Iron Man starter (mostly spider-man) 2 touch from round 1 zero meter. Works starting from any screen positioning, obviously won't work on infinite stages or Asgard. The combos on the 2nd screen are what I've generally made my staples for Spidey.
#TOKON_IRONMAN
#TOKON_SPIDERMAN
Going to post a thread of some diff iron man stuff i've been messing with. Firstly this is the most optimal bnb I've seen so far, for full carry damage oki etc. But in matches I've been opting for the 2nd route as its more stable off of varied starters.
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credit to @Zwei_SDR for the autocombo ender for combo consistency bit that shit is very ingenious. The optimal bnb in the first post was initially something I retweeted but I can't find it now to credit that guy unfortunately, I'll update this if I find his tag again.
found him lol credit to @Ninjaelephant31 for the routing in the OP combo that shit was all him.
More Spidey/ Iron Man pressure synergy, this can't be jumped/ mashed out of and you can also at any point present spideys overhead/ low mix instead so it's visually variable.
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#TOKON_SPIDERMAN
Just an execution note, for the last route you have to neutral jump after the first j.h instead of forward jump. That's what lets them juggle low enough for bomb to connect.
Some day 1 tech. Spidey can't cover all wakeup options off of combo limit so you want to break the wall, end in super, or tag to another char mid combo, as those are his only ways of getting real oki. Last thing is a basic pressure concept with him.
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After watching the blade loop I wondered if the trick to damage optimization was doing higher damage single hit specials chained together and came up with this. I've had some different ideas on how I'll like to try this on release, but the double dp's are cool haha
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Most of what I have left from the beta is misc combo tech with IM. This is likely not the most optimal it could be but its the ideal bnb for him. works everywhere, can choose to break the wall or go into super or combo limit as shown. Very good damage.
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