Ultimate Marvel Vs Capcom 3

here some iron fist combos i do...they dont do great damage but allow for reset oppurtunites n stuff...

first one is not really meant for damage but its just a quick way of gaining 2 meters plus a free reset.

preferably perform 623 H before you begin this one, ps, iron fist gains a bit of armor during the beggining of each of his chi sequences.....

L,M,H, 236 L, 234 L, 236M, 623 H, 6H, (jump should cancel recover on the 6H), j.MHS (delayed input between each one), j.MHS, j.MHS....opponent will auto tech after the last S while your on the ground and they are still in they air...so you can have some fun with them..........

what i do, is either perform a left/right mix up and dash underneath while they are falling and go behind them, you can also use an assist to keep them lockdown while falling, another option is, you can wait a bit for the tech and go for a grab, which will allow you for a clean OTG with either an assist or 234 M. getting the third jump loop sometimes may be tricky, so you can perform the same mix up sequence after the second jump, i tend to do that alot cause a drop my combos pretty often............


another one that i do is

unless im going for meter im usually in 623 M chi mode (defensive-reduces damage taken)

so

L,M,H, 236 L, 234 L, 236M, 623 L, 6H, (jump should cancel recover on the 6H), j.MHS (delayed input between each one), M, H, 236 L, 234 M, 234 S, or 236 L (depends on what special you want to do, plus assist, plus position)

234 S sacrifices a wall bounce but allows you to perform mid screen and gives an extension to combo afterwards, i usually just dash and end it with 623 H+M but im pretty certain you can extend the combo with other stuff but never really felt like trying, also with you can get in fast enough you can use an assist to lock them down while falling and get behind them for a quick mixup on wake up, also by calling an assist the opponent will tech afterwards allowing for a grab opportunity as well.....

234L can get you a few extra situations, if you are close to a corner then you can use 236 H+M, which will land a wall bounce and you can continue with whatever you like.....another thing that i do, while they are in the air for the few seconds after 234L lands i call my iron man assist and it will catch them teching and leave them blocking so that i can go in and close some distance...........
 
Ha, Skrull Inferno gets bonus damage from mashing too. I can get 1.1 mil out of the combo I posted by DHCing into Skrull Inferno. Not SUPER impressive at that point, considering that's 3 bars, but I can get up to 930k with iron fist alone using two bars, and that's using the simple combo

And snap, the damage buff from mashing for Skrull is pretty damn mean, too. I can get 340k out of raw Skrull Inferno. Seems the only point of his level 3, now, is to tack it on to the end of a long combo to avoid scaling
 
Iron Fist/Dante is hella good:

Start Iron Fist:
M, H, 6H, jump-cancel, jH, jS, st.M, st.H, 4H, 236L, 214L, 236M, raw tag Dante, H, S~HH~S (shots into prop shredder), j236L~L, land, 3HHH~6H~S+ATK, j236L~L, 623M~M, 623M~M xx 236+ATK+ATK DHC 623+ATK+ATK (Spirit of the Dragon)

Does at least 920k+, and builds a lot of meter.

Oh, and starting with Skrull DHC'ing into Iron Fist:
cr.M, cr.H, S, jM, jM, jH, jS, land, j2H, S, jM, jM, jH, jS, 623H (or 623L if you're in the left corner), xx 214+ATK+ATK DHC 623+ATK+ATK (Spirit of the Dragon)

Does 950k+, idk how much meter it builds though. At least like 1 bar, probably.
 
Finally getting good at this game, pulled off a Wesker, Mori Hyper Combo clocking in at about 790k w/o XF or third character use. pretty good actually.
 
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