Ultimate Marvel vs Capcom 3/Iron Fist
In a nutshell
A Rekka Ken character, 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.
Players to Watch
Heroic, Takari, Yahiko, Justin Wong
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.
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 + 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.
2) Rising Fang: , , , + , + , + ,
+ (increase damage), , + , , air , (land), , ,
+ , + , + , + , dash , + , + ,
+ , dash back , + , + , + , + , + +
3) Advance Basic Jump Cancel: , , , + , + , + , + ,
+ (increase damage), , + , + (jump cancel), mid-air air ,
air , air (land), , + , + , Shura Haoh Ko'kazan ( + ,
+ , + (dash while during midscreen combo)), + , + ,
+ , + +
- Iron Fist has 8 Rekka Ken type of attacks. Up to three of these can be chained together. Chosing the order to perform these attacks will be critical to your game play. The Lotus Whip is the only Rekka attack that doesn't leave Iron Fist at a disadvantage if guarded so this attack is ideal for a Hit Confirm before continuing the Rekka patterns.
- Practicing the Chi motions will be important to your game play. The Chi - Defense will decrease the damage Iron Fist takes which means if applied appropriately throughout the match Iron Fist will have 20% more life. The Chi - Damage is perfect to use mid combo in order to maximize damage. Using the Chi - Meter right at the beginning of a match with your BnB combo will allow you enough meter to link two of Iron Fist's hyper attacks by the time you reach the end of the combo. Also the Chi attacks have super armor during the first few 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 guard. Iron Fist's Dragon Tail hits low and his Crescent Heal hits high giving you the ability to mix up your opponent. Both of these attacks are unsafe if guarded but they can be canceled into a Lotus Whip which will leave the opponent without any frame advantage. The Crescent Heal has an especially long start up time so it may be best to cover this attack with an assist. In the air you should be focused on throwing the opponent to the ground or connecting with an air hard attack.
- When fighting an opponent who uses projectiles or beams Iron Fist can make use of his Dual Palm to nullify the projectile. With 1 level of hyper meter Iron Fist can use the invincible startup of his Iron Rage to move in fast against spammers.
- Considering his size Iron Fist has one of the widest stances while wave dashing making him more vulnerable to cross up attacks.
- One of Iron Fist's most important advanced tactics is the ability to cancel (#motion: f + m}} Quick Kick into any of his rekkas. Doing this gives the rekkas the added ability to be empty canceled. Typically 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. Using this tactic in a variety of ways will allow your Iron First to utilize a variety of new setups.