User:Speedmccool25/sandbox: Difference between revisions

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{{Infobox Character T3
{{MVC2 Character Intro|char= iceman|full= Iceman|short= ICM|content=
|name=Forest Law
== Story ==
|image=T3_Forest_Face.jpg
Robert "Bobby" Drake, known by his hero alias Iceman, is a character from the X-Men series by Marvel. A mutant with the ability to lower his internal body temperature to absolute zero nearly instantly, Iceman can freeze both himself and the air around him, as well as manipulate water.
|Archetype=Poking, Whiff Punish
|Stances=N/A
|Fastestlaunch=3,4 - i14
|FastestCHlaunch=d2,3 - i10
|Parry=d_df+(1+3)_(2+4)
|MidCheck=df+1, df+4
|Magic4=Yes
|StatureKick=d+4
|Hopkick=u_uf+4
|PowerLow= db+4, FC df,d,df+3
}}


===Key Moves===
In Marvel vs. Capcom 2, Iceman is an accessible, simple, yet agile keepaway and zoning character who heavily leans on his solid normals and his Ice Beam special move for chipping and zoning. His normals are solid, with good range and speed. His main game is chipping while controlling the screen, as many of his specials do great damage even on block. An interesting thing to note about Iceman is that he takes zero chip damage from any energy based attacks, which does allow him to avoid many chip kill scenarios from some characters in the game. He's no slouch on hit though, as he can do great amounts of damage with a simple air combo into his super.


{{#lst:Tekken_3/Forest_Law/Data|LAW4}}
Unfortunately, Iceman is held back by the same thing that makes him so accessible in the first place. He doesn't have a lot of "ace in the hole" type setups or moves, which relegates him to a very predictable playstyle. In addition, with his movement being so poor, he doesn't have a great way to chase turtles or get away from rushdown. His specials and super (no "s", he only has one) are very simple, which again makes him a bit less flexible than most.
A fantastic counterhit tool with very fast startup and great tracking to either side. Perfectly safe on block, and can easily juggle into a b+2,3,4, for very good, consistent damage.


{{#lst:Tekken_3/Forest_Law/Data|LAW3,4}}
Still, Iceman is a good and easy character to pick up and play, with just enough tech to keep you interested. If you want to control the screen and play a long, slow game, then chill out with Iceman.
Perhaps Law's most powerful tool; 3,4 is an i14 natural combo launcher for amazing damage. Whiff punish and block punish with this move, and you'll be handsomely rewarded.
== Gameplay ==
 
{{2 Column Flex|flex1=6|flex2=4
{{#lst:Tekken_3/Forest_Law/Data|LAWdf+1}}
|content1=
A standard mid check like in other Tekken games, except this mid check tracks very well to Law's left side (and even somewhat to his right!), and is +1 on block. With his i8 jab, it's your turn to press after this move is blocked. A fantastic close range tool.
{{Content Box|content=
 
Iceman is a zoning character who relies on chip to get his damage dealt and to keep opponents away.
{{#lst:Tekken_3/Forest_Law/Data|LAWb+1<2<1}}
{{ProConTable
An amazing tool in his kit. i14, every hit is delayable, good pushback and safety, the hits track to his right, and launching for outstanding damage on counter hit, this is easily one of his best moves.
|pros=
 
*'''placeholder'''
{{#lst:Tekken_3/Forest_Law/Data|LAWb+2,3,4}}
|cons=
A fast mid, low, mid string. Less useful on opponents who can low parry the second hit, but against characters that can't, this is a very annoying poking string that Law can utilize.
*'''placeholder'''
 
}}
{{#lst:Tekken_3/Forest_Law/Data|LAWFC.df,d,DF+3}}
}}
Law's slide. A very nice power low that makes people start to block low to avoid Big Boy Tekken Oki, and gives a guaranteed hit if you just want to cash out.
|content2=
 
{{Content Box|content=
{{#lst:Tekken_3/Forest_Law/Data|LAWb+1+2}}
<center><youtube>Link for youtube video goes here</youtube></center>
Law's punch parry. INCREDIBLY rewarding if successful. The followup 2 gives so much stagger time you can easily dash up and land 3,4 for a full launch. Against lazy players who rely heavily on punch strings, like Mishimas, it's worth throwing this out every once in a while.
}}
 
}}
===Combos===
}}
 
(Counter Hit) b+1, 2, 1 < hold u/f+4, 3 or u/f+3, 4
 
hold u/f+4 < WS 4 < b+2, 3, 4
 
d/f+2 < b+2, 3 , 4 < b+2
 
tap u/f+4 < hold u/f+4, 3
 
b+2,3,4 < hold u/f+4, 3
Not a true launcher even on counter hit, but it can launch sometimes on opponents caught off guard
 
(Counter Hit) 3, tap u+4, WS 4, b+2, 3, 4
 
hold u/f+4, 3 < 4, tap u+3
 
Tough combo, but racks up the damage if you get it down
 
(Counter Hit) df+4, 3 < WS 4 < b+2, 3 , 4
 
(Counter Hit) 4 < b+2, 3, 4
 
(Counter Hit) FC 4, 3 < WS 4 < b+2, 3, 4
 
(Counter Hit) 3, 4 < WS 4 < b+2, 3, 4
 
f,f 3+4 < d/b+4
 
==The Basics==
 
Forest's main goal is to get close to start his up close pressure game. You will mainly want to use strong movement to get close, and be prepared to counter poke or stop reckless advances with your magic 4. You can also use df+2 or d+4 to try and keep opponents out while making your approach.
 
Once you're within range, this is where the party starts. Keep yourself on the opponent with 1 jabs and df+1's, but remember to track those pesky sidesteps. Unfortunately, homing moves don't exist yet, so your main counter to these are either stepping with the opponent, or using a move that tracks somewhat, like df+1 or standing 4.
 
Once you've gotten your opponent impatient, hit their attempt to take their turn back with a quick magic 4, or do a sidestep into 3,4 for a massive launch punish. This is the main gameplay loop with Law, get in, get them impatient, punish with half-health juggles.
 
If your opponent is turtling up, no big deal. Check them ducking with df+1, check them standing with d+4, and you have a few great throws to test the opponent's throw breaks. 2+4 gives great okizeme, f,f+3+4 has a "guaranteed followup" in db+4 (it's only guaranteed if they don't tech roll the knockdown, but hey, good knowledge check!), and f+2+3 has a very distinct but wildly different throw animation than regular throws, making it either much easier or much harder to break on reaction.
 
If you're on the defensive, you're in no means out of the fight. You have fast jabs, great sidesteps, and a plethora of parries to steal back your turn. His Fake Step, b+1+2, is massively rewarding if successfully landed, and has a fairly generous active window. Be sure to follow it up with 2 for the launch punish!
 
Succeed in doing this, and you'll find Law to be a fantastic contender in this <i> game of death</i>. His <i>fists of fury</i> can take down even the toughest opponents, and by following <i>the way of the dragon</i>, you'll find yourself with an excellent character!
 
===Advanced Strategies===


{{Navbox-T3}}
[[Image:Mvc2-iceman.png]]
[[Category:Tekken 3]]
[[Category:Forest Law]]

Revision as of 01:14, 12 June 2024

Story

Robert "Bobby" Drake, known by his hero alias Iceman, is a character from the X-Men series by Marvel. A mutant with the ability to lower his internal body temperature to absolute zero nearly instantly, Iceman can freeze both himself and the air around him, as well as manipulate water.

In Marvel vs. Capcom 2, Iceman is an accessible, simple, yet agile keepaway and zoning character who heavily leans on his solid normals and his Ice Beam special move for chipping and zoning. His normals are solid, with good range and speed. His main game is chipping while controlling the screen, as many of his specials do great damage even on block. An interesting thing to note about Iceman is that he takes zero chip damage from any energy based attacks, which does allow him to avoid many chip kill scenarios from some characters in the game. He's no slouch on hit though, as he can do great amounts of damage with a simple air combo into his super.

Unfortunately, Iceman is held back by the same thing that makes him so accessible in the first place. He doesn't have a lot of "ace in the hole" type setups or moves, which relegates him to a very predictable playstyle. In addition, with his movement being so poor, he doesn't have a great way to chase turtles or get away from rushdown. His specials and super (no "s", he only has one) are very simple, which again makes him a bit less flexible than most.

Still, Iceman is a good and easy character to pick up and play, with just enough tech to keep you interested. If you want to control the screen and play a long, slow game, then chill out with Iceman.

Gameplay

Iceman is a zoning character who relies on chip to get his damage dealt and to keep opponents away.

Strengths Weaknesses
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MVC2 iceman art.png

Mvc2-iceman.png