.
Just my $0.02
ParryPerson.
12-12-2005, 06:46 PM
Uh. You do know most people connect IM infinte from Cr.LK (or LP), Cr.MP, St.HK.....right.....
Good point, I'd been using the other setup for so long that that didn't occur to me. In my case, though, I still don't notice whether it hit or not fast enough sometimes. I sometimes accidentally input the command for a sj cancel even after they've blocked the c.lk AND the c.mp... which is still safer than a blocked s.hk.
I suck, I know... but I'm sure there are other people with the same problem... sometimes we can't count on reaction time so we've gotta make sacrifices.
But yeah, s.hk is generally better. It's easier and more damaging.
ParryPerson.
12-13-2005, 09:38 PM
Yeah, and if you notice, you have a fair amount of time after the MP to hit confirm if you notice, so it's not so bad.
I was talking to Toi, and he said the SJC's are mostly for show and because they get boring. But I mean, if you get just as good with the SJC as with the other for kicks, why the hell not? You know?
I'll stick to my boring basics.
Brooklyn
12-14-2005, 05:38 PM
IM/Storm/Cable
Best IM team hands down IMO.
that team at one point ruled tampa in most situations.
metrock1
12-17-2005, 02:01 PM
I hate using hk when rushing. to much lag and to much possiblitiy for being punished. I use both setups prolly c-mp more so during rush and his hk setup as AA mostly against mags/storm. I dont think c-mp is flashy nomore. Way back when, when I 1st learned it I thought that. Now its natural to do it on reaction. I got used to doing it so much I started messing up on the timing for his lancher setups. I vary between both a lot more now.
Brooklyn
12-18-2005, 07:20 AM
are you kidding? hk is the jam when you're rushing down. i do tri-jump and either go in with lk, hk or straight hk usually down but if they take the bait then up. try it, hk dashing in opens ppl up real quick.
Brooklyn, are you talking about j.HK or s.HK? I'd assume you meant j.HK since you mention using different directional inputs with it, but I think metrock1 was talking about s.HK.
ParryPerson.
12-18-2005, 05:54 PM
If he's talking about launcher, he's a fool, anyone can hit confirm off a CR.MP, see how long you can really wait after the MP lands to do the St.HK, it's a long damn time in the game of marvel.
If my Cr.MP doesn't connect, I don't go for St.HK. It's that easy.
Joe Bomberman
01-23-2006, 09:36 AM
use shk if you jump in
use clk, cmp, shk, sj neutral fp, addf lp, mp up hp if you dont
no need for fancy setups . . .
ParryPerson.
02-14-2006, 09:26 AM
Truth.
gbursine
03-18-2006, 03:19 PM
so, last night I was playin a friend, and at some point in a match, did c.lk, c.mp, c.rkXXlp projectile(name escapes me)XXproton cannon to his main & assist character.
and it connected. It has never connected successfully before w/out an assist. Is this legit with super strict timing, or just a combo that works b/c i hit the assits, and so his main character cannot block(that glitch that you see most often w/ magnetic shockwave)?
ParryPerson.
03-19-2006, 10:31 PM
j.HK is hella under rated........
Jin Cena
09-04-2006, 09:23 PM
How does Doom aaa setup the normal jump inf for Ironman? Can Tron proj set it up as well?
And is it normal at first to suck with Ironman on stick, after practicing on pad (ps2 :annoy: )? I can do only do a few reps of his nj inf (30-35) and about 13 of his unfly inf.
Arcade, I can't do anything so it's a waste of 50 cents. Please don't tell me that I have to buy an arcade stick just to learn Ironman.:wasted:
ImPerfectCell
10-07-2006, 03:08 PM
How does Doom aaa setup the normal jump inf for Ironman? Can Tron proj set it up as well?
And is it normal at first to suck with Ironman on stick, after practicing on pad (ps2 :annoy: )? I can do only do a few reps of his nj inf (30-35) and about 13 of his unfly inf.
Arcade, I can't do anything so it's a waste of 50 cents. Please don't tell me that I have to buy an arcade stick just to learn Ironman.:wasted:
do c.lk+doom c.mk (they fall and rocks pick them back up) jump forward lk mp mk hp. Tron can do the same setup. these are rollable tho so i dont like them.
switching from pad to stick and vice versa can be a pain. im good on the ps2 controller and stick now but i had a hard time learing stick. i bought a mas stick and it was alot easier for me so it depends on what you want. some people play with that shitty agetec stick for dreamcast. i cant play on it at all but alot of people wont play on anything else. and the stick is much cheaper than a mas stick
beatsofdevil
10-09-2006, 07:52 PM
do c.lk+doom c.mk (they fall and rocks pick them back up) jump forward lk mp mk hp. Tron can do the same setup. these are rollable tho so i dont like them.
switching from pad to stick and vice versa can be a pain. im good on the ps2 controller and stick now but i had a hard time learing stick. i bought a mas stick and it was alot easier for me so it depends on what you want. some people play with that shitty agetec stick for dreamcast. i cant play on it at all but alot of people wont play on anything else. and the stick is much cheaper than a mas stick
well....st.lk+doom assist>launch> follow (dooms on the ground doing his thang)>sj.lk>sj.mp>sj.up+hp>air dash up>down+hp>they fall into rocks now depending you can inf. though may have to change how you get into it, prolly j.lk>j.MP>j.up+hp and UNESCAPABLE.
just practice it. :)
sealhunta
01-27-2007, 07:48 PM
u can buy decent sticks on ebay for 20 bucks
allbeit, u really need a good stick to get better at home but even with a crap stick u can practice the nj infinite and set ups and stuff so ur fingers get used to the movements
Jin Cena
01-28-2007, 12:33 AM
Well after Christmas, I bought the universal arcade stick from eb games for about $9.99 with store credit. And it was so shitty, that you couldn't even jump up after a launcher, to even do the basic magic 7 air combos :rolleyes: And since it was already opened, it couldn't be returned/exchanged/traded back, so naturally I just threw it in the trash where it belonged.
Then a few weeks later, I saw the Capcom streetfighter anniversary stick being sold at gamestop for $29.99. The day that I finally decide to go down and get it, since I still had some store credit left, it actually got sold already to somebody else, and it was the only one in the store. :lol:
Since then I've only gotten a few random, inconstant setups into the inf.
And that was from going to the arcade at least once a week. I'm done with him for now :wasted:
sealhunta
01-28-2007, 07:25 PM
this is why ebay exists. u can get the capcom annviersary one for like big money but it is always there or u can wait and once and a while some nice one will come out
Brooklyn
05-01-2007, 09:08 AM
Brooklyn, are you talking about j.HK or s.HK? I'd assume you meant j.HK since you mention using different directional inputs with it, but I think metrock1 was talking about s.HK.
s.hk is a little risky. unless your spamming sent drones its too slow to recover from. but you can just s.hk, fly,(dash around, blah blah blah), unfly so you can at least get out if it was blocked. i was talking about j.hk, sj.hk and for the tri-jump i meant to say to use the normal to squeeze in cause its way faster. a la, nj. xx ad down, hk up/down. i also use hp to rush in (using the normal jump cancel) cause of the range and direction control.
dhcflip
05-08-2007, 06:41 AM
deng
tekoto
06-09-2007, 01:55 PM
excuse me for the newb question -.-, but why is it so damn hard to do unfly infinite? after the unfly the HP dont come out like how everyone else does it. Im pretty familiar with IM too, is it timing? or am i doing something really wrong
tekoto
06-10-2007, 10:21 AM
omg nvm i finally figured it out after all this time
sealhunta
06-10-2007, 10:56 AM
s.hk is a little risky. unless your spamming sent drones its too slow to recover from. but you can just s.hk, fly,(dash around, blah blah blah), unfly so you can at least get out if it was blocked. i was talking about j.hk, sj.hk and for the tri-jump i meant to say to use the normal to squeeze in cause its way faster. a la, nj. xx ad down, hk up/down. i also use hp to rush in (using the normal jump cancel) cause of the range and direction control.
u can do
s.hk fly unfly to cancel the lag
s.rh is too cheap and godlike
Brooklyn
06-10-2007, 08:49 PM
u can do
s.hk fly unfly to cancel the lag
yeah but thats still conditional ya know... magz/storm/sent's don't give up unflys just like that... at least the ones that live out here.
tech master
06-10-2007, 10:40 PM
usually a lp unibeam does the trick. Most of the time its used as an anti-air, or while the opponent is in the air. It counters a lot of reset/tri-jump rush downs effectively. trust me, its pretty godlike if used correctly. Also his leg reaches REALLY high, if timed correctly its difficult to punish (assuming you even have a fast enough move)
As for flying methods, i'd ff.lk+assist, dash foward, knee dive or somethin like that
Kunoichi Sakura
06-11-2007, 06:47 PM
random question: I was reading a thread somewhere where someone said that Cyclops is a better assit for IM than PSY and that his Anti - Air can lead to IM's inf. I'am trying to practice it but I can't get the timing or position down. Any suggestions?
Brooklyn
06-12-2007, 12:15 AM
usually a lp unibeam does the trick. Most of the time its used as an anti-air, or while the opponent is in the air. It counters a lot of reset/tri-jump rush downs effectively. trust me, its pretty godlike if used correctly. Also his leg reaches REALLY high, if timed correctly its difficult to punish (assuming you even have a fast enough move)
As for flying methods, i'd ff.lk+assist, dash foward, knee dive or somethin like that
to punish rushdown i agree lp unibeam and s.hk pwn.. but if you through out the s.hk more than 2 in a match a good storm or mags will punish it especially with msp.
sealhunta
06-12-2007, 05:20 AM
random question: I was reading a thread somewhere where someone said that Cyclops is a better assit for IM than PSY and that his Anti - Air can lead to IM's inf. I'am trying to practice it but I can't get the timing or position down. Any suggestions?
nah, cyclops may be a better anti-air in general, psylock is better cyclops for ironman.
with cyclops u have to time it perfect but with psylocke uh ave so much more leeway.
to start up the infintie with cyclops AAA if ur close just jump up as soon as cyclops hits and go striaght into the infinite, lp lp lk hp
but that probably wont happen in a real game ull probably be farther away so u would want to dash in and jump up and u have to press U+HP right after cyclops 3rd hit (the red bullet) hits, and u have to do it in a way that u are falling when u make the hit, then u land and go into the infinite.
its definately not easier with cyclops
all i do is whore roundhouse and i play the best, trust me whore roundhouse, its too cheap and is deadly in the hands of a smart IM
tech master
06-12-2007, 07:42 PM
yea, its not punishable if you do the shit right.
if somebody is rushing your shit down with tri-jumps you'll either trade hits, or they get hit. that will make magneto think twice about tri-jumps which takes half his game plan away.
if you time it so that you hit somebody from there jump while they're as high as possible, its not punishable if you play smart. ex: unibeams, assists, etc. or cross ups etc.
Beatface22
09-10-2007, 09:01 PM
How do you fight magneto and storm................help please
IM counters magnus with his limbs that beat out everything magnus has except crouching short at opening of the match. Get your hit timing better, and make sure you have the solo infinite setups down, if you need help with that check out the rest of the IM specific threads, they have alot of useful information on Infinite setups, and if your a visual learner go on youtube and type in MVC2 Iron man and see what vids you get. IM's infinites are what make him BOSS.
For storm all i can say is if storm hits the skys you can beat her, if she stays grounded you might have a harder time fighting seeing as how usually shes backed by some buff assist that can combo into something much worse. Use air feirces to out prioritize her and keep a good distance so that she cant beat out your limbs. lp unibeams are good against storm if used across screen to keep her from hailing you to death. Play against her a little more and youll see what im talking about.
And last of all, if any of them ever get to close to you, and they put you into a situation where you have to block and you wont know where to block hit that standing roundhouse button, it beats out virtually everything they can throw out thats not a super move.
tech master
09-11-2007, 04:44 PM
s.rh<3
Thefuture
09-12-2007, 12:13 AM
^ I'm still having a hard time landing a solo infinite. I was watching a youtube video with the easiest setup possible I think it was jump in up.rh into infinite. That super easy but I cant get any of the dash down set up's. For into ironman's whats the BEST setup's.
I want Ironman to be my main but I can't get the solo stuff down.
tech master
09-12-2007, 11:58 AM
for me its the super jump cancel one. c.lk, c.mp xx sj.lp, adf, lp, U+HP, infinite. none of his setups are THAT easy. its really just about practicing until it is easy
RisunoMeijin
10-01-2007, 12:24 PM
Yeah, and if you notice, you have a fair amount of time after the MP to hit confirm if you notice, so it's not so bad.
I was talking to Toi, and he said the SJC's are mostly for show and because they get boring. But I mean, if you get just as good with the SJC as with the other for kicks, why the hell not? You know?
I'll stick to my boring basics.
Its kinda like the SJCs for Magnus, its hard to find the timing, but once you do, its like second nature. The reason the crouch cancel setups are far superior is because you can actually rep them, instead of the NJI.
We all know the NJI makes you lose unfly, which takes away from your one hit kill game, it affects your ability to vary guard break, and also takes away the one sj. FP leading to the ground option> j3hit inf.
Playing like this you will almost NEVER lose unfly, whereas doing the s.hk>NJI means that if you lose the infinite, miss a reset, or miss a guard break you arent gonna have unfly to help you re-take control of the situation. That makes a big difference in your "Option Tree". lol
try this:
crouchxx setup (either one) > sj.lp AD lp <up> fierce > sj. lk, lk, AD lk, lk, <up> fierce > s. lp, c. mpxxSJCxxlp AD lp <up> fierce
It maintains heigth rather well, you keep unfly mode, its really not that hard when you get it down, and you keep them at the perfect heigth for Proton Cannon when you get them to the wall.
If you wanted to be showy you would re-launch and use the unfly to ground combo just for the hell of it. Crouch cancels are just practical.
shoultzula
10-13-2007, 11:59 PM
what do serious IM players think about strider\im\doom or IM\s\d?
I'm curious to know what the team's options are vs s\s or if its going to have some tricky matchups? I'm mainly concerned about IM\D vs teams and if its going to be affected from lack of an AA assist.
piponaz
10-14-2007, 05:57 AM
what do serious IM players think about strider\im\doom or IM\s\d?
I'm curious to know what the team's options are vs s\s or if its going to have some tricky matchups? I'm mainly concerned about IM\D vs teams and if its going to be affected from lack of an AA assist.
i've been using that team as a handicap for some newbs and noobs in the arcade. as for my experience, i guess im/s/d is just an average team.
i use it with IM on point because it gives charges for strider and has a safe DHC out to strider. i find it difficult chasing runaway/flyaway characters though[specifically, storm]. cable is easy to manage. sent is quite easy if vs with strider with levels. as for mag, just block.
SF_PHOCUS
10-14-2007, 06:54 AM
for me its the super jump cancel one. c.lk, c.mp xx sj.lp, adf, lp, U+HP, infinite. none of his setups are THAT easy. its really just about practicing until it is easy
i dont know if its just me or what.. but i seem to have more ease in doin c.lk, c.mp xx sj.lk instead of sj.lp... the sj.lp always misses... is this beacuse im cancelling too late??
tech master
10-14-2007, 10:50 AM
as long as you do a successful sjc and press lp at the same time as you input "up" it should work. lk is just always better for hitting an opponent when they're a little too low for LP. lk is fine to use as long as you combo, but its a little harder to combo in to the infinite than a lp. so i dont think you're cancelling too late, maybe just pressing the LP a little late?
SF_PHOCUS
10-14-2007, 03:46 PM
Yeh i think its more like me pressing lp a little late... i just played around with it in training mode on my xbox controller before i try it out on stick... its coming out but not as consistant as i would like...
tech master
10-14-2007, 04:49 PM
blah. xbox controllers are horrible
SF_PHOCUS
10-14-2007, 06:33 PM
Tell me about it... learning ironman on an xbox controller is hard!! i almost have him competition ready on stick though.. lol gotta love mas!
sealhunta
10-14-2007, 07:54 PM
i find lk easier too, but i managed to learn how to do lp also, but after i do that combo, c.lk, c.lp, sjc lp, ad/uf lp, u+hp
but when i land, im never able to combo into the inifinite
tech master
10-14-2007, 08:14 PM
why not, does a move whiff? if it whiffs, try j.lk, lp, lk, U+HP. make sure to do the sj.lp, adf,lp, U+HP as fast as possible.
RisunoMeijin
10-15-2007, 10:29 AM
i find lk easier too, but i managed to learn how to do lp also, but after i do that combo, c.lk, c.lp, sjc lp, ad/uf lp, u+hp
but when i land, im never able to combo into the inifinite
Ad/F like tech said
tech master
10-15-2007, 11:58 AM
actually its pretty lenient on what you do. you can air dash any direction i believe, its just that its supposedly easier if you dash fwd.
sjc, sj.lp, ad(any direction), lp, U+HP
sjc, lk, adU, lp, U+HP
sjc, lk, lk, adf, lk, lk, U+HP
sjc, lp, adUF, lp, U+HP, U+HK, all fierce infinite.
soooo many setups :D
tindiamond
10-15-2007, 01:35 PM
Where can I find air to ground combos?
tech master
10-15-2007, 02:53 PM
unfly? or normal combos?
tindiamond
10-15-2007, 03:44 PM
Both would be nice.
tech master
10-15-2007, 04:26 PM
for solo unfly setups go here. they're pretty difficult though.
http://forums.shoryuken.com/showpost.php?p=3780591&postcount=112
off a launch, click the thread link at the top right of that post and read my post with the combos and what not.
if you want ATG combos that include assists, state which assist you use and i'll post whats possible. or you can go to the first post of that thread and watch the killakelly combo videos that have a bunch of setups.
sealhunta
10-15-2007, 04:56 PM
Ad/F like tech said
no i mean, like when i do that, by the time i land on the ground, my opponent already recovered
tech master
10-15-2007, 06:30 PM
ummm, that shouldnt be happening because the height that the opponent is left from the c.mp isnt that high. so as long as the HP combos then he should be left in hit stun til basically he hits the ground. are you sure that the HP combos? or do they recover after the initial lp? thats the only situation when i think the opponent would recover. if they actually DO recover after the HP before you can combo, then air dashing fwd would still help because it lets you land earlier so you can jump earlier to go to the infinite
tindiamond
10-15-2007, 08:37 PM
for solo unfly setups go here. they're pretty difficult though.
http://forums.shoryuken.com/showpost.php?p=3780591&postcount=112
off a launch, click the thread link at the top right of that post and read my post with the combos and what not.
if you want ATG combos that include assists, state which assist you use and i'll post whats possible. or you can go to the first post of that thread and watch the killakelly combo videos that have a bunch of setups.
Thanks alot tech. Yeah, I've been watching a lot of killakelly videos. That dude has the sickest iron man.
sealhunta
10-15-2007, 09:16 PM
ummm, that shouldnt be happening because the height that the opponent is left from the c.mp isnt that high. so as long as the HP combos then he should be left in hit stun til basically he hits the ground. are you sure that the HP combos? or do they recover after the initial lp? thats the only situation when i think the opponent would recover. if they actually DO recover after the HP before you can combo, then air dashing fwd would still help because it lets you land earlier so you can jump earlier to go to the infinite
yeah it comboes , i always get a 5 hit combo. maybe i will try dashing forward, but i tried dashing in all different directions and its just too iffy,
RisunoMeijin
10-17-2007, 01:42 PM
yeah it comboes , i always get a 5 hit combo. maybe i will try dashing forward, but i tried dashing in all different directions and its just too iffy,
One thing I have to keep in mind when I bust out Iron Man and im not warmed up with him is the speed of the:
lp AD/F lp
If I dont connect the 2 jabs quickly enough, the opponent doesn't go high enough for me to begin another string, try doing that part a little faster, and try different timing on the (up) fierce. Those are the only variables I can consider at this point.
tech master
10-17-2007, 02:18 PM
the HP after the two LP's leave you in hit stun for a real long time. seriously, just do the two lp's as fast as possible while dashing fwd between them and you'll almost never have a problem.
tindiamond
11-04-2007, 01:13 PM
I've been having a problem setting up the infinite using this set up, launch d+hp addf lk lk u+hp. It's the launch d+hp which basically messing me up. Does anyone have any tips for this set up?
sealhunta
11-04-2007, 06:08 PM
up hold down and its not like magnetos rom set up, do the lk lk really slowly and try and hold off doing the first lk as late as possible
BucketHead
11-04-2007, 06:17 PM
I've been having a problem setting up the infinite using this set up, launch d+hp addf lk lk u+hp. Does anyone have any tips for this set up?
I suggest that you not use d+hp, instead, you should use nuetral hp.
You will find that the timing is more lenient/slower than the other combo.
In fact, it's better that you practice this combo since it can help you in other situations, for example using s+rh/hk as anti-air then sj+nuetral hp then addf lk lk u+hp. No matter how high your opponent is this combo is garuanteed even though it sometimes seems like it wont connect.
Anyway just practice and you'll start hitting ironman combos with your eyes closed.
tindiamond
11-04-2007, 06:24 PM
Thanks for your help guys. I could the s. hk nuetral hp one, I just wanted to do the other one for kicks.
BucketHead
11-05-2007, 09:11 AM
sorry.
Illan_3rd
11-05-2007, 10:48 PM
I've been having a problem setting up the infinite using this set up, launch d+hp addf lk lk u+hp. It's the launch d+hp which basically messing me up. Does anyone have any tips for this set up?
well.. that combo is only guaranteed without having to worry about the timing on it IF and only IF u launch them from the ground and if u do that one u have to start with lk, mp, lk ,up +fierce!! if u launch from the air like if u do the c.lk,c.mp then launch and sj at an angle then fierce down and dash straight down as soon as u see fierce connect then after the dash a quick pause then lk, lk then quick pause again and then up fierce..... if u did it right they should be low on the ground and u can start out the inf with lk, mp, lk, up +fierce... and if you have the setups down it doesnt matter which one you use except for the up fierce. , ad/d, jab, up fierce that one has to be done off the ground....
BB Hood
11-06-2007, 12:15 AM
^ you dont always have to start with lk, mp, lk, u.hp .... you can start with the regular lp, lp, lk, u.hp. It really depends on how you do that setup.
tindiamond if you really want tips there is nothing better than video. www.youtube.com search for "Illan"
tindiamond
11-06-2007, 12:31 PM
Thanks everyone for your help. I'm starting to get that shit more consistant.
Illan_3rd
11-22-2007, 12:31 AM
^ you dont always have to start with lk, mp, lk, u.hp .... you can start with the regular lp, lp, lk, u.hp. It really depends on how you do that setup.
again i never said u always have to start with lk, mp, lk, u.hp..... i just said that u can start like that to make it easier... because if u do the dash down lk's quickly then u.hp following it u have to start like that if i dont wanna mess up the inf.
tech master
11-22-2007, 02:45 AM
i almost always start with lp, lp, lk, hp and i do the D+HP setup :)
Illan_3rd
11-22-2007, 09:32 PM
which D+hp setup are u talking about cuz theres the regular one and that flying screen inf. with him?
Cardo P
12-28-2007, 09:30 PM
hey does IM have any useful/meaningful ground combos
Illan_3rd
12-29-2007, 10:07 PM
well it depends on wat ur def/meaning of useful combos are?? do u mean damage wise or fancy moves???
Cardo P
12-30-2007, 04:50 PM
both would be nice but something that deals wit a lot of hits
sealhunta
12-30-2007, 05:05 PM
well if ur enemy only has like 50 points of health left u can just do
c.lk, c.mp xx proton cannon
he really doesn't have any ground chains, and even if u wanted to expand a ground combo by sjc or by using sj.HP to maneuver around, you can just go into the inifnite instead of some ground combo that would only last one rep.
you can always do a few reps of the infinite and then land and do a s.hk and do his extended air combo and finish with a unibeam if u dont want to use meter but u want to look fancier than just doing the infinite until dizzy.
Illan_3rd
01-01-2008, 01:10 PM
well if ur enemy only has like 50 points of health left u can just do
c.lk, c.mp xx proton cannon
he really doesn't have any ground chains, and even if u wanted to expand a ground combo by sjc or by using sj.HP to maneuver around, you can just go into the inifnite instead of some ground combo that would only last one rep.
you can always do a few reps of the infinite and then land and do a s.hk and do his extended air combo and finish with a unibeam if u dont want to use meter but u want to look fancier than just doing the infinite until dizzy.
thats wack!!! :rofl: lol jk well.... if u want something fancy that dont last long but does some good damage u can do>> launch from ground,sj. up+hp, ad / d, up+hp, launch, sj. up+hp, ad/ d, up+hp
or u can do all fierce INF.!!! c.lk, c.lp proton cannon is too burned out... people need to come up with different things... :lol:
sealhunta
01-01-2008, 05:30 PM
the all fierce infinite is hard though still.
Illan_3rd
01-01-2008, 07:00 PM
the all fierce infinite is hard though still.
u just gotta practice it!! i mean i got it down in just like a day or two although it did take me like 3 hours just to finally get like 5 reps.. but it does take time so just practice it and u should have it down in no time!!
xero15
01-02-2008, 12:47 AM
well.. that combo is only guaranteed without having to worry about the timing on it IF and only IF u launch them from the ground and if u do that one u have to start with lk, mp, lk ,up +fierce!! if u launch from the air like if u do the c.lk,c.mp then launch and sj at an angle then fierce down and dash straight down as soon as u see fierce connect then after the dash a quick pause then lk, lk then quick pause again and then up fierce..... if u did it right they should be low on the ground and u can start out the inf with lk, mp, lk, up +fierce... and if you have the setups down it doesnt matter which one you use except for the up fierce. , ad/d, jab, up fierce that one has to be done off the ground....
i tend to mess that up a lot so i usually just do launch neutral hp ad/f lp mp up hp then go into the infinite. but im trying to get my iron man on your level just to have someone different to use :lol:
Illan_3rd
01-04-2008, 12:21 AM
i tend to mess that up a lot so i usually just do launch neutral hp ad/f lp mp up hp then go into the infinite. but im trying to get my iron man on your level just to have someone different to use :lol:
yea... a lot of people have trouble with that setup.. and i dont know y that is. its funny how when i first got the game at home for my system every good player where i would play at said that i would turn out to be sucky and stuff.... yet here i am now a decent player i would like to think and so ive been told and its all thanx to the game ... the game isnt necessarily there to get better in terms of playing but more like in terms of being able to execute these combos more easily. :rofl: i pretty much have all the inf setups down now man was it hectic learning them :sweat: lol:lol:
Kunoichi Sakura
01-05-2008, 07:58 PM
is doing lp, mp xx proton cannon after the infinite plausible in game? I've seen it in a vid and I can actually do lp, mp xx pronton cannon but can't connect it after the infinite. I'am assuming however since I've never seen someone do it in a actually game it isn't do able in game???
sealhunta
01-05-2008, 09:05 PM
i remember looking back at the previous threads but i cant remember. u can do it on big characters like juggernaunt and sentinel, but i can't remember if that is only in the corner or not.
and it would be a s.lp c.mp xx proton cannon
but there are many ways to combo into proton cannon off the infinite in the corner and mid screen so i guess u will never need to do s.lp c.mp xx proton cannon after the infinite
there might be some info here
http://forums.shoryuken.com/showthread.php?t=24423
and here
http://forums.shoryuken.com/showthread.php?t=126999
Illan_3rd
01-06-2008, 12:19 AM
is doing lp, mp xx proton cannon after the infinite plausible in game? I've seen it in a vid and I can actually do lp, mp xx pronton cannon but can't connect it after the infinite. I'am assuming however since I've never seen someone do it in a actually game it isn't do able in game???
it is do able in game!! i can do that shit like nothing !! lol :rofl: jk but seriously .... it is do able and i can do it the key is to speed up the infinite one rep BEFORE doing that s.lp, c,mp xx proton cannon ... u speed it up one REP BEfore doing it then the last rep is done normal speed then u walk forward a little bit then hit lp as ur walking forward then move the stick down OR DOwn FOrward for the c.mp then xx proton cannon.. and theres ur s.lp, c.mp xx proton cannon. sounds kinda hard huh? :sweat: lol
i remember looking back at the previous threads but i cant remember. u can do it on big characters like juggernaunt and sentinel, but i can't remember if that is only in the corner or not.
and it would be a s.lp c.mp xx proton cannon
but there are many ways to combo into proton cannon off the infinite in the corner and mid screen so i guess u will never need to do s.lp c.mp xx proton cannon after the infinite
there might be some info here
http://forums.shoryuken.com/showthread.php?t=24423
and here
http://forums.shoryuken.com/showthread.php?t=126999
same thing applies for BIG peopld like SENT, JUGG, BH and NO ITS NOT only do able in the corner.
Kunoichi Sakura
01-06-2008, 09:41 PM
Yeah that does sound complicated but it seems like its worth knowing. How come people never do it? I always see people just do the inf to the corner and do it instead of midscreen. Doin it mid screen likes sick to me
Cardo P
01-07-2008, 07:46 AM
Could any one suggest the best method of playin with IM when you notice u have the unfly mode cuz jumpin is part of my game & my assists (cyke-AA, cable-AA) knocks em 2 hi for me to launch dashing helps most of the time but just using sj gots me all throwed off so any strats on playin him with it on or just forget it & try the refly thing (hard as hell!!!!) please lemme know a lil sumthin
Illan_3rd
01-07-2008, 12:08 PM
Yeah that does sound complicated but it seems like its worth knowing. How come people never do it? I always see people just do the inf to the corner and do it instead of midscreen. Doin it mid screen likes sick to me
As an IM player and a decent one... lol :lol: i would say people dont do s.lp,c.mp xx proton cannon in mid screen because its troublesome to do it... people dont really know the key to it so.. i mean if u were an IM player would u seriously risk trying to do it in mid screen when u know u prolly cant just show something thats "sick".... and y bother doing it in midscrwhen u can take them all the way across the screen to the corner and take more damage i do it every now and then but like i said y do that when u can take them to the corner then xx proton cannon, then DHC into another character and they would most likely do it if they got like 40 something hits in midscreen but that doesnt happen to often unless ur like me who does air to ground every now and then.... :sweat: lol
but ill try to post up a vid of me doing it in a match... :rolleyes:
Could any one suggest the best method of playin with IM when you notice u have the unfly mode cuz jumpin is part of my game & my assists (cyke-AA, cable-AA) knocks em 2 hi for me to launch dashing helps most of the time but just using sj gots me all throwed off so any strats on playin him with it on or just forget it & try the refly thing (hard as hell!!!!) please lemme know a lil sumthin
fly and unfly every now and then.. rush with unfly and try to hit them from the top o f bottom and keep doing it until u land a clean hit..
beatsofdevil
01-07-2008, 02:30 PM
because getting people to the corner and PCing them is better...seriously PCing midscreen not hard and plenty do it, only when you can't get them to the corner or you got a dhc. it isn't even that "sick" haha
midscreen PC through s.lp, c.mp OR landing on it is not sick, and usually not necessary. if you're having trouble, just change the timing of the inf.
if you get unfly and get a cyc hit....well super jump and attack that ho! or sj, adf, lp, mp, up+hp, inf
IM's inf is somewhat flexible timing wise (and thus, positioning wise) you have to get used to noticing how high up and how low you want to get them. just use different attacks/speeds and sometimes you'll need to plan ahead. just play with it more and you'll get the sense you need to move 'em
cr.lp, cr.mp, PC is not burned out lol. still useful and "useful/meaningful" obviously doesn't = fancy...why'd you even ask?
though there are his "fancy" ground normal sjc combos....
Illan_3rd
01-07-2008, 09:01 PM
because getting people to the corner and PCing them is better...seriously PCing midscreen not hard and plenty do it, only when you can't get them to the corner or you got a dhc. it isn't even that "sick" haha
midscreen PC through s.lp, c.mp OR landing on it is not sick, and usually not necessary. if you're having trouble, just change the timing of the inf.
if you get unfly and get a cyc hit....well super jump and attack that ho! or sj, adf, lp, mp, up+hp, inf
IM's inf is somewhat flexible timing wise (and thus, positioning wise) you have to get used to noticing how high up and how low you want to get them. just use different attacks/speeds and sometimes you'll need to plan ahead. just play with it more and you'll get the sense you need to move 'em
cr.lp, cr.mp, PC is not burned out lol. still useful and "useful/meaningful" obviously doesn't = fancy...why'd you even ask?
though there are his "fancy" ground normal sjc combos....
if ur referring to IM's sjc inf .. that isnt even considered fancy anymore unless u mix up different kinds of sjc combos... its just second nature once u get use to it and master it... not "fancy" ...... and yea ur right about the timing and everything to get into the inf.. likes he says u gotta play with IM a lot to get use to being able to see when u can go into an INF.. and how u can do it.. just keep playing and ull get it down eventually like i did in not time..:lol:
beatsofdevil
01-08-2008, 09:04 AM
if ur referring to IM's sjc inf .. that isnt even considered fancy anymore unless u mix up different kinds of sjc combos... its just second nature once u get use to it and master it... not "fancy" ...... and yea ur right about the timing and everything to get into the inf.. likes he says u gotta play with IM a lot to get use to being able to see when u can go into an INF.. and how u can do it.. just keep playing and ull get it down eventually like i did in not time..:lol:umm wrong, it is. you aren't likely to see that shit in a match vid. mixing up or not. nice try talking for everyone (though I am too) maybe fancy isn't the exact word used though.
umm plenty (if not all?) combos are second nature once you get used to it and master them, thanks for repeating that.
:rolleyes:
Illan_3rd
01-09-2008, 12:44 AM
umm wrong, it is. you aren't likely to see that shit in a match vid. mixing up or not. nice try talking for everyone (though I am too) maybe fancy isn't the exact word used though.
umm plenty (if not all?) combos are second nature once you get used to it and master them, thanks for repeating that.
:rolleyes:
it isnt fancy like i said... how is that being fancy??? people dont do it in match vids.. thats true but y would they, y get "fancy" when u can just take more damage the original way.... y not just film ur casual matches and do them in their??:confused:
beatsofdevil
01-09-2008, 09:39 AM
lol whatever, you're just a lost cause.
because sjc. ground strings aren't fancy?
obviously taking more damage would be the useful/not fancy way. what exactly are you saying? lol
if ur referring to IM's sjc inf .. that isnt even considered fancy anymore unless u mix up different kinds of sjc combos... its just second nature once u get use to it and master it... not "fancy" ...... and yea ur right about the timing and everything to get into the inf.. likes he says u gotta play with IM a lot to get use to being able to see when u can go into an INF.. and how u can do it.. just keep playing and ull get it down eventually like i did in not time..:lol:
^^^^^^^^
i would have to disagree with you on that
umm plenty (if not all?) combos are second nature once you get used to it and master them, thanks for repeating that. :
^^^^^^^
Good point
it isnt fancy like i said... how is that being fancy??? people dont do it in match vids.. thats true but y would they, y get "fancy" when u can just take more damage the original way.... y not just film ur casual matches and do them in their??:confused:
Several IM players do it when they can land it, any combo is just as practical as the next as long as you have the execution for it. Ive done sjc cancel on a standing character in tourney and the whole way too. What may not be fancy to you may be fancy to everyone else, fancy is going an extra mile just to be unique, so its always going to be unecessary, but if you can accomplish the unecesarry with ease, then by all means do it.
Illan_3rd
01-09-2008, 08:38 PM
lol whatever, you're just a lost cause.
because sjc. ground strings aren't fancy?
obviously taking more damage would be the useful/not fancy way. what exactly are you saying? lol
lost cause?? wtf is that??
i dont like doing sjc its not worth it at least not damage wise.. IF i wanna get fancy then ill just do all fierce infinite ... thats worth doing because it takes a good amount of damage!!
reg inf is better to do... IMO but every one has their own opinion soo watever..
beatsofdevil
01-10-2008, 09:12 AM
yeah, ok
Illan_3rd
01-10-2008, 01:06 PM
yeah, ok
ur the lost cause foo!!
threads turn to shit when things like this happens, thats why i dont like posting anymore.
sealhunta
01-14-2008, 02:34 PM
yeah pretty much,
anyways sent/ironman is crazy damage. JEZZE
Illan_3rd
01-15-2008, 12:37 AM
threads turn to shit when things like this happens, thats why i dont like posting anymore.
just felt like i had to say it srry........
yeah pretty much,
anyways sent/ironman is crazy damage. JEZZE
thats true ... and if u can reset by grabbing then u pretty much got a kill
ex: grab, lk, rocket punch(lp version), lk + IM AAA assist, fierce!!!!
JEEEEEZZZZ that does some sick damage. id hate to get caught in that combo.:sweat: and if u do it in the corner u can launch afterwards and go for an "unblockable"! gotta love that SENT/IM combo :rofl:
sealhunta
01-15-2008, 04:11 PM
resets are good, but even if u dont u can get 1/2 life with no meter and 3/4 life with meter.
He is good for stomp pattersn also becuz he stays out so long u could land and jump again and get 2 for the price of one stomp patterns
For some reason, at my arcade, ppl forget to roll out of an Ironman AAA hit and with sent u can dash in c.lk, s.hk and it comboes like storm and mags lol
Illan_3rd
01-15-2008, 11:11 PM
resets are good, but even if u dont u can get 1/2 life with no meter and 3/4 life with meter.
He is good for stomp pattersn also becuz he stays out so long u could land and jump again and get 2 for the price of one stomp patterns
For some reason, at my arcade, ppl forget to roll out of an Ironman AAA hit and with sent u can dash in c.lk, s.hk and it comboes like storm and mags lol
thats pretty cool, hey if the people at my arcade didnt roll i could do resets all the time and win faster with sent... :rofl:
u should try to UNBLOCKABLE reset with SENT...like after they fall on the ground and if they dont roll. c.lk = (forced roll), then time ur mouth beam right and then rocket bunch and u got an unblockable reset in midscreen. it works WONDERS.. :wgrin:
RisunoMeijin
01-19-2008, 06:51 PM
lost cause?? wtf is that??
i dont like doing sjc its not worth it at least not damage wise.. IF i wanna get fancy then ill just do all fierce infinite ... thats worth doing because it takes a good amount of damage!!
reg inf is better to do... IMO but every one has their own opinion soo watever..
The reason SJC infinite is better than normal jump inf is because you dont lose unfly, not because its fancy.
Illan_3rd
01-20-2008, 11:01 PM
The reason SJC infinite is better than normal jump inf is because you dont lose unfly, not because its fancy.
oh yea i knw that!! but i was talking in terms of not having unfly!!!
RisunoMeijin
01-22-2008, 08:20 PM
Just do it anyway. Then you wont be tempted to NJI when you DO have unfly. Once you get really good with it, it has a lot of other uses. Like air - air confrontation, and guard breaking in situations where they would other wise be too low. It also does more damage, because of the ratio of fierces to jabs/shorts, and its better for resets, because there is more mix-up with SJC inf reps than there is with NJI reps. Also, it seems harder, but once you get it down, there is a lot less margin for error with c.MPxxSJC than there is with launch (whatever direction) fierce, dash wherever, lk*x, (up) fierce. You dont have to vary for any char, like sent. Its just better :p
Edited to add:
The trill shit with Sent/IM AAA is if you have someone on the wall you dont need fast fly or the chance taken with a grab reset to knock them into IM AAA. Just
HSF > Dash, s.short, s.jab (SJC on 1rst hit) lk, FF, lk + IM AAA, FP
Ive gotten this to work midscreen as well, it just depends on positioning (like abare)
Illan_3rd
01-23-2008, 12:28 AM
Just do it anyway. Then you wont be tempted to NJI when you DO have unfly. Once you get really good with it, it has a lot of other uses. Like air - air confrontation, and guard breaking in situations where they would other wise be too low. It also does more damage, because of the ratio of fierces to jabs/shorts, and its better for resets, because there is more mix-up with SJC inf reps than there is with NJI reps. Also, it seems harder, but once you get it down, there is a lot less margin for error with c.MPxxSJC than there is with launch (whatever direction) fierce, dash wherever, lk*x, (up) fierce. You dont have to vary for any char, like sent. Its just better :p
Edited to add:
The trill shit with Sent/IM AAA is if you have someone on the wall you dont need fast fly or the chance taken with a grab reset to knock them into IM AAA. Just
HSF > Dash, s.short, s.jab (SJC on 1rst hit) lk, FF, lk + IM AAA, FP
Ive gotten this to work midscreen as well, it just depends on positioning (like abare)
sjc inf. take LESS damage!!! because of the mix ups with the jab/short and u dont need unfly to guard break because u can just do sj adf jab, up +fierce. or jab, jab, up+fierce and it doesnt matter if they PB it becuase u can just launch right after u land and go a inf. setup
the combo with SENT/IM AAA can be done in midscreen too... cuz ive done it!! aside from that if u do that reset with the grab it takes more damage when u knock them down at IM AAA and this way it doesnt involve a super becuase after they get knocked into IM AAA u can cause a force roll then "unblockable" the character! :amazed:
sjc inf. take LESS damage!!! because of the mix ups with the jab/short and u dont need unfly to guard break because u can just do sj adf jab, up +fierce. or jab, jab, up+fierce and it doesnt matter if they PB it becuase u can just launch right after u land and go a inf. setup
The air dash forward guard breaks are escapable, and especially sent and cable will escape those, even storm and magnus have ways to escape those, your better off going for nj. up fierce, sj.lp adf sj.lp, sj.upfierce. That one is only escapable when MISTIMED. Its hard to react to pushblock with iron man so its best to go for a guard break that causes enough stun in block but still connects until the guard just pops. If you have unfly with IM then you have GUARANTEED guard breaks off of reflys into unflys or just straight unflys.
sealhunta
01-24-2008, 12:50 AM
how hard is it for an opponent to escape doing this?
nj. U+hp (they block that) land, nj. lk, mp, mk U+HP, inf.
i usually do it so they are at their highest and i am at my lowest when the fierce connects and then i just go into the infinite?
i see ppl do what u just said " nj. up fierce, sj.lp adf sj.lp, sj.upfierce. "
but whenever i try to do that i end up being to high and i basically fall at the same hieght as the opponent and land at the same time so i cant go into infinite.
are all the hits supposed to be blocked or just a few of them.?
Illan_3rd
01-24-2008, 02:06 AM
The air dash forward guard breaks are escapable, and especially sent and cable will escape those, even storm and magnus have ways to escape those, your better off going for nj. up fierce, sj.lp adf sj.lp, sj.upfierce. That one is only escapable when MISTIMED. Its hard to react to pushblock with iron man so its best to go for a guard break that causes enough stun in block but still connects until the guard just pops. If you have unfly with IM then you have GUARANTEED guard breaks off of reflys into unflys or just straight unflys.
i dont know about the sent one becuase ive managed to pull off a guard break into inf when sent PB all the time so far .. for sent i will do sj. adf lp,lp, up+fierce, land, then normal jump inf!! still works if it is PBed. the way i see it for if my opponent PB's is i will nj. up +fierce, then i will normal jump but i will not attack yet .. if i do not see the PB animation then u can do lp, lk, lk, up+fierce, then reg inf. and if u do see the PB animation u normal jump to his highest after the nj. up+fierce then do lp, lp, up+fierce, then second lp will go through and u can pull of a succesful guard break into inf.(this one is considering they PB right as the up+fierce hits them). u can delay the PB which can mess you up totally. if they PB as ur falling down(this is after the up+fierce hits and ur falling), then normal jump to his highest point and pause a little until u see that he is about to fall then hit lp, up+fierce and it will go through, then reg. inf. ANY GUARD BREAK IS GUARANTEED IF YOU KNOW WHAT TO DO.
i mean ive only seen one guard break that was guaranteed into the inf. and it was done by magnus on me . i was surprised.. :amazed: i believe it went something like:
sj. unibeam add lp, up+fierce, then inf or something like that i cant quite remember.
how hard is it for an opponent to escape doing this?
nj. U+hp (they block that) land, nj. lk, mp, mk U+HP, inf.
i usually do it so they are at their highest and i am at my lowest when the fierce connects and then i just go into the infinite?
are u reffering to if they PB the nj. up+fierce or if they dont PB it?
if u time the nj. up+fierce right then when u sj. lp(the first lp can be blocked), then adf lp(second lp goes through), quick pause then up +fierce, then INF.
how hard is it for an opponent to escape doing this?
nj. U+hp (they block that) land, nj. lk, mp, mk U+HP, inf.
i usually do it so they are at their highest and i am at my lowest when the fierce connects and then i just go into the infinite?
i see ppl do what u just said " nj. up fierce, sj.lp adf sj.lp, sj.upfierce. "
but whenever i try to do that i end up being to high and i basically fall at the same hieght as the opponent and land at the same time so i cant go into infinite.
are all the hits supposed to be blocked or just a few of them.?
my answer to that is that its relatively easy to escape that because if they push block high then when you connect a lk as first hit, it will pop them higher than normal jump height, if you preffer that method then try hit confirming the light kick and do nj.lk, mp,up+fierce, since your only doing 2 hits before the upfierce, you wont whiff the usual mk in the air. Only problem is that lets say if a cable or psylock pushblock, cable can ahvb and dhc out (or youll get caught in it if you whiff a hit) and psylocke can psyblade out if you try to continue with the GB. The normal jump upfierce then sj.lp adf lp, up fierce gb leave about a 1 or 2 frame window in between jabs, but if mistimed it can be escaped by both sent and cable.
i dont know about the sent one becuase ive managed to pull off a guard break into inf when sent PB all the time so far .. for sent i will do sj. adf lp,lp, up+fierce, land, then normal jump inf!! still works if it is PBed. the way i see it for if my opponent PB's is i will nj. up +fierce, then i will normal jump but i will not attack yet .. if i do not see the PB animation then u can do lp, lk, lk, up+fierce, then reg inf. and if u do see the PB animation u normal jump to his highest after the nj. up+fierce then do lp, lp, up+fierce, then second lp will go through and u can pull of a succesful guard break into inf.(this one is considering they PB right as the up+fierce hits them). u can delay the PB which can mess you up totally. if they PB as ur falling down(this is after the up+fierce hits and ur falling), then normal jump to his highest point and pause a little until u see that he is about to fall then hit lp, up+fierce and it will go through, then reg. inf. ANY GUARD BREAK IS GUARANTEED IF YOU KNOW WHAT TO DO.
i mean ive only seen one guard break that was guaranteed into the inf. and it was done by magnus on me . i was surprised.. :amazed: i believe it went something like:
sj. unibeam add lp, up+fierce, then inf or something like that i cant quite remember.
are u reffering to if they PB the nj. up+fierce or if they dont PB it?
if u time the nj. up+fierce right then when u sj. lp(the first lp can be blocked), then adf lp(second lp goes through), quick pause then up +fierce, then INF.
Ive seen the unibeam one and it seems to me that if they TAKE THE HIT they will flip out of reach.
Sentinel can mash on limbs before coming in so nj up fierce can get mashed on by sents super long limbs (which come out before the character). The air dash forward guard break can get mashed on by jab, the normal jump gb can be escaped depending on spacing, sent has a button for every positioning you can use to land nj up+fierce. Trust me on this all i play is sanford and yipes, and they find ways out of everything.
The one true unescapable guard break on sent to me is sj, smartbombs, on the way down jab up fierce (or addf jab then up fierce.) and then normal jump into infinite. This is guaranteed on sentinel and ive found ways to continue strings of attack on sent when he push blocks or blocks normally, in every attempt i have made with this guard break, no one has ever escaped it with sentinel, and ive been doing this gb for a while now.
Another GB which works quite well on sent without getting mashed on is after you kill a character dash into the corner and super jump add up fierce, this pretty much beats out anything a character can throw out, and since your right under your air time is minimized when you air dash straight down.
Mainly what you have to look out for is whether or not your GB can get mashed on, because sometimes people arent so satisfied with just blocking, if they know you wont mess up the gb they will mash their life away. otherwise the normal jump up+fierce, sj.jab adf jab upfierce is the most effective guardbreak on characters other then sent.
sealhunta
01-24-2008, 09:10 PM
fuck, i completely forgot about pushblocking.
Illan_3rd
01-27-2008, 01:32 AM
my answer to that is that its relatively easy to escape that because if they push block high then when you connect a lk as first hit, it will pop them higher than normal jump height, if you preffer that method then try hit confirming the light kick and do nj.lk, mp,up+fierce, since your only doing 2 hits before the upfierce, you wont whiff the usual mk in the air. Only problem is that lets say if a cable or psylock pushblock, cable can ahvb and dhc out (or youll get caught in it if you whiff a hit) and psylocke can psyblade out if you try to continue with the GB. The normal jump upfierce then sj.lp adf lp, up fierce gb leave about a 1 or 2 frame window in between jabs, but if mistimed it can be escaped by both sent and cable.
Ive seen the unibeam one and it seems to me that if they TAKE THE HIT they will flip out of reach.
Sentinel can mash on limbs before coming in so nj up fierce can get mashed on by sents super long limbs (which come out before the character). The air dash forward guard break can get mashed on by jab, the normal jump gb can be escaped depending on spacing, sent has a button for every positioning you can use to land nj up+fierce. Trust me on this all i play is sanford and yipes, and they find ways out of everything.
The one true unescapable guard break on sent to me is sj, smartbombs, on the way down jab up fierce (or addf jab then up fierce.) and then normal jump into infinite. This is guaranteed on sentinel and ive found ways to continue strings of attack on sent when he push blocks or blocks normally, in every attempt i have made with this guard break, no one has ever escaped it with sentinel, and ive been doing this gb for a while now.
Another GB which works quite well on sent without getting mashed on is after you kill a character dash into the corner and super jump add up fierce, this pretty much beats out anything a character can throw out, and since your right under your air time is minimized when you air dash straight down.
Mainly what you have to look out for is whether or not your GB can get mashed on, because sometimes people arent so satisfied with just blocking, if they know you wont mess up the gb they will mash their life away. otherwise the normal jump up+fierce, sj.jab adf jab upfierce is the most effective guardbreak on characters other then sent.
so u play against sanford and yipes all the time? how come ive never seen a sent player try to mash on the sj adf lp,lp,up+fierce? and tell me more about this smart bomb gb on sent ive never seen it. whats the timing for it?
and ive seen the sj. add up+fierce , done by illan on killakelly and it works nice.
how come ive never seen a sent player try to mash on the sj adf lp,lp,up+fierce?
and ive seen the sj. add up+fierce , done by illan on killakelly and it works nice.
Maybe the reason they never try to mash is because either they believe you will mess up, or they just dont think about it. And Air dash straight down is one of the best guard breaks, it works miracles.
Mixup
01-28-2008, 07:08 AM
Maybe the reason they never try to mash is because either they believe you will mess up, or they just dont think about it. And Air dash straight down is one of the best guard breaks, it works miracles.
thx for ur help, i finally got some air to ground solo shit going.....:lovin:
thx for ur help, i finally got some air to ground solo shit going.....:lovin:
good shit
Geronimo
01-28-2008, 12:58 PM
J360: Your Sent GB is GDLK!
Also, I have a question for you, in this match (http://www.youtube.com/watch?v=HlY3sXoNOio) (of you vs. Lincoln @ ECC2007), is the un-fly set up you used on CapCom specific to him only? I'm asking because you took out the AD LP b/w every other rep, which I've never seen before (and I'm assuming that's possible because of CapCom's retardedly floaty hitbox). I would test it myself...but I'm not that good at the un-fly air-to-ground set-up :sweat: :sad:.
Lastly, I apologize for not really have anything more productive to add to the discussion.
- Geronimo
J360: Your Sent GB is GDLK!
Also, I have a question for you, in this match (http://www.youtube.com/watch?v=HlY3sXoNOio) (of you vs. Lincoln @ ECC2007), is the un-fly set up you used on CapCom specific to him only? I'm asking because you took out the AD LP b/w every other rep, which I've never seen before (and I'm assuming that's possible because of CapCom's retardedly floaty hitbox). I would test it myself...but I'm not that good at the un-fly air-to-ground set-up :sweat: :sad:.
Lastly, I apologize for not really have anything more productive to add to the discussion.
- Geronimo
Its possible on every character in the game, even servbot. I made that version because its easier than adding in the adf lp,upfierce. And it takes less reps of it to bring them down from the very top of the level.
Cardo P
01-29-2008, 01:24 PM
Awww man i just seen that vid myself (j360 vs. lincoln) man that air to ground was sick, could u drop the commands for that cuz its a lil blurred & hard to tell when you fly/unfly & dash at
beatsofdevil
01-29-2008, 01:55 PM
if I remember, it looked like
launch, blah blah, fly, lk, up+hp, unfly, up+hp, addf up+hp, [fly (maneuver), lk, up+hp, unfly, up+hp, addf up+hp] repeat brackets
correct me if I'm wrong
tech master
01-29-2008, 02:50 PM
Its possible on every character in the game, even servbot. I made that version because its easier than adding in the adf lp,upfierce. And it takes less reps of it to bring them down from the very top of the level.
its not so much easier for me :sad: but its easier to remember the inputs lol
if I remember, it looked like
launch, blah blah, fly, lk, up+hp, unfly, up+hp, addf up+hp, [fly (maneuver), lk, up+hp, unfly, up+hp, addf up+hp] repeat brackets
correct me if I'm wrong
that looks right. exccept (dont think it matters) it looks like he did adf U+HP after the first unfly.
beatsofdevil
01-29-2008, 02:54 PM
yeah, the brackets are really what matters, I didn't pay much attention to the stuff before...
however you get there is up to you and does vary, Cardo P
i messed up the first rep because the down fowards in both directions were messed up, if you notice in the same match i couldnt do rpxxhsf because i didnt get another down forward. Break sticks suck =D. For the infinite your supposed to addf every time.
beatsofdevil
01-29-2008, 03:16 PM
so what do you do when you fly, maneuever, lk, up+hp?
Cardo P
01-29-2008, 07:58 PM
Good lookin beatsofdevil been tryin to do it all day but i keep aduf as if im doin the unfly infinite but ima stay on it til i get it but good lookin out again 4 all the input oh & quick(?) anybody know the best way to go from the air to the ground inf with cycs AA or should i just give up
Illan_3rd
01-30-2008, 01:04 AM
when u say maneuver, lk, up+hp... u guys mean fly then move the stick up forward then lk, up+fierce right? becuase that is how i do it.
RisunoMeijin
01-30-2008, 07:13 PM
sjc inf. take LESS damage!!! because of the mix ups with the jab/short and u dont need unfly to guard break because u can just do sj adf jab, up +fierce. or jab, jab, up+fierce and it doesnt matter if they PB it becuase u can just launch right after u land and go a inf. setup
the combo with SENT/IM AAA can be done in midscreen too... cuz ive done it!! aside from that if u do that reset with the grab it takes more damage when u knock them down at IM AAA and this way it doesnt involve a super becuase after they get knocked into IM AAA u can cause a force roll then "unblockable" the character! :amazed:
so your telling me doing 2 jabs to FP does less damage than 2 jabs and short to FP? ive never checked it, it just doesnt make sense?
Illan_3rd
01-31-2008, 12:40 AM
check it in the training mode thing!! ive seen the reg inf take more damage!! not quite sure how much more though
RisunoMeijin
01-31-2008, 11:31 AM
Nah man, i have faith in what you say, and i dont have training mode. I knew it was close....maybe it depends on how many reps you do, or else his short does alot of dmg.
Illan_3rd
01-31-2008, 10:04 PM
the inf setups alone does pretty good damage!! a little bit less than the sjc inf that involves two lp's and one up fierce?? so u got a copy of marvel or wat?
RisunoMeijin
02-01-2008, 12:57 AM
nah, i pretty much stick to the arcade as of right now. Ill check out the dmg when i get my new mas for FRXI :nunchuck:
it really doesnt matter that much anyway, seeing as how either way if you dont mess up the PC is gonna leave them dead more than likely.
Illan_3rd
02-04-2008, 01:56 AM
it would also depend on wat setup u use that would determine if they die or not. if u get fancy and all that u dont take as much damage and u leave them alive.. and then anything is possible!
as for me i prefer a guarantee kill. :rofl:
RisunoMeijin
02-05-2008, 05:56 PM
well, considering the constraints on char size, hitbox interaction and all that great stuff, i just SJC the c.mp >.>;
Its not hard. I dont mess it up. They die, trust me.
Illan_3rd
02-06-2008, 12:17 AM
yea that SJCing mp becomes second nature after a log of pratice:woot:.. but i mean wouldnt u have to dhc into some other character to get the kill ?
RisunoMeijin
02-06-2008, 05:45 PM
If they are at full life, and you dont reset, and you dont have meter for a DHC, they may survive, depending on stamina.
Illan_3rd
02-07-2008, 12:42 AM
strider is one of the few with low stamina!! if u do an inf set up on him and go up to like 45 or something hits then xx proton cannon, that'll kill him. and i forgot what other few characters where the ones with low stamina
supaman
03-09-2008, 08:15 PM
as of late i've been practicing sjc cr mp
I know it's sj lp the add lp, u+fp but i just can't land it
I found that i can sjc lk, lk adf lk, lk, u+fp to be a lot easier for me almost like roming since I play magneto also
SF_PHOCUS
03-10-2008, 11:29 AM
whats most likely happening is that ur sj.lp is coming out too late.... thats wat was happening wif me...
I have a question when doin inf... to end the inf ive been playing around wif repultor blast and i havent really been able to land PC after it... for instance ill inf to the corner and do repultor... they will get hit by it and fall behind me and im not able to pc.... will i need to do s.lp c.mp then repultor?? or my timing just isnt down?
I can get it sometimes mid screen just by goin straight to repultor... or wat will happen is it wont connect and the person wont block... that usually after like 2 reps of inf cause they dont expect it
RisunoMeijin
03-10-2008, 12:35 PM
I suggest s.lp c.mp repulsor on small ppl and s.lp c.mp PC on sent.
Im no expert though.
beatsofdevil
03-10-2008, 01:25 PM
s.mp? you mean cr.mp right?
RisunoMeijin
03-10-2008, 01:32 PM
lol, yep. fixed, thanks :lovin:
beatsofdevil
03-10-2008, 01:40 PM
eh still a s.mp for smaller characters...
I do s.lp cr.mp on big and little characters midscreen. or sometimes just have non-biggys land on the PC midscreen
Illan_3rd
03-11-2008, 01:00 AM
for that sjc inf u gotta s. jump lp, adf NOT add, then lp, up fierce....
and if ppl have trouble doing s.lp,c.mp xx PC in midscreen just practice going straight into PC after inf.. works better..IMO
add works better for people who get uni-beam out by accident, i do add sometimes just to avoid fuck ups.
merdoc
03-27-2008, 12:52 PM
Learning iron man:shy: anything i should start with..i am guessing the ground infinite, also what teams should i use him with..currently i am using Ironman/Storm/Sentinel-drones..
btw..whats the timing when doing the ground infinite cancelling to proton..
beatsofdevil
03-27-2008, 12:58 PM
ground infinite? you mean like a st.lk sjc. lk ad infinite? or his regular normal jump infinite?
if it's really a ground infinite, you could just dash up and cr.lk, cr.mp, PC
if it's the nj. infinite, either time it so they land on the PC, or after an up+HP, dash st.lp, cr.mp, PC
or in the corner, after the up+hp, st.hpXXPC
merdoc
03-27-2008, 01:46 PM
regular normal jump infinite, my bad lol.
Illan_3rd
03-27-2008, 11:09 PM
yes u should learn his normal jump inf. but also learn some pretty good or at least some decent damaging combos involving fierces and RH's
as for ur team u should play another team also. u need(well u dont need it but it is rcommended) an AAA in there... i use team toi(IMSentCable) AAA come in handy a llotttt
sent/IM duo is a great combo and pick another character that ur good with!!
merdoc
03-28-2008, 10:59 AM
oh aiigh thanks.
Deth-Scyanyde
04-03-2008, 02:20 PM
As far as teams are concerned you can also stick with Combofiend or Mitsu (IM/Storm/Cable)...
Mixup
04-03-2008, 03:13 PM
As far as teams are concerned you can also stick with Combofiend or Mitsu (IM/Storm/Cable)...
yup yup top shelf cheap
beatsofdevil
04-03-2008, 06:13 PM
I likey Magz/IM/Doom
tech master
04-03-2008, 08:09 PM
an IM team i usually don't use yet is really effective is storm/sent/im.
Illan_3rd
04-03-2008, 10:08 PM
an IM team i usually don't use yet is really effective is storm/sent/im.
isnt that finesse's team??
Brooklyn
04-03-2008, 11:52 PM
storm/sent/im is the team i've been running with for a hot minute. lol back in the day that was demon hyo's team right?
yo wth are the command for im's standing infinit you guys been talking about for the past page (if u have ur thread view on 100 posts) ?
Illan_3rd
04-06-2008, 01:29 AM
storm/sent/im is the team i've been running with for a hot minute. lol back in the day that was demon hyo's team right?
yo wth are the command for im's standing infinit you guys been talking about for the past page (if u have ur thread view on 100 posts) ?
i didnt know it was demon hyo's team?/ :wtf:
anywho.... which standing infinit are u talking about??do u mean on a crouching char??
Brooklyn
04-06-2008, 02:46 PM
actually i don't know cause i don't think i've seen it (prolly have but blocked it out mentally cause it looked like a few months of work) but if there's a crouching character one and a standing character one, i'd like to know what the deal is with em.
i remember d.hyo using storm/im/sent a, or at least mixup talking about him using that team back when he was still in tampa.
also i remember an oldschool combo vid where im otg's a character with c.lks and c.mks and ends up into the infinit if someone knows or remembers what i'm talking about post up a link.
Illan_3rd
04-06-2008, 09:13 PM
actually i don't know cause i don't think i've seen it (prolly have but blocked it out mentally cause it looked like a few months of work) but if there's a crouching character one and a standing character one, i'd like to know what the deal is with em.
i remember d.hyo using storm/im/sent a, or at least mixup talking about him using that team back when he was still in tampa.
also i remember an oldschool combo vid where im otg's a character with c.lks and c.mks and ends up into the infinit if someone knows or remembers what i'm talking about post up a link.
there are two diff ground infinites on both crouching and standing!!
i believe u can see the one on a crouching char here >>>http://www.youtube.com/watch?v=M922PIr9a_0
and on a standing character is st. jab, sjc lk, adf lk, lk, down +fierce, then dash towards them jab and repeat!!
and for ur otg i think u can check out tricks of the trade chapter 3(iron man) for that one!!
Brooklyn
04-07-2008, 12:31 PM
werd up thanks mein!!
Luigi-Bo 87
04-18-2008, 12:04 PM
How does IM even begin a rush down? I use him with Psy and Cable, all three on AAA.
tech master
04-18-2008, 01:14 PM
they're not gonna really rush you down because you have AAA's up the ass. so if they do a safe rush down, (they wait for you to call out an assist then block it) then they're most likely gonna go for their only "safe" attack. thats when you go for random infinite or s.hk. if you happen to get in, all you really have to do is mix it up with rectangle crossups+AAA > infinite and random high/low/other side tri jumps.
its way too hard to rush down with that team. if your game is IM based, then i would change that team up. its really important for him to have an assist that can cause the opponent to block from close range and far range (rocks, drones, storm proj, mag proj etc) that way he has a chance to get in. even if they don't block that, they'll probably jump in the air which ironman has great priority.
Luigi-Bo 87
04-18-2008, 01:19 PM
What's rectangle crossup? Is it like instant airdash as you jump?
tech master
04-18-2008, 01:50 PM
not necessarily instant, but yea. just dashing fwd after a sj
Luigi-Bo 87
04-18-2008, 02:03 PM
I know this has probably been asked a bunch, but I didn't see it on the first page. How do you do the unfly mode thing?
tech master
04-18-2008, 02:10 PM
get hit by a move that puts you in the air, but doesnt make you land on your back. as in you recover before you hit the ground. or get hit while you're in the air (still without being put on your back)
Luigi-Bo 87
04-18-2008, 02:14 PM
So pretty much get launched or hit out of the air, but not knocked down? Cool. That's what allows him to do his air infinites right?
tech master
04-18-2008, 03:44 PM
yep. but as soon as you normal jump, you or unfly + normal too many times you lose the mode
beatsofdevil
04-19-2008, 12:20 AM
also tech a throw or get put in nj mode from d+hk (knee dive)...
if d+hk combos you still retain unfly
'SupêrioR'-TêCH
04-19-2008, 08:43 AM
even if the kneedive is blocked you can still keep it. not sure about the exact properties, but I think you have to be in either a superjump state or flightmode, and you have to fastfly as soon as it's blocked.
Illan_3rd
04-23-2008, 01:13 PM
ive tried that d+hk(knee dive) several times and it seems like u lose unfly mode if u miss the unfly fierce. but if unfly fierce hits/connects then u keep unfly.
insanelee
06-01-2008, 01:39 AM
how the fuck do you beat sent.
bronson.
Illan_3rd
06-01-2008, 08:38 PM
how the fuck do you beat sent.
bronson.
IMO
of course i could be wrong but i guess its cuz i dont play really good sents but i think that s.jump neutral fierce works best cuz of the range and it protects u. and when u land one clean it on sent do an a2g if u have unfly and if u dont then send them down with a down + fierce after an air dash combo and then roundhouse on the ground for his flying screen inf.
again this is just from my experience. of course this involves the sent using no assists... but if the sent does assist then thats a whole diff story
insanelee
06-02-2008, 07:16 AM
thanks for the advice, i dont really mean ironman vs sent alone, its more vs sent/capcom.
matchup is SO annoying, and you all are too good with combos. im all ghetto.
bronson
Illan_3rd
06-05-2008, 09:58 PM
thanks for the advice, i dont really mean ironman vs sent alone, its more vs sent/capcom.
matchup is SO annoying, and you all are too good with combos. im all ghetto.
bronson
practice execution too!!
Luigi-Bo 87
06-05-2008, 10:03 PM
I wish I had someone besides the cpu to practice with so I can actually try and learn unfly combos.:sad:
beatsofdevil
06-05-2008, 10:05 PM
I wish I had someone besides the cpu to practice with so I can actually try and learn unfly combos.:sad:ummm...plug in a 2nd controller in practice mode...
Luigi-Bo 87
06-05-2008, 10:08 PM
ummm...plug in a 2nd controller in practice mode...
My brain can't handle all that. I'm surprised that I can keep up with half of the shit that goes on in this game.
beatsofdevil
06-05-2008, 10:26 PM
can't handle what? @_@
Illan_3rd
06-06-2008, 09:53 PM
My brain can't handle all that. I'm surprised that I can keep up with half of the shit that goes on in this game.
wats not to handle??
can't handle what? @_@
^^^^ :rofl:
Luigi-Bo 87
06-06-2008, 09:55 PM
Marvel makes m