UMVC3/Iron Fist

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Iron Fist

Umvc3 ironfist face.jpg

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

CHARACTER DATA
Health:
1,000,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
30.0 %
50.0 %
70.0 %
X-Factor Speed Boost:
10.0 %
20.0 %
30.0 %
X-Factor Duration:
10.0 s
15.0 s
20.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
5 %
5 %
5 %
10 %
35 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
35 %

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Dragon's Touch
direct front
100,000
hardknockdown (aironly)
crumple (ground only)
Iron Rage
Beta2.png Rising Fang
direct tiltup
130,000
softknockdown
wallbounce
Iron Rage
Gamma2.png Crescent Heel
direct front
80,000
high otg
softknockdown
groundbounce
Iron Rage

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
45,000
rpdfire
Crouching Light
d + l
43,000
rpdfire
Standing Medium
m
73,000
Crouching Medium
d + m
70,000
Standing Heavy
h
83,000
Crouching Heavy
d + h
75,000
low softknockdown
Special
s
90,000
low launch
nocancel ;
cannot hit airborne opponents
Dual Palm
b + h
70,000
softknockdown (air only)
projnull
Quick Kick
f + h
80,000
jcancel
Jumping Light
air l
50,000
high
Jumping Medium
air m
65,000
high
Jumping Heavy
air h
80,000
high
Jumping Special
air s
83,000
high aircombofinisher

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
20,000 + 60,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
20,000 + 60,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown

Special Moves

Name
Command
Damage
Notes (glossary)
Lotus Whip
qcf + l
80,000
Dragon's Touch
qcf + m
100,000
hardknockdown (aironly)
crumple (ground only)
Surging Fist
qcf + h
115,000
hardknockdown
Wall of K'un-Lun
qcf + s
130,000
hardknockdown
wallbounce
Dragon Tail
qcb + l
70,000
low
Crescent Heel
qcb + m
85,000
high otg
softknockdown
groundbounce
Twin Snakes
qcb + h
50,000 + 60,000
strk
Rising Fang
qcb + s
130,000
softknockdown
wallbounce
projnull
Chi - Attack
dp + l
0
gains 20% attack damage,
armored (Only at startup)
Chi - Defense
dp + m
0
decreases 20% damage taken,
armored (Only at startup)
Chi - Meter
dp + h
0
gains 20% hyper meter,
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

Name
Command
Damage
Notes (glossary)
Iron Rage
qcf + atk + atk
22,000 x 9 + 130,000
wallbounce ; Mashable.
wallbounce caused only by last hit.
Volcanic Roar
dp + atk + atk
18,000 x 25
strk projnull ; Mashable
Dragon's Prey
qcb + atk + atk
400,000
hardknockdown ;
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.

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

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.