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'''Ground Chain''': Kick to Punch (any)<br> | '''Ground Chain''': Kick to Punch (any)<br> | ||
'''Normal Jump Chain''': Kick to Punch (any)<br> | '''Normal Jump Chain''': Kick to Punch (any)<br> | ||
'''Super Jump Chain''': | '''Super Jump Chain''': Zig Zag 1<br> | ||
'''Tech hit type''': Counter Throw<br> | '''Tech hit type''': Counter Throw<br> | ||
'''Weight Class''': Middle<br> | '''Weight Class''': Middle<br> |
Revision as of 06:11, 31 December 2006
Introduction/Summary
A solid middle-tier character with great normals but slow specials. Most people pick him for his MP throw -> Super, and his chipping ability. But he's actually quite adept rushing down, and good at zoning due to his normals. He fights Sentinel rather well, due to Sent's large size and the space Iceman is capable of controlling.
Ground Chain: Kick to Punch (any)
Normal Jump Chain: Kick to Punch (any)
Super Jump Chain: Zig Zag 1
Tech hit type: Counter Throw
Weight Class: Middle
Moves List
Normal Moves
Special Moves
Super Attacks
The Basics
Beam Resistance
When playing as or fighting against Iceman, note that he doesn't take block damage or get pushed back from certain special attacks and supers. Generally it's "energy" based attacks, but there seem to be exceptions. All "physical" specials/super aren't listed, since they cause chip. Characters with chip normals will all cause chip as well.
Does NOT Take Chip From
-Akuma: Regular Fireballs
-Cyclops: Optic Blasts, supers, bullet end of gene splice. Bullet(HP) doesn't push back
-Iceman: Icebeam
-Psylocke: Psi-flash
-Sentinel: Standing HP (beam), Super
Takes Chip From
-Akuma: Super Fireball
-Colossus: All
-Cyclops: "Physical" hits of gene splice
-Iceman: Other "physical" specials/supers
-Omega Red: All
-Psylocke: Other special/super
-Sentinel: Everything else
-Silver Samurai: Shuriken, Supers
-Spiral: Swords
-Storm: All
-Wolverine: All
Any "resisted" attack will not push Iceman backwards. If you're jumping and block a "resisted" attack, you'll drop straight down.