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{{MoveListRow | Crouching Heavy | d + h | 75,000 | low softknockdown }} | {{MoveListRow | Crouching Heavy | d + h | 75,000 | low softknockdown }} | ||
{{MoveListRow | Special | s | 90,000 | low launch <br> nocancel ; <br> cannot hit airborne opponents }} | {{MoveListRow | Special | s | 90,000 | low launch <br> nocancel ; <br> cannot hit airborne opponents }} | ||
{{MoveListRow | Dual Palm | b + h | 70,000 | softknockdown (air only) }} | {{MoveListRow | Dual Palm | b + h | 70,000 | softknockdown (air only)<br> projnull}} | ||
{{MoveListRow | Quick Kick | f + h | 80,000 | jcancel }} | {{MoveListRow | Quick Kick | f + h | 80,000 | jcancel }} | ||
{{MoveListRow | Jumping Light | air l | 50,000 | high }} | {{MoveListRow | Jumping Light | air l | 50,000 | high }} |
Revision as of 23:00, 28 December 2011


Iron Fist
TBW
In a nutshell
A master of hand to hand combat, Iron Fist lacks any sort of ranged game or aerial prowess. However, on the ground, Iron Fist is a combo and damage machine. One of the few characters in UMVC3 to support mode changes without meter usage, he can manually add damage through these "buffs" to any combo, increase his meter gain, or reduce damage taken, effectively giving him more survivability. Iron Fist also boasts a great ground dash, allowing him to close distance shockingly fast and mitigate pushblock though his "rekka" styled gameplay. Melee is the name of the game for Iron Fist, and he pours on the damage like no other.
Character Vitals
Video Walkthrough
Move List
Assist Types
Normal Moves
nocancel ;
cannot hit airborne opponents
projnull
Throws
Special Moves
crumple (ground only)
wallbounce
softknockdown
groundbounce
wallbounce
Only very start of move has armor.
NOTE -- All of Iron Fist's Special Moves can be canceled into each other with a maximum of 3 moves in a sequence.
A move cannot be canceled into itself. Moves can be canceled into Chi, but Chi cannot be canceled into other moves.
Wall of K'un-Lun and Rising Fang can only be performed as the third and final move of a sequence, and never before.
Hyper Moves
wallbounce caused only by last hit.
Level 3 Hyper.
Strategy
Tips and Tricks
- While Iron Fist can chain his rekkas into his stance buffs, it isn't necessary. Instead start your first grounded chain with Lotus Whip, Dragon Tail, and finish the 3-hit rekka chain with Dragon's Touch. This crumple state leaves you with ample time to state change and continue your combo, without sacrificing damage.
- Quick Kick can be Jump-canceled. Use this to keep block strings safe, and potentially lead into new mixups.
- Iron Fist is at his most dangerous when cornering an opponent, as his wallbounces can all be used to combo into any of his Hypers. Whenever you score a knockdown or a crumple, dash towards the opponent to try to push them closer to the corner.
- Iron Fist's only OTG consumes his ground bounce, so consider using an OTG assist to back him up, extending his combos in new ways.
Combos
Basic Strategy
Advanced Strategy
Perhaps one of Iron Fist's most important advanced tactics is the ability to cancel Quick Kick into any of his rekkas. Doing this gives the rekkas an added ability to be empty canceled. You see, normally the rekkas can only be canceled when they reach an active frame. But when you cancel the Quick Kick into a rekka, the rekka can now be canceled at any time, even before they hit. This allows you to fake a Crescent Heel, get the opponent to stand up, and quickly cancel the Heel before it hits into a Dragon Tail, striking low when the opponent least expects it.