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|notes=Frame data and damage are listed as ground/air. Damage decreases as distance to opponent increases. | |notes=Frame data and damage are listed as ground/air. Damage decreases as distance to opponent increases.<br><br>Iron Man fires a laser beam from his chest. Can be avoided completely by crouching Arthur and Rocket Raccoon. | ||
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{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
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|hproperties={{airok}} | |hproperties={{airok}} | ||
|notes=Frame data is listed as ground/air. | |notes=Frame data is listed as ground/air.<br><br>Iron Man shoots a bomb in front of him that sits for about 2 seconds before exploding, unless an opponent gets near it first. On the ground, Iron Man does a small jump into the air before firing; slightly forward for the LP version, slightly backward for HP. The LP version places the mine at about 1/4th of the screen, HP at about half. Explosion doesn't cause much hitstun. Recovers very quickly in the air. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes=Damage decreases. Damage decreases as distance to opponent increases. | |notes=Damage decreases. Damage decreases as distance to opponent increases. Has an initial hitbox up-close as the cannon itself spawns in, knocking the opponent airborne so the beam will hit after. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes=Damage decreases. Damage decreases as distance to opponent increases. | |notes=Damage decreases. Damage decreases as distance to opponent increases. Has a similar initial hitbox up-close as regular Proton Cannon, but higher up, generally only connecting in juggles. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit= | |hit= | ||
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|notes=- | |notes=Iron Man slides across a full screen's length ready to scoop someone up into a cinematic where he blasts them with a high-powered Unibeam. | ||
}} | }} | ||
Revision as of 20:26, 12 September 2024
Iron Man
TBW
In a nutshell
WIP
Introduction
Players to Watch
Character Vitals
CHARACTER DATA
Health:
10,000
Double Jump:
No
Air Dash:
8-Way
Air Dash/Jump count:
1
Misc Movement:
Flight
Move List
Unique Trait
Superior Tech: Iron sports a large arsenal of attacks including long reaching normals, full screen beams and even air mines. His Focus Shot can be used at different angles allowing him to air-to-air effectively or to help adjust to your opponents body position in a combo.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | |||||||
- |
Standing Heavy Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | |||||||
- |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | |||||||
- |
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
350x2 (700) | Mid | |||||||
- |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | |||||||
- |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | Launch | ||||||
- |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Low | |||||||
- |
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Low | |||||||
- |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | High | - | - | |||||
- |
Jumping Heavy Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | - | - | |||||
- |
Jumping Light Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | - | - | |||||
- |
Jumping Heavy Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | - | - | Groundbounce Hardknockdown | ||||
- |
Arm Missile![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | - | ||||||
- |
Focus Shot j. ![]() ![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | - | - | |||||
- |
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Air Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you ![]() |
Specials
Repulsor Ray![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
200x3 (600) | Mid | ![]() | ||||||
![]() |
200x3 (600) | Mid | ![]() | ||||||
Frame data is listed as ground/air. |
Homing Repulsor Ray (during Repulsor Ray) ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
200x3 (600) | Mid | ![]() | ||||||
![]() |
200x3 (600) | Mid | ![]() | ||||||
Frame data is listed as ground/air. |
Homing Repulsor Ray (Final) (during Homing Repulsor Ray) ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
200x5 (960) | Mid | ![]() | ||||||
![]() |
200x5 (960) | Mid | ![]() | ||||||
Frame data is listed as ground/air. |
Flight![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
- | - | - | - | ![]() | ||||
- |
Hypers
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind