Marvel vs Capcom 2/Iron Man: Difference between revisions

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-Jump d + HP \/ d.s.LP > s.LK > c.LP XX hcb + LP XX qcf + PP
-Jump d + HP \/ d.s.LP > s.LK > c.LP XX hcb + LP XX qcf + PP
<youtube>BeTJ8P7RFgQ</youtube>
<youtube>CZOKCo1iLio</youtube>


= Advanced Strategy =
= Advanced Strategy =

Revision as of 09:40, 24 February 2019

Marvel vs Capcom 2Mvc2 logo.gif
Marvel vs Capcom 2#IntroductionMarvel vs Capcom 2#CharactersMarvel vs Capcom 2/Game MechanicsMarvel vs Capcom 2/TiersMarvel vs Capcom 2/StrategyMarvel vs Capcom 2/MiscellaneousMvC2HeaderButtons.png

MvC2ironman.png

Introduction

Almost god tier due to his infinite. One hit from can lead to your entire team dying. Works particularly well with Psylocke-A and Doom-B.


Better combos and generally easier to use than War Machine.

Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

Mvc2-Ironman.png

Moves List

Normal Moves

Command normals

c.hp: missile

air d.hk: knee dive

air u.hk: up kick

Laser Smack: air f.hp or air u.hp or air d+f.hp

8-way air dash

Special Moves

Name
Command
Damage
Special Properties (glossary)
Unibeam
qcf + p
lp : 18(12) / hp : 19(17)
airok
Smart bombs
lk + hp
18
airok
Repulsor blast
hcb + p
lp : 36 hp : 47
Rollable.
Flight
qcb + lk + hk
N/A
airok Do again to stop flight. You cannot block while flying.

( )= Damage from full screen

Super Moves

Name
Command
Damage
Special Properties (glossary)
Proton Cannon
qcf + lp + hp
56 (52)
Great damage, great chip, very quick, very easy to punish if you whiff it.

( ) = damage from fullscreen.

Note that if you get hit by Proton Cannon as a knockdown (it hits you and your assist, but you get a knockdown out of it), you can roll to the other side and punish.

Assist Moves

Name
Damage
Cross-Over Combination
Alpha Counter
Notes
Alpha.png Lp.png Unibeam
Proton Cannon
Lp.png Unibeam
Good for combos and new players.
Beta.png Hp.png Repulsor Blast
Proton Canon
Hp.png Repulsor Blast
Preferred assist.
Gamma.png Hk.png
Proton Cannon
Hk.png
Launch.png Lame.

The Basics

Combos

-d.c.LP > c.LP XX qcf + PP

-d.s.LP > s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK/d + HK

-Jump LK > LK \/ d.s.LP > s.LK > c.LP > s.HK /\ sj.LP > sj.LK > sj.LK > sj.d + HP

-Jump LK > LK \/ d.c.LP > c.LP XX hcb + LP

-Corner Jump LK > d + HP \/ d.s.LP > s.LP > s.HP XX qcf + LP

-Jump u + HK \/ /\ Jump LK > LK > u + HP XX qcf + HP


-Jump LK > LK \/ d.s.LP > s.LK > c.LP > s.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP XX qcf + LP

-Jump u + HK \/ /\ Jump LP > LK > u + HP XX qcb + KK, (fly u) Flying LP > LK > u + HP XX qcf + HP

-Corner When close, f + HP/HK, d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP XX qcf + HP

-Jump HP \/ d.c.LK > c.LP > s.HK /\ sj.LP > sj.LK > sj.LP > sj.u + HP, (u + PP) ad.LK > ad.u + HP XX qcb + KK, (fly u) Flying LK > LP > u + HP XX qcf + HP

-Jump d + HP \/ d.s.LP > s.LP > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP > sj.u + HK XX qcb + KK, (fly u) Flying LP > LP > u + HP XX qcf + HP

-Jump LK > LK \/ d.s.LP > s.LK > c.LP XX qcf + PP

-Jump LK > HP \/ d.s.LP > s.LK > c.LP > XX hcb + LP, d.s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP, (u + PP) ad.LK > ad.u + HP XX qcb + KK), (fly u) Flying LK > LP > u + HP XX qcf + HP

-Jump LK > LK \/ d.s.LK > s.LP > s.HP XX qcf + PP

-Jump d + HP \/ d.s.LP > s.LK > c.LP XX hcb + LP XX qcf + PP

Advanced Strategy

Infinite Combo: (Hold up+forward) j.lp, j.mp, j.lk, u.hp, land > repeat. Once you hit the corner you have you alternate between holding up+forward and holding up during each rep or you run the risk of them falling out. After ~45 hits in the corner land and do st.hp xx proton cannon or they will dizzy out.

Note: For heavy characters such as Sentinel or Blackheart, you will need to do a rep of (j.lk, j.mp, u.hp) in between reps of (j.lp, j.mp, j.lk, u.hp) in order to keep them from falling out.

Setups into Infinite Combo: st.hk, air f.hp xx air dash d+f, lk, lk, air u+f hp, > land > Infinite combo.

(Corner only) st.hk, j.lk, j,lp, neutral j.hp, neutral j.hk > land > j.lk, j.lp, j.hp > Infinite combo.

The timing on this combo is strange, the lk and lp must be spaced out so when you hit the hp you are slightly lower than the body. Hit hk right before they hit the ground to make them bounce up a little, then jump toward and hit lk and continue the combo. What is also strange about this combo, is it eliminates pushback and you no longer have to hold up+forward to continue the infinite.