UMVC3/Iron Fist/Combos

From SuperCombo Wiki


Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

Combos

Solo Combos

5L > 5M > 5H > 6H xx 236L > 214L > 236M, 623L (or H), 5H > 2H > 4H xx 214L > 236L > 236H, 214M > 236H > 236M xx 236XX, 4H xx 623XX (With L Chi, deals 854,000 for 2 bars and builds ~1.2 bars of meter. With H Chi, deals 796,000 for 2 bar and builds ~1.4 bars of meter).

Standard ground confirm bnb, using Chi to enhance either damage or meter gain, and using the wall bounce of Iron Rage to double super with one character.

5L > 5M > 5H > 6H xx 236L > 214L > 236M, 623L (or H), 2H > 6H jc. j.5M > j.5H > j.5S, land, 4H xx 236L > 236H > 623L (or H), 214M > 236H > 236M xx 236XX, 4H xx 623XX (With L Chi, deals 893,000 damage for 2 bars and builds 1.4 bars of meter. With H Chi, deals 798,000 damage and builds ~1.66 bars of meter.)

Extra extension on the previous bnb using a jump cancel sequence. Adds a bit of extra damage and meter build, and allows Iron Fist to re-apply his Chi and keep it active for longer after the combo ends.

5M > 5H > 6H jc. j.5H > j.5S, land 5M > 5H > 6H xx 236M > 623L, dash up 5H > 2H > 6H jc. j.5H > j.5S, land, 5M > 4H xx 214L > 236H > 236M xx 236XX, 2H, 4H xx 214L > 214M xx 214XX (1,120,000 damage for 4 bar)

Double jump-loop combo. The first jump loop only works against standing opponents unless they are a large body character like Sentinel. Also shows an alternative follow-up to Iron Rage and alternative use for the 214M ground bounce if it is not used earlier in the combo.

X-Factor Combos

TBW

Sample Team Combos

Iron Fist/Ryu/Akuma
Iron Fist/Spencer/Akuma


Beginner Combos


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.

Core Combos


Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.

Advanced Combos


Combos Three Stars.png
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core combos.
  • May only work on a few characters or in specific circumstances.
  • Can have any amount of requirements such as meter, positioning, starter.
  • Are not necessarily harder than core combos, but require more specific knowledge.

Assist Extensions

Comboing in X-Factor