

Iron Fist
Danny Rand trained in martial arts in the mystic city of K'Un-Lun. After defeating the dragon Shou-Lao the Undying and plunging his hands into the dragon's molten heart Danny gained the Chi power of Iron Fist. Iron Fist has often joined with the hero Luke Cage to form Heroes for Hire.
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
Move List
Assist Types
Normal Moves
nocancel ;
cannot hit airborne opponents
projnull
Throws
Special Moves
crumple (ground only)
wallbounce
softknockdown
groundbounce
wallbounce
projnull
armored (Only at startup)
armored (Only at startup)
armored (Only at startup)
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.
Mission Mode
Strategy
Tips and Tricks
- 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.
- Quick Kick can be Jump-canceled. Use this to keep block strings safe, and potentially lead into new mixups.
- 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.
- The Iron Rage hyper has an invincible start up so it can pass through many attacks. It also causes a wall bounce allowing to performa brief combo into a second hyper attack (typically Volcanic Roar).
- 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.
- Iron Fist can perform a {{#motion: qcb + m}} OTG following a throw on certian other characters. This can be done again all opponent when thrown into the corner. Use this to follow up with a launcher or combo into a hyper attack.
Combos
With the following combos you can leave off the first {{#motion: l}} hit to increase maximum damage.
1) BnB: {{#motion: l , m , h , f + h , qcf + l , qcb + l , qcf + m , dp + l (increase damage), s (launcher), m , m , h , s (land), qcb + m , qcf + l , qcf + atk + atk}}
2) Rising Fang: {{#motion: l , m , h , f + h , qcf + l , qcf + m , dp + l (increase damage), h , f + h , uf , air h , s (land), m , h , f + h , qcb + l , qcf + l , qcf + h , dash , qcb + m , qcb + h , qcb + s , dash back , b + h , qcb + l , qcf + h , qcf + m , dp + atk + atk}}
Basic Strategy
- Practicing the Chi motions will be important to your game play. The {{#motion: dp + m}} will decrease the damage Iron Fist takes which means if applied appropriately throughout the match Iron Fist will have 20% more life. The {{#motion: qcb + l}} is perfect to use mid combo in order to maximize damage. Also the Chi attacks have super armor during the first frames of startup.
- You will need to get in close and corner your opponent to make Iron Fist an effective fighter. Since he has no effective long range attacks and no air special moves you'll have to find clever ways to set up the opponent. On the ground you will be closing in on the opponent with advanced guarding. His {{#motion: qcb + l}} Dragon Tail hits low and his {{#motion: qcb + m}} Crescent Heal hits high giving you the ability to confuse your opponent. The start up on the Crescent Heal is a little long so be careful when placing the attack. When you do connect with a Crescent Heal you opponent will enter a "crumple" state which allows you enough time to perform you {{#motion: qcf + l}} Chi attack to increase the damage of the combo you're about to start. In the air you should be focused on throwing the opponent to the ground.
- When fighting projectile or beam using opponents Iron Fist can make use of his {{#motion: b + h}} Dual Palm to nullify the projectile. With 1 level of hyper meter Iron Fist can use the invincible startup of his {{#motion: qcf + atk + atk}} Iron Rage to move in fast against spammers.
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.