Monday, January 16, 2012

Iron Fist guidelines UMC3






So after "mastering", team Ghost Rider, Dr.Strange and Vergil(Getting really tired of playing Ghost Rider ). I have now went back and trying to find a place for Iron Fist.

As earlier mentioned, mainly his assist and the really hard launch mechanic. Makes him feel insignificant compared to other speed arch types.

But now I found a way to really utilize his Dragon Touch assist. The mechanic of slow front take down.
Is always great, but Iron Fist, version has such a small hit box.

The way to utilize it, is with Captain America. While other characters can move around a lot, and of course teleport to make it hard to block assist attacks. Using Captain America's Passable Dash(S+H), most people probably have seen this before.

When the user uses special dash with Cap, the opponent has to change his/her block input. Its a great way to get the assist attack in. And Dragon Touch, then creates a perfect combo for Cap.( Its the same with e,g using Dr.Strange Impact Palm). This is better then it sounds, because the best way to really use Caps, Dash is when standing really close, usually after spamming a couple of attacks that gets blocked, and then use the Passable Dash, + on the same time assist in with Iron Fist.
For once the character is close enough to hit with Iron Fist assist. Making it useful. A lot actually.

Of course the trick is to change it constantly, especially by playing against the same person several times, they can get the idea that it soon Iron Fist jumps in its time to Dash, but then no Dash etc.

The combination of Cap + Iron Fist works very nicely. Especially if using the perfect combo to set of a air swap into Iron Fist as the last character.


Playing Iron Fist, as most people probably already is the usages of Crescent heel(quarter back M) its also assist too.

Crescent heel, is a OTG, ground bounce attack. That sounds great, and it is. Using this any combo can be extended a lot, but the bounce is very low, removing some assist possibilities, but especially the hit box is incredible small.

First of all, as a assist its almost completely useless(even more then dragon touch). It can for a few characters, and close to the wall, I would say the only use is when the opponent is air combo then launched down, into a corner. Then it can hit and give characters a ultra attack possibility. E,g using Crescent heel, with Dormmamu its pointless as he can lift them up himself(this is more or less true with Deadpool's katana-rama and with other characters with similar assist)


Playing as Iron Fist, the real hardship(for me at least) is to hit with this Kick. If done correctly it can extend any combo into an ultra attack. But the small hit box is really tricky, I recommend anyone who want to play Iron Fist is to keep doing air combos, either with him alone or from other characters starting an air swap. And then training on following the attacks with Iron Fist and ending with a Crescent heel.

Ground launch them with Iron Fist(S). Quickly follow them down(Down + right/left) and then as soon as landing do Crescent heel(quarter M). Ultra attack 1 or 3.
Its really important to get close after grounding the opponent, else this attack will miss. But if done correctly this means a user can always end a 3 air combo into an ultra attack, and if necessary using a ultra 3 attack. And as mentioned the system that can be used is Cap Dashing + Dragon Touch Assist - Combo- Swap in character x swap in iron fist. Ground them, use Ultra 1.

Both Cap and Iron Fist creates a lot of energy to, and using Iron Fist game resource(green chi) he will create more energy to.

And Using this correctly at large hit box characters Iron Fist can actually get of ultra attack 1, the attack dash one. Walling the opponent to be followed by a Ultra attack 2. The ultra attack 1 has a wall bounce. And its possible to do a ultra attack 1 into ultra attack 2. And if the user really wants this can be x-factor canceled into usually another ultra attack 2, and done against a corner it can become ultra attack 3. Using all 5 meters. Usually its important to control them the right way with Cap and character x, and then Iron Fist to get the wall corner.
(Because Cap Dash and overall playing Cap is better in the middle - a lot better being able to do most of his combos requires them to start in the middle - I assume there is a guide for this already or I can write one if someone wants to.)

-I recommend never using 5 meter combos expect if they are 100% win(especially if one of the other character has a good ultra spam attack e,g Dr.Strange) - still this means a user can do a 5 meter combo with Iron Fist, and thats cool.

Who is character X ?

OK so Lets say we are using Iron Fist + Captain America. It works pretty fine, Short combo speed and a explosive. And the assist combo, the energy creation, and I recommend using Shield Slash as Cap's assist, for Iron Fist.

The 3 character should be a control arch type. Best suited a control control, for example Dr.Strange. First of they both build a lot of energy. And they both share problem with strong slow characters. Iron Fist can have some problems with control characters even do he is a short combo speed character.
This mean it can be wise to use a character that is good against other control characters, for example both Ghost Rider and Dormmamu usually have a problem against others while Arthur is good against the slower control ones. Dr.Strange is a kinda --- hard to say, he do have huge problems with people spamming direct projectiles both on the same time he can reflect(ultra 2) ranged ultra attacks.
(and as I mentioned earlier post,,,,, the Eye of Agamotto is a ridicules good assist for all characters)
Hawkeye works very nice too, good at other control good against slow characters.



Summary. Iron Fist:
Train a lot of Crescent Heel, thats the way to do the real good combos. Train on quarter input-_- Playing Iron Fist is a spam of quarters, note! that its important to change attack, and I would say button + direction so go from for example quarter back H to quarter forward L.
Also after hitting with 2 quarter specials, 2 new special attacks with quarter forward S and quarter backward S is unlocked both have wall bounce. This can be used to combo into a ultra attack etc, but I would recommend not using the wall bounce so fast. While Iron Fist is a good character against corners. I would say go good ground combo, air, ground them close to wall, into "Crescent Heel" into ultra attack 1(using the wall bounce), + ultra attack if possible. And its great for almost any chain ultra attack

-The chi to use (almost always)is the one who creates more energy meter gain. This is the Green one(H input)
-Having Iron Fist last, with X Factor then Red(L input) is obviously the best)

+ Iron Fist teams
Assist:
Captain America or other character that can use his Dragon Touch(e,g Teleport with Dr.Strange). Don't! use Crescent heel as a assist, its very very few character that can use it. Rising Fang the last one is better then but its not actually that good either, all thought it does give a wall bounce. Simply said all Iron Fist assist creates combo, possibility so be sure to use his assist with a character that can do a good combo.

Team position:
Second place or last. - Its possible to start with him and use green chi to store a lot of energy and then use a energy character. But hes more of a finisher in combos, he don't actually have so good way to get a combo to start(9 attack dashes, but they all come from the front)
Start with a battery character a strong character, which can use his Dragon Touch, so Cap,Hagger,Ryu
Iron Fist in second or third
Last character Dr.Strange,Hawkeye,Arthur,Super Skrull,(Dormammu Ultra attack spam can work to)






Last I want to comment on how much I like the button input design for Iron Fist(this is in my research paper, in details)
Iron Fist have 2 unique attacks <-H and ->H. The uniques of them is the quickness 2 very fat attacks, intuitively this would be placed on L but as the game uses the circle input. The users finger will move L-M-H-<-H-S(or some quarter special attack). As a stand alone attack it feels wrong but in combos its great.
And arguably a user that just wants a fast small damage of, probably goes <-H or ->H to S then.