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{{MvC3CharacterAssists | {{MvC3CharacterAssists | ||
| Unibeam | shot front | 113,600 | | | Unibeam | {{shot}} {{front}} | 113,600 | | ||
| Repulsar Blast | shot upward | 122,600 | | | Repulsar Blast | {{shot}} {{upward}} | 122,600 | | ||
| Smart Bomb | shot downward | 129,900 | otg | | Smart Bomb | {{shot}} {{downward}} | 129,900 | otg | ||
| AlphaSuper=Proton Cannon | BetaSuper=Angle Proton Cannon | GammaSuper=Proton Cannon | |||
}} | }} | ||
Line 25: | Line 26: | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Double Jump | {{ | {{MoveListRow | Double Jump | {{ {{u}} in the air }} | | If you've Air Dashed you cannot Double Jump }} | ||
{{MoveListRow | Air Dash | Any direction in the air + atk + atk | | If you've Double Jumped you cannot Air Dash }} | {{MoveListRow | Air Dash | Any direction in the air + {{atk}} + {{atk}} | | If you've Double Jumped you cannot Air Dash }} | ||
{{MoveListRow | Standing Light | l | 47,000 | }} | {{MoveListRow | Standing Light | {{l}} | 47,000 | }} | ||
{{MoveListRow | Crouching Light | d + l | 45,000 | low }} | {{MoveListRow | Crouching Light | {{d}} + {{l}} | 45,000 | {{low}} }} | ||
{{MoveListRow | Standing Medium | m | 70,000 | }} | {{MoveListRow | Standing Medium | {{m}} | 70,000 | }} | ||
{{MoveListRow | Crouching Medium | d + m | 68,000 | low }} | {{MoveListRow | Crouching Medium | {{d}} + {{m}} | 68,000 | {{low}} softknockdown}} | ||
{{MoveListRow | Standing Heavy | h | 90,000 | }} | {{MoveListRow | Standing Heavy | {{h}} | 90,000 | }} | ||
{{MoveListRow | Crouching Heavy | d + h | 80,000 | chipdamage nocancel }} | {{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 80,000 | {{chipdamage}} {{nocancel}} <br> Scales by 0.9 <br> Cancelable into THC }} | ||
{{MoveListRow | Standing Special | s | 80,000 | launch }} | {{MoveListRow | Standing Special | {{s}} | 80,000 | {{launch}} }} | ||
{{MoveListRow | Jumping Light | air l | 50,000 | high djcancel}} | {{MoveListRow | Jumping Light | air {{l}} | 50,000 | {{high}} djcancel}} | ||
{{MoveListRow | Jumping Medium | air m | 70,000 | high djcancel }} | {{MoveListRow | Jumping Medium | air {{m}} | 70,000 | {{high}} {{djcancel}} }} | ||
{{MoveListRow | Jumping Heavy | air h | 80,000 | high djcancel }} | {{MoveListRow | Jumping Heavy | air {{h}} | 80,000 | {{high}} {{djcancel}} }} | ||
{{MoveListRow | Angled Blast Up | air u + h | 80,000 | high djcancel }} | {{MoveListRow | Angled Blast Up | air {{u}} + {{h}} | 80,000 | {{high}} {{djcancel}} }} | ||
{{MoveListRow | Angled Blast Down | air d + h | 80,000 | high djcancel }} | {{MoveListRow | Angled Blast Down | air {{d}} + {{h}} | 80,000 | {{high}} {{djcancel}} }} | ||
{{MoveListRow | Jumping Special | air s | 90,000 | high }} | {{MoveListRow | Jumping Special | air {{s}} | 90,000 | {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | | {{MoveListRow | UniBeam | {{qcf}} + {{atk}} | 81,700 (20,000 x 5) {{l}} <br> 113,600 (20,000 x 8) {{m}} <br> 122,200 (20,000 x 10) {{h}} | airok}} | ||
{{MoveListRow | | {{MoveListRow | Repulsor Blast | {{qcb}} + {{atk}} | 81,700 (20,000 x 5) {{l}} <br> 102,300 (25,0000 x 5) {{m}} <br> 122,600 (30,000 x 5) {{h}} | }} | ||
{{MoveListRow | Spread | | {{MoveListRow | Repulsor Spread | Repulsor Blast, then {{qcb}} + {{h}} | 80,000 | }} | ||
{{MoveListRow | Smart Bomb | dp + atk | 57,000 l <br> 84,200 m <br> 103,700 h | airok otg }} | {{MoveListRow | Smart Bomb | {{dp}} + {{atk}} | 57,000 (30,000 x 2) {{l}} <br> 84,200 (18,000 x 6) {{m}} <br> 103,700 (16,000 x 10) {{h}} | {{airok}} {{otg}} }} | ||
{{MoveListRow | Flight| qcb + s | | Lasts 3 seconds }} | {{MoveListRow | Flight| {{qcb}} + {{s}} | | Lasts 3 seconds }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
===Hyper Moves=== | ===Hyper Moves=== | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Proton Cannon | qcf + atk + atk | 276,800 | }} | {{MoveListRow | Proton Cannon | {{qcf}} + {{atk}} + {{atk}} | 276,800 (30,000 + 10,000 x 35) | Scales by 0.98 <br> First hit is a physical attack }} | ||
{{MoveListRow | Angle Proton Cannon | dp + atk + atk |276,800 | }} | {{MoveListRow | Angle Proton Cannon | {{dp}} + {{atk}} + {{atk}} | 276,800 (30,000 + 10,000 x 35) | Scales by 0.98 <br> First hit is a physical attack }} | ||
{{MoveListRow | Iron Avenger | qcb + atk + atk | 430,000 | | {{MoveListRow | Iron Avenger | {{qcb}} + {{atk}} + {{atk}} | 430,000 | {{startupinv}} | level3}} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== Apprentice Combos == | |||
<youtube>Uodl4odyCYI</youtube> | |||
== Strategy == | == Strategy == | ||
Line 72: | Line 76: | ||
=== Advanced Strategy === | === Advanced Strategy === | ||
[[Category:Marvel vs Capcom 3]] |
Latest revision as of 00:54, 9 December 2020
![MvC3Logo.png](/images/1/1f/MvC3Logo.png)
![MvC3HeaderButtons.png](/images/6/6e/MvC3HeaderButtons.png)
Iron Man
In a nutshell
Iron Man has an all-around style of play that allows him extreme flexibility. He can keepaway and zone with Unibeams and Repulsar Blasts, or he can use his 8-way air dash to effortlessly rush his opponents down and inflict huge damage. He lacks versatility in either style of play, but the ability to do either more than makes up for it.
Video Walkthrough
Move List
Assist Types
Name
Type
Damage
Special Properties
Cross-Over Combination
Normal Moves
Double Jump
{{
in the air }}
![U.png](/images/thumb/0/02/U.png/22px-U.png)
If you've Air Dashed you cannot Double Jump
Air Dash
Any direction in the air +
+
![Atk.png](/images/1/1b/Atk.png)
![Atk.png](/images/1/1b/Atk.png)
If you've Double Jumped you cannot Air Dash
Standing Light
![L.png](/images/f/fe/L.png)
47,000
Crouching Light
![D.png](/images/thumb/5/54/D.png/22px-D.png)
![L.png](/images/f/fe/L.png)
45,000
![Low.png](/images/b/b1/Low.png)
Standing Medium
![M.png](/images/a/a3/M.png)
70,000
Crouching Medium
![D.png](/images/thumb/5/54/D.png/22px-D.png)
![M.png](/images/a/a3/M.png)
68,000
![Low.png](/images/b/b1/Low.png)
Standing Heavy
![H.png](/images/a/a2/H.png)
90,000
Crouching Heavy
![D.png](/images/thumb/5/54/D.png/22px-D.png)
![H.png](/images/a/a2/H.png)
80,000
![Chipdamage.png](/images/c/cc/Chipdamage.png)
![Nocancel.png](/images/5/53/Nocancel.png)
Scales by 0.9
Cancelable into THC
Standing Special
![S.png](/images/8/82/S.png)
80,000
![Launch.png](/images/6/68/Launch.png)
Jumping Light
air
![L.png](/images/f/fe/L.png)
50,000
![High.png](/images/b/b7/High.png)
Jumping Medium
air
![M.png](/images/a/a3/M.png)
70,000
![High.png](/images/b/b7/High.png)
![Djcancel.png](/images/8/8e/Djcancel.png)
Jumping Heavy
air
![H.png](/images/a/a2/H.png)
80,000
![High.png](/images/b/b7/High.png)
![Djcancel.png](/images/8/8e/Djcancel.png)
Angled Blast Up
air
+
![U.png](/images/thumb/0/02/U.png/22px-U.png)
![H.png](/images/a/a2/H.png)
80,000
![High.png](/images/b/b7/High.png)
![Djcancel.png](/images/8/8e/Djcancel.png)
Angled Blast Down
air
+
![D.png](/images/thumb/5/54/D.png/22px-D.png)
![H.png](/images/a/a2/H.png)
80,000
![High.png](/images/b/b7/High.png)
![Djcancel.png](/images/8/8e/Djcancel.png)
Jumping Special
air
![S.png](/images/8/82/S.png)
90,000
![High.png](/images/b/b7/High.png)
Special Moves
UniBeam
![Qcf.png](/images/thumb/7/72/Qcf.png/22px-Qcf.png)
![Atk.png](/images/1/1b/Atk.png)
81,700 (20,000 x 5)
113,600 (20,000 x 8)
122,200 (20,000 x 10)
![L.png](/images/f/fe/L.png)
113,600 (20,000 x 8)
![M.png](/images/a/a3/M.png)
122,200 (20,000 x 10)
![H.png](/images/a/a2/H.png)
airok
Repulsor Blast
![Qcb.png](/images/thumb/0/00/Qcb.png/22px-Qcb.png)
![Atk.png](/images/1/1b/Atk.png)
81,700 (20,000 x 5)
102,300 (25,0000 x 5)
122,600 (30,000 x 5)
![L.png](/images/f/fe/L.png)
102,300 (25,0000 x 5)
![M.png](/images/a/a3/M.png)
122,600 (30,000 x 5)
![H.png](/images/a/a2/H.png)
Repulsor Spread
Repulsor Blast, then
+
![Qcb.png](/images/thumb/0/00/Qcb.png/22px-Qcb.png)
![H.png](/images/a/a2/H.png)
80,000
Smart Bomb
![Dp.png](/images/thumb/8/8c/Dp.png/22px-Dp.png)
![Atk.png](/images/1/1b/Atk.png)
57,000 (30,000 x 2)
84,200 (18,000 x 6)
103,700 (16,000 x 10)
![L.png](/images/f/fe/L.png)
84,200 (18,000 x 6)
![M.png](/images/a/a3/M.png)
103,700 (16,000 x 10)
![H.png](/images/a/a2/H.png)
![Airok.png](/images/6/68/Airok.png)
![Otg.png](/images/7/7b/Otg.png)
Flight
![Qcb.png](/images/thumb/0/00/Qcb.png/22px-Qcb.png)
![S.png](/images/8/82/S.png)
Lasts 3 seconds
Hyper Moves
Proton Cannon
![Qcf.png](/images/thumb/7/72/Qcf.png/22px-Qcf.png)
![Atk.png](/images/1/1b/Atk.png)
![Atk.png](/images/1/1b/Atk.png)
276,800 (30,000 + 10,000 x 35)
Scales by 0.98
First hit is a physical attack
First hit is a physical attack
Angle Proton Cannon
![Dp.png](/images/thumb/8/8c/Dp.png/22px-Dp.png)
![Atk.png](/images/1/1b/Atk.png)
![Atk.png](/images/1/1b/Atk.png)
276,800 (30,000 + 10,000 x 35)
Scales by 0.98
First hit is a physical attack
First hit is a physical attack
Iron Avenger
![Qcb.png](/images/thumb/0/00/Qcb.png/22px-Qcb.png)
![Atk.png](/images/1/1b/Atk.png)
![Atk.png](/images/1/1b/Atk.png)
430,000
![Startupinv.png](/images/3/33/Startupinv.png)
Apprentice Combos
Strategy
Tips and Tricks
- Even though Iron Man's crouching Heavy cannot be canceled into Specials or Supers, you can assist during this to make it useful.
- Iron Man's Repulsar Blast may seem unsafe, but try using the Spread command after the fourth beam appears to keep it shockingly safe and take his zoning game to a new level.
- Smart Bombs will OTG from surprisingly far, and can be canceled into a Proton Cannon for healthy damage after an air combo or throw.
- Iron Avenger (Level 3 Super) is insanely fast and completely invincible. Having 3 levels stocked can really limit your opponent's options, as you can stop or punish usually nonpunishable techniques.
- [1] You can XFC Proton Cannon into Any Cannon midscreen or in the corner if you dash between them. You just need to dash up enough to have the hit caused by the cannon (according to the official strategy guide, the Cannon hit comes out on 3rd frame) to connect with the opponent before they fall. Proton Cannon has 1 hit from the cannon and 35 hits from the beam for a total of 36 hits. The Cannon hit and the first 34 beam hits all put the opponent into a juggle-able air state, and the 35th hit of the beam causes an air-tech state. This is important because if you try to juggle the Cannon after all 35 beam hits connect the opponent bounces too high and air resets without the Cannon being able to touch them. A sweet spot for using the XFC and dashing midscreen is around the 30th hit. You can easily go up to the 34th beam hit in the corner if you feel your timing is good enough, although using a Repulsar Blast before the Proton Cannon gets you more damage.