Marvel vs Capcom 2/Iceman: Difference between revisions

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(Complete revamp of the Iceman page, including new format, hitboxes, move names, everything. Tweak the formatting as needed. (With 15 minutes to spare!!!))
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[[File:MvC2iceman.png|right]]
{{MVC2 Character Intro|char= iceman|full= Iceman|short= ICM|content=
= Introduction =
== Story ==
Doesn't take chip damage from beam moves and does lots of chip damage himself, so annoying at first. But generally too limited to do much other than run away and chip.
Robert "Bobby" Drake, known by his hero alias Iceman, is a character from the X-Men series by Marvel. A mutant with the ability to lower his internal body temperature to absolute zero nearly instantly, Iceman can freeze both himself and the air around him, as well as manipulate water.


= Colors =
In Marvel vs. Capcom 2, Iceman is an accessible, simple, yet agile keepaway and zoning character who heavily leans on his solid normals and his Ice Beam special move for chipping and zoning. His normals are solid, with good range and speed. His main game is chipping while controlling the screen, as many of his specials do great damage even on block. An interesting thing to note about Iceman is that he takes zero chip damage from any energy based attacks, which does allow him to avoid many chip kill scenarios from some characters in the game. He's no slouch on hit though, as he can do great amounts of damage with a simple air combo into his super.
First row: LP, HP, A1. Second row: LK, HK, A2.
 
Unfortunately, Iceman is held back by the same thing that makes him so accessible in the first place. He doesn't have a lot of "ace in the hole" type setups or moves, which relegates him to a very predictable playstyle. In addition, with his movement being so poor, he doesn't have a great way to chase turtles or get away from rushdown. His specials and super (no "s", he only has one) are very simple, which again makes him a bit less flexible than most.
 
Still, Iceman is a good and easy character to pick up and play, with just enough tech to keep you interested. If you want to control the screen and play a long, slow game, then chill out with Iceman.
== Gameplay ==
{{2 Column Flex|flex1=6|flex2=4
|content1=
{{Content Box|content='''Iceman''' is a zoning and keepaway character who can use his large normals and great specials to chip the opponent down from afar. His main strengths are great normals and solid special moves but his weaknesses are his simplicity and no real way to change his playstyle.
{{ProConTable
|pros=
*'''Simple:''' Iceman is a very easy character to pick up and play, and has a streamlined toolkit for easy understanding.
*'''Zoning:''' Iceman is more than capable of zoning out characters due to his large normals and great specials.
*'''Solo Damage:''' Iceman can do great damage with an air combo into his super, off a hit or his punch throw.
*'''No Chip on Energy Attacks:''' Hadokens, beams, and Hyper Vipers do nothing to Iceman on block, as he takes no chip damage from any energy based attacks.
|cons=
*'''Simple:''' Simplicity is both helpful and hurtful, as it makes you more predictable.
*'''Poor Air Mobility:''' Iceman doesn't have a lot of ways to alter his momentum in the air.
*'''Lack of Mixup:''' Outside of low/throw, Iceman has very little in the way of opening his opponent up.
}}
}}
|content2=
{{Content Box|content=
<center><youtube>9UhNtslR86Q</youtube></center>
}}
}}
}}
 
== Character Summary ==
{{3 Column Flex
|content1=
{{Content Box|header=Special Moves|content=
;Ice Beam (Air OK)
*{{qcf}}+{{lp}} or {{hp}}
;Ice Avalanche (Air OK)
*{{qcf}}+{{lk}} or {{hk}}
;Ice Fist
*{{qcb}}+{{p}}
}}
|content2=
{{Content Box|header=Hyper Combos|content=
;Arctic Attack (Mashable)
*{{qcf}}+{{lp}}+{{hp}}
}}
|content3=
{{Content Box|header=Assist Types|content=
;Type α - Projectile Type
*Assist: {{lp}} Ice Beam
*Counter: {{lp}} Ice Beam
*Combination: Arctic Attack
;Type β - Variety Type
*Assist: {{lk}} Ice Avalanche
*Counter: {{lk}} Ice Avalanche
*Combination: Arctic Attack
;Type γ - Balance Type
*Assist: {{lp}} Ice Beam
*Counter: {{lk}} Ice Avalanche
*Combination: Arctic Attack
}}
}}
 
== Moves List ==
 
=== Assists ===
{{MoveData
|image= MVC2_Iceman_QCF_LP_01.png
|caption={{lp}} Ice Beam
|name=Projectile
|subtitle=[[File:Alpha.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{lp}} Ice Beam
|TeamHyperCombo=Arctic Attack
|description= Iceman's Projectile assist is his most popular assist choice, and for good reason. Ice Beam is already an excellent special move in a lot of regards, and having it as an assist only makes it better because now he's not even as open when he does it! Really solid choice that any character would like to have.
}}
}}<br>
 
{{MoveData
|image= MVC2_Iceman_QCF_K_01.png
|caption={{lk}} Ice Avalanche
|name=Variety
|subtitle=[[File:Beta.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{lk}} Ice Avalanche
|TeamHyperCombo=Arctic Attack
|description= Iceman's Variety assist is a little more niche compared to his Projectile and Balance assists. It has some pretty long startup, and not a whole lot of blockstun. It COULD be used like an additional hit to stop people from jumping away from your point character, but that's not as common of a situation as full screen chip and space control. Worth a shot, but don't feel bad if you can't get it to work with your team.
}}
}}<br>
 
{{MoveData
|image= MVC2_Iceman_QCF_LP_01.png
|caption={{lp}} Ice Beam
|name=Balance
|subtitle=[[File:Gamma.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{lk}} Ice Avalanche
|TeamHyperCombo=Arctic Attack
|description= Iceman's Balance assist might be a bit worse than Projectile simply because of just how long the startup of LK Avalanche is as a Variable Counter. You want something fast or big to get someone off of you, preferably both, and it has neither. Most people stick with Projectile for the added utility of the Variable Counter.
}}
}}<br>
=== Normal Moves ===
-When grounded, Iceman has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning he can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
 
 
==== Ground Normals ====
 
{{MoveData
|image= MVC2_Iceman_5LP_01.png
|caption=
|name= Light Punch
|linkname= 5LP
|input= 5{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman does a quick jab in front of him. Probably the most uninteresting of his light normals, it's just a punch and nothing more. Very average.
}}
}}<br>
 
{{MoveData
|image= MVC2_Iceman_5MP_01.png
|caption=
|name= Medium Punch
|linkname= 5MP
|input= 5{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman does a backward icicle stab. Combo filler medium.
}}
}}<br>
 
{{MoveData
|image= MVC2_Iceman_5HP_01.png
|image2= MVC2_Iceman_5HP_02.png
|caption= This lasts 2 frames
|caption2= This lasts 6 more
|name= Heavy Punch
|linkname= 5HP
|input= 5{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman does an overhand swing with a ball of ice. Pretty quick, good priority and active window, and has enough hitstun to combo into Ice Beam. Pretty good normal.
}}
}}<br>
{{MoveData
|image= MVC2_Iceman_5LK_01.png
|caption=
|name= Light Kick
|linkname= 5LK
|input= 5{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman does an icicle covered kick. Has really nice range for a light normal, and the same speed as all the other lights.
}}
}}<br>
 
{{MoveData
|image= MVC2_Iceman_5MK_01.png
|caption=
|name= Medium Kick
|linkname= 5MK
|input= 5{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman does an upward kick. Combo filler medium, but pretty underwhelming with the exception of comboing off of reverse hit 2LP.
}}
}}<br>
 
{{MoveData
|image= MVC2_Iceman_5HK_01.png
|caption= The Wall
|name= Heavy Kick
|linkname= 5HK
|input= 5{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman kicks up a huge spike of ice. GREAT range and damage, as well as a nice launch with enough hitstun to combo into Ice Beam. You'll be using this a lot in neutral with cancels into Ice Beam for great space control. One of Iceman's best normals.
}}
}}<br>
 
{{MoveData
|image= MVC2_Iceman_2LP_01.png
|caption= Whoa, what's that doing there?
|name= Crouching Light Punch
|linkname= 2LP
|input= 2{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman does a crouching elbow. The hitbox behind Iceman is due to programmer error, but it's a really nice thing to have! Because 2LP will hit on either side of you no matter when you hit it, this is fantastic anti-crossup tool that will even autocorrect when chaining out of it. Super solid move to have.
}}
}}<br>
 
{{MoveData
|image= MVC2_Iceman_2MP_01.png
|caption=
|name= Crouching Medium Punch
|linkname= 2MP
|input= 2{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman does another elbow. This one, unlike 2LP, is completely uninteresting combo filler.
}}
}}<br>
 
{{MoveData
|image= MVC2_Iceman_2HP_01.png
|caption=
|name= Crouching Heavy Punch
|linkname= 2HP
|input= 2{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman does a sweep of ice across the ground. Unlike most characters, Iceman's sweep is on 2HP. Outside of it's admittedly very nice priority, it's not very notable.
}}
}}<br>
{{MoveData
|image= MVC2_Iceman_2LK_01.png
|caption= Don't get cold feet
|name= Crouching Light Kick
|linkname= 2LK
|input= 2{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman kicks low. Important because it's a low, otherwise it's pretty average.
}}
}}<br>
 
{{MoveData
|image= MVC2_Iceman_2MK_01.png
|caption=
|name= Crouching Medium Kick
|linkname= 2MK
|input= 2{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman does a long range low kick. This will combo from any light normal chain, which is good! The problem is that there's not really anything to go into after that. At max range, even 5HK will whiff, and this doesn't have enough hitstun to combo to Ice Beam. Good, but awkward.
}}
}}<br>
 
{{MoveData
|image= MVC2_Iceman_2HK_01.png
|caption=
|name= Crouching Heavy Kick
|linkname= 2HK
|input= 2{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman does a vertical icicle kick. Iceman's main launcher, though the short range is something to keep in mind. You can still two hit confirm into this from close range though, which is nice.
}}
}}<br>
 
 
==== Air Normals ====
-When in the Normal Jump state, Iceman has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning he can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
 
{{MoveData
|image= MVC2_Iceman_jLP_01.png
|caption=
|name= Air Light Punch
|linkname= j.LP
|input= j.{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman does a quick downward punch. Air combo starter, and that's about all it's useful for.
}}
}}<br>
 
{{MoveData
|image= MVC2_Iceman_jMP_01.png
|caption=
|name= Air Medium Punch
|linkname= j.MP
|input= {{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman does a downward icicle stab. Combo filler medium.
}}
}}<br>
 
{{MoveData
|image= MVC2_Iceman_jHP_01.png
|caption=
|name= Air Heavy Punch
|linkname= j.HP
|input= j.{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman swings a huge icicle in front of him. Air combo finisher, and your only real good jump-in, but the active window is pretty small.
}}
}}<br>
 
{{MoveData
|image= MVC2_Iceman_jLK_01.png
|caption=
|name= Air Light Kick
|linkname= j.LK
|input= j.{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman does an icicle covered knee. Air combo starter just like j.LP, pretty average.
}}
}}<br>
 
{{MoveData
|image= MVC2_Iceman_jMK_01.png
|caption=
|name= Air Medium Kick
|linkname= j.MK
|input= {{lk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman does a longer icicle knee. Combo filler medium.
}}
}}<br>
 
{{MoveData
|image= MVC2_Iceman_jHK_01.png
|caption= They reused a lot of sprites, didn't they?
|name= Air Heavy Kick
|linkname= j.HK
|input= j.{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman does an upward kick. Air combo finisher, and pretty average everywhere else.
}}
}}<br>


[[Image:Mvc2-iceman.png]]


= Moves List =


== Normal Moves ==
==== Command Normals ====


=== Command normals ===
{{MoveData
jump down Fierce: IceballReally quick.
|image= MVC2_Iceman_j2HP_01.png
|image2= MVC2_Iceman_j2HP_Projectile_01.png
|caption=
|name= Air Down Heavy Punch
|linkname=
|input= j.2{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=  
|Recovery=  
|Guard=  
|Special Property=  
|Cancel= None
|Adv. Hit=
|Adv. Guard=  
|Adv. Pushblock= 
|description= Iceman throws a ball of ice downward. Not a bad normal for controlling space, as it moves pretty slow and can cancel to specials.
}}
}}<br>


jump down Roundhouse: slash kick.


== Special Moves ==
{{MoveData
{{MvC3MoveListHeader}}
|image= MVC2_Iceman_j2HK_01.png
{{MoveListRow | Ice Beam
|caption=  
| {{qcf}} + p
|name= Air Down Heavy Kick
|  
|linkname=  
| {{airok}}
|input= j.2{{hp}}
}}
|data=
{{MoveListRow | Ice Avalanche
{{AttackData-MVSC2
| {{qcf}} + k
|Damage=
|  
|Startup=
| {{airok}}
|Active=
}}
|Recovery=
{{MoveListRow | Ice Fist
|Guard=
| {{qcb}} + p
|Special Property=
|  
|Cancel= None
| Adds damage (or chip damage) to most punch attacks until you use it three times.
|Adv. Hit= 
}}
|Adv. Guard= 
{{MoveListFooter}}
|Adv. Pushblock= 
|description= Iceman does an aerial slash kick. Really big hitbox and could be used for opponents approaching from above.
}}
}}<br>


== Super Moves ==
{{MvC3MoveListHeader}}
{{MoveListRow | Arctic Attack
| {{qcf}} + {{lp}} + hp
|
| [[file:mash.png]] {{airok}} Mash buttons for more damage.
}}
{{MoveListFooter}}


== Assist Moves ==
=== Universal Mechanics ===
{{MvC2CharacterAssists
  | [[file:lp.png]] Ice Beam || Arctic Attack | [[file:lp.png]] Ice Beam | The preferred assist
  | [[file:lk.png]] Ice Avalanche || Arctic Attack | [[file:lk.png]] Ice Avalanche |
  | [[file:lp.png]] Ice Beam || Arctic Attack | [[file:lk.png]] Ice Avalanche |
}}


= The Basics =
{{MoveData
|image= MVC2_Iceman_2HK_01.png
|caption=  
|name= Universal Launcher (Kick)
|linkname= Universal Launcher (Kick)
|input= 3{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (away)
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= This move is ''technically'' a different move in the game, but in reality there are literally zero differences with 2HK. Just wanted to put something here for consistency.
}}
}}<br>


== Beginner Overview ==
{{MoveData
|image= MVC2_Iceman_P_Throw_01.png
|caption= Freeze!
|name= Throw (Punch)
|linkname= Throw (Punch)
|input= 6{{hp}} // 4{{hp}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman grabs the opponent, freezes them, and tosses them away. This throw puts the opponent in a capture state like Magneto's throws do, so you can run up and get a full combo out of this. Really nice to have.
}}
}}<br>


<youtube>9UhNtslR86Q</youtube>
{{MoveData
|image= MVC2_Iceman_K_Throw_01.png
|caption=
|name= Throw (Kick)
|linkname= Throw (Kick)
|input= 6{{hk}} // 4{{hk}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman grabs the opponent and throws them onto a spike of ice. Gives no followup, so much less rewarding compared to punch throw, however it does swap sides while punch throw doesn't, so it's got some niche uses.
}}
}}<br>


== General Gameplan ==
{{MoveData
|image= MVC2_Iceman_Air_P_Throw_01.png
|caption=  
|name= Air Throw (Punch)
|linkname= Air Throw (Punch)
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Iceman grabs the opponent, freezes them, and tosses them away. Basically the same uses and result as grounded punch throw, still puts them in a capture state. Really great for snagging an opponent out of the air.
}}
}}<br>


Run away and chip where possibleWhen they get frustrated, use his quickness to get up close and launch them into the super.
{{MoveData
|image= MVC2_Iceman_Raw_Tag_01.png
|caption=
|name= Raw Tag
|linkname= Raw Tag
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|data=
  {{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Based off j.MK. Larger hitbox, but otherwise pretty unremarkable.
}}
}}<br>


{{MoveData
|image= MVC2_Iceman_5HP_01.png
|image2= MVC2_Iceman_5HP_02.png
|caption=
|name= Snap Back
|linkname= Snap Back
|input= {{qcf}} + A1 / A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description= Iceman's Snap Back is based on his 5HP. Pretty solid priority due to it being based on that normal.
}}
}}


==Combos==




=== Special Moves ===


-Corner Super Jump qcf + LK, sj.LP \/ c.HK /\ sj.LP > sj.LK XX qcf + PP
{{MoveData
|image= MVC2_Iceman_QCF_LP_01.png
|image2= MVC2_Iceman_QCF_HP_01.png
|image3= MVC2_Iceman_Air_QCF_LP_01.png
|image4= MVC2_Iceman_Air_QCF_HP_01.png
|image5= MVC2_Iceman_Forward_Beam_Hitbox_01.png
|image6= MVC2_Iceman_Up_Beam_Hitbox_01.png
|image7= MVC2_Iceman_Down_Beam_Hitbox_01.png
|caption= LP versions go straight
|caption2= HP versions go at an angle
|name= Ice Beam
|linkname= Ice Beam
|input= {{qcf}} + {{lp}} or {{hp}} (Air OK)
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
  |Adv. Pushblock= -
|description= Iceman shoots a beam of frigid energy from his hands. Quite literally half your gameplan is this move. This special move is one of Iceman's key moves in gameplay, and many of his great pokes can be cancelled into this for even further screen coverage. Air versions will make you pause briefly in midair, giving some stall potential. Multihit makes it break armor, decent damage, and GREAT chip damage, this is a move you're going to want to do a LOT.
}}
}}<br>


-d.s.LK > s.LK > c.HK /\ sj.LP > sj.LK > sj.LP XX qcf + PP
{{MoveData
|image= MVC2_Iceman_QCF_K_01.png
|image2= MVC2_Iceman_QCF_K_Projectile_01.png
|caption=
|name= Ice Avalanche
|linkname= Ice Avalanche
|input= {{qcf}} + {{lk}} or {{hk}} (Air OK)
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Iceman summons a massive chunk of ice, then drops it onto the opponent. The LK version drops the chunk straight down, while HK puts it at a downward angle away from Iceman. Does a good chunk of damage as any boulder should and has a big hitbox, but the recovery can be a little long so this one sees just a bit less use. Still nice for screen control, but use more sparingly than Ice Beam.
}}
}}<br>


-Corner Jump HP \/ d.s.LP > s.LK > s.HP XX qcf + LP XX qcf + PP
{{MoveData
|image= MVC2_Iceman_QCB_P_01.png
|caption=
|name= Ice Fist
|linkname= Ice Fist
|input= {{qcb}} + {{p}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Iceman freezes a chunk of ice to his hand. This is a powerup special. After this special is completed, the next three punch normals that Iceman lands will do 33% more damage. This has an unlimited time limit, and the buff does not go away when you whiff. It does decrease by one hit when your attack is blocked, however. You have full access to your toolkit while this is active, so if you have a bit of downtime, or your opponent is turtling up, there's no good reason to not be doing this for a free damage buff.
}}
}}<br>


-Corner Jump LK > LK \/ d.s.LK > s.HP XX qcf + LP XX qcf + PP
=== Hyper Combos ===


-Corner Jump qcf + LK, sj.LP \/ c.HK /\ sj.LP > sj.LK > sj.LP > sj.HP
{{MoveData
|image= MVC2_Iceman_QCF_PP_01.png
|image2= MVC2_Iceman_QCF_PP_Projectile_01.png
|caption= The only super you need
|name= Arctic Attack
|linkname= Arctic Attack
|input= {{qcf}} + {{lp}} + {{hp}} (Air OK) (Mashable)
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Iceman powers up, then spews out a massive amount of ice particles that batter the opponent. This is Iceman's only super, but it's a good thing it's a good one. This can do really good damage when mashed fully, and can set up for DHCs with it's drag down property in the air. However, if you're looking for solo damage, a neat trick is to kara cancel Ice Beam into Arctic Attack, which will freeze you in place as you do the super, leading to much higher damage. Doesn't do as much chip as you'd like sometimes, but it's still a good one to have!
}}
}}<br>


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


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


-Jump HP \/ d.c.LK > c.LP > c.HK XX qcf + HP)
=== Taunt ===
[[Image:MVC2_Iceman_Taunt_01.png]]


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


-Jump LK > LP \/ d.s.LP > s.LP > s.HP XX qcf + LP
"Yeah!"


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


-d.s.LP > s.LP > s.HP XX qcf + LP


-d.s.LK > s.LK > s.HK XX qcf + HP
=== Colors ===
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.


-Jump LK > LK \/ d.c.LK > c.LK > c.HP
[[Image:Mvc2-iceman.png]]


= Advanced Strategy =


{{Navbox-MVC2}}
{{Navbox-MVC2}}
[[Category:Marvel Vs. Capcom 2]]
[[Category: Marvel Vs. Capcom 2]]

Revision as of 23:45, 11 September 2024

Story

Robert "Bobby" Drake, known by his hero alias Iceman, is a character from the X-Men series by Marvel. A mutant with the ability to lower his internal body temperature to absolute zero nearly instantly, Iceman can freeze both himself and the air around him, as well as manipulate water.

In Marvel vs. Capcom 2, Iceman is an accessible, simple, yet agile keepaway and zoning character who heavily leans on his solid normals and his Ice Beam special move for chipping and zoning. His normals are solid, with good range and speed. His main game is chipping while controlling the screen, as many of his specials do great damage even on block. An interesting thing to note about Iceman is that he takes zero chip damage from any energy based attacks, which does allow him to avoid many chip kill scenarios from some characters in the game. He's no slouch on hit though, as he can do great amounts of damage with a simple air combo into his super.

Unfortunately, Iceman is held back by the same thing that makes him so accessible in the first place. He doesn't have a lot of "ace in the hole" type setups or moves, which relegates him to a very predictable playstyle. In addition, with his movement being so poor, he doesn't have a great way to chase turtles or get away from rushdown. His specials and super (no "s", he only has one) are very simple, which again makes him a bit less flexible than most.

Still, Iceman is a good and easy character to pick up and play, with just enough tech to keep you interested. If you want to control the screen and play a long, slow game, then chill out with Iceman.

Gameplay

Iceman is a zoning and keepaway character who can use his large normals and great specials to chip the opponent down from afar. His main strengths are great normals and solid special moves but his weaknesses are his simplicity and no real way to change his playstyle.

Strengths Weaknesses
  • Simple: Iceman is a very easy character to pick up and play, and has a streamlined toolkit for easy understanding.
  • Zoning: Iceman is more than capable of zoning out characters due to his large normals and great specials.
  • Solo Damage: Iceman can do great damage with an air combo into his super, off a hit or his punch throw.
  • No Chip on Energy Attacks: Hadokens, beams, and Hyper Vipers do nothing to Iceman on block, as he takes no chip damage from any energy based attacks.
  • Simple: Simplicity is both helpful and hurtful, as it makes you more predictable.
  • Poor Air Mobility: Iceman doesn't have a lot of ways to alter his momentum in the air.
  • Lack of Mixup: Outside of low/throw, Iceman has very little in the way of opening his opponent up.
MVC2 iceman art.png

Character Summary

Special Moves

Ice Beam (Air OK)
  • Qcf.png+Lp.png or Hp.png
Ice Avalanche (Air OK)
  • Qcf.png+Lk.png or Hk.png
Ice Fist
  • Qcb.png+P.png
Hyper Combos

Arctic Attack (Mashable)
  • Qcf.png+Lp.png+Hp.png
Assist Types

Type α - Projectile Type
  • Assist: Lp.png Ice Beam
  • Counter: Lp.png Ice Beam
  • Combination: Arctic Attack
Type β - Variety Type
  • Assist: Lk.png Ice Avalanche
  • Counter: Lk.png Ice Avalanche
  • Combination: Arctic Attack
Type γ - Balance Type
  • Assist: Lp.png Ice Beam
  • Counter: Lk.png Ice Avalanche
  • Combination: Arctic Attack

Moves List

Assists

Projectile
Alpha.png
A1.png // A2.png
MVC2 Iceman QCF LP 01.png
Lp.png Ice Beam
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Lp.png Ice Beam Arctic Attack

Iceman's Projectile assist is his most popular assist choice, and for good reason. Ice Beam is already an excellent special move in a lot of regards, and having it as an assist only makes it better because now he's not even as open when he does it! Really solid choice that any character would like to have.


Variety
Beta.png
A1.png // A2.png
MVC2 Iceman QCF K 01.png
Lk.png Ice Avalanche
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Lk.png Ice Avalanche Arctic Attack

Iceman's Variety assist is a little more niche compared to his Projectile and Balance assists. It has some pretty long startup, and not a whole lot of blockstun. It COULD be used like an additional hit to stop people from jumping away from your point character, but that's not as common of a situation as full screen chip and space control. Worth a shot, but don't feel bad if you can't get it to work with your team.


Balance
Gamma.png
A1.png // A2.png
MVC2 Iceman QCF LP 01.png
Lp.png Ice Beam
Damage Startup Active Recovery Alpha Counter Team Hyper Combo
- - - - Lk.png Ice Avalanche Arctic Attack

Iceman's Balance assist might be a bit worse than Projectile simply because of just how long the startup of LK Avalanche is as a Variable Counter. You want something fast or big to get someone off of you, preferably both, and it has neither. Most people stick with Projectile for the added utility of the Variable Counter.


Normal Moves

-When grounded, Iceman has the Marvel type Magic Series, meaning he can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.


Ground Normals

Light Punch
5Lp.png
MVC2 Iceman 5LP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman does a quick jab in front of him. Probably the most uninteresting of his light normals, it's just a punch and nothing more. Very average.


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
MVC2 Iceman 5MP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman does a backward icicle stab. Combo filler medium.


Heavy Punch
5Hp.png
MVC2 Iceman 5HP 01.png
This lasts 2 frames
MVC2 Iceman 5HP 02.png
This lasts 6 more
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman does an overhand swing with a ball of ice. Pretty quick, good priority and active window, and has enough hitstun to combo into Ice Beam. Pretty good normal.


Light Kick
5Lk.png
MVC2 Iceman 5LK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman does an icicle covered kick. Has really nice range for a light normal, and the same speed as all the other lights.


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
MVC2 Iceman 5MK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman does an upward kick. Combo filler medium, but pretty underwhelming with the exception of comboing off of reverse hit 2LP.


Heavy Kick
5Hk.png
MVC2 Iceman 5HK 01.png
The Wall
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman kicks up a huge spike of ice. GREAT range and damage, as well as a nice launch with enough hitstun to combo into Ice Beam. You'll be using this a lot in neutral with cancels into Ice Beam for great space control. One of Iceman's best normals.


Crouching Light Punch
2Lp.png
MVC2 Iceman 2LP 01.png
Whoa, what's that doing there?
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman does a crouching elbow. The hitbox behind Iceman is due to programmer error, but it's a really nice thing to have! Because 2LP will hit on either side of you no matter when you hit it, this is fantastic anti-crossup tool that will even autocorrect when chaining out of it. Super solid move to have.


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
MVC2 Iceman 2MP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman does another elbow. This one, unlike 2LP, is completely uninteresting combo filler.


Crouching Heavy Punch
2Hp.png
MVC2 Iceman 2HP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman does a sweep of ice across the ground. Unlike most characters, Iceman's sweep is on 2HP. Outside of it's admittedly very nice priority, it's not very notable.


Crouching Light Kick
2Lk.png
MVC2 Iceman 2LK 01.png
Don't get cold feet
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman kicks low. Important because it's a low, otherwise it's pretty average.


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
MVC2 Iceman 2MK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman does a long range low kick. This will combo from any light normal chain, which is good! The problem is that there's not really anything to go into after that. At max range, even 5HK will whiff, and this doesn't have enough hitstun to combo to Ice Beam. Good, but awkward.


Crouching Heavy Kick
2Hk.png
MVC2 Iceman 2HK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman does a vertical icicle kick. Iceman's main launcher, though the short range is something to keep in mind. You can still two hit confirm into this from close range though, which is nice.



Air Normals

-When in the Normal Jump state, Iceman has the Marvel type Magic Series, meaning he can follow the Lp.png/Lk.png > Mp.png/Mk.png > Hp.png>Hk.png cancel tree.

Air Light Punch
j.Lp.png
MVC2 Iceman jLP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman does a quick downward punch. Air combo starter, and that's about all it's useful for.


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
MVC2 Iceman jMP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman does a downward icicle stab. Combo filler medium.


Air Heavy Punch
j.Hp.png
MVC2 Iceman jHP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman swings a huge icicle in front of him. Air combo finisher, and your only real good jump-in, but the active window is pretty small.


Air Light Kick
j.Lk.png
MVC2 Iceman jLK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman does an icicle covered knee. Air combo starter just like j.LP, pretty average.


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
MVC2 Iceman jMK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman does a longer icicle knee. Combo filler medium.


Air Heavy Kick
j.Hk.png
MVC2 Iceman jHK 01.png
They reused a lot of sprites, didn't they?
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman does an upward kick. Air combo finisher, and pretty average everywhere else.



Command Normals

Air Down Heavy Punch
j.2Hp.png
MVC2 Iceman j2HP 01.png
MVC2 Iceman j2HP Projectile 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Iceman throws a ball of ice downward. Not a bad normal for controlling space, as it moves pretty slow and can cancel to specials.



Air Down Heavy Kick
j.2Hp.png
MVC2 Iceman j2HK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Iceman does an aerial slash kick. Really big hitbox and could be used for opponents approaching from above.



Universal Mechanics

Universal Launcher (Kick)
3Hk.png
MVC2 Iceman 2HK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (away) - - - -

This move is technically a different move in the game, but in reality there are literally zero differences with 2HK. Just wanted to put something here for consistency.


Throw (Punch)
6Hp.png // 4Hp.png near opponent
MVC2 Iceman P Throw 01.png
Freeze!
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman grabs the opponent, freezes them, and tosses them away. This throw puts the opponent in a capture state like Magneto's throws do, so you can run up and get a full combo out of this. Really nice to have.


Throw (Kick)
6Hk.png // 4Hk.png near opponent
MVC2 Iceman K Throw 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman grabs the opponent and throws them onto a spike of ice. Gives no followup, so much less rewarding compared to punch throw, however it does swap sides while punch throw doesn't, so it's got some niche uses.


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
MVC2 Iceman Air P Throw 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman grabs the opponent, freezes them, and tosses them away. Basically the same uses and result as grounded punch throw, still puts them in a capture state. Really great for snagging an opponent out of the air.


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
MVC2 Iceman Raw Tag 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Based off j.MK. Larger hitbox, but otherwise pretty unremarkable.


Snap Back
Qcf.png + A1 / A2
MVC2 Iceman 5HP 01.png
MVC2 Iceman 5HP 02.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman's Snap Back is based on his 5HP. Pretty solid priority due to it being based on that normal.


Special Moves

Ice Beam
Qcf.png + Lp.png or Hp.png (Air OK)
MVC2 Iceman QCF LP 01.png
LP versions go straight
MVC2 Iceman QCF HP 01.png
HP versions go at an angle
MVC2 Iceman Air QCF LP 01.png
MVC2 Iceman Air QCF HP 01.png
MVC2 Iceman Forward Beam Hitbox 01.png
MVC2 Iceman Up Beam Hitbox 01.png
MVC2 Iceman Down Beam Hitbox 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman shoots a beam of frigid energy from his hands. Quite literally half your gameplan is this move. This special move is one of Iceman's key moves in gameplay, and many of his great pokes can be cancelled into this for even further screen coverage. Air versions will make you pause briefly in midair, giving some stall potential. Multihit makes it break armor, decent damage, and GREAT chip damage, this is a move you're going to want to do a LOT.


Ice Avalanche
Qcf.png + Lk.png or Hk.png (Air OK)
MVC2 Iceman QCF K 01.png
MVC2 Iceman QCF K Projectile 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman summons a massive chunk of ice, then drops it onto the opponent. The LK version drops the chunk straight down, while HK puts it at a downward angle away from Iceman. Does a good chunk of damage as any boulder should and has a big hitbox, but the recovery can be a little long so this one sees just a bit less use. Still nice for screen control, but use more sparingly than Ice Beam.


Ice Fist
Qcb.png + P.png
MVC2 Iceman QCB P 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman freezes a chunk of ice to his hand. This is a powerup special. After this special is completed, the next three punch normals that Iceman lands will do 33% more damage. This has an unlimited time limit, and the buff does not go away when you whiff. It does decrease by one hit when your attack is blocked, however. You have full access to your toolkit while this is active, so if you have a bit of downtime, or your opponent is turtling up, there's no good reason to not be doing this for a free damage buff.


Hyper Combos

Arctic Attack
Qcf.png + Lp.png + Hp.png (Air OK) (Mashable)
MVC2 Iceman QCF PP 01.png
The only super you need
MVC2 Iceman QCF PP Projectile 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Iceman powers up, then spews out a massive amount of ice particles that batter the opponent. This is Iceman's only super, but it's a good thing it's a good one. This can do really good damage when mashed fully, and can set up for DHCs with it's drag down property in the air. However, if you're looking for solo damage, a neat trick is to kara cancel Ice Beam into Arctic Attack, which will freeze you in place as you do the super, leading to much higher damage. Doesn't do as much chip as you'd like sometimes, but it's still a good one to have!



Taunt

MVC2 Iceman Taunt 01.png


"Yeah!"


Colors

First row: Lp.png, Hp.png, A1. Second row: Lk.png, Hk.png, A2.

Mvc2-iceman.png



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