Marvel VS Capcom: Infinite/Iron Man: Difference between revisions

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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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|hblock=
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|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.
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|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.
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|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.
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|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.
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Revision as of 20:26, 12 September 2024

Mvci logo.png

Iron Man

Mvci Ironman.png

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
Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300 Mid
-
Standing Heavy Punch
Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid
-
Standing Light Kick
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Mid
-
Standing Heavy Kick
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
350x2 (700) Mid
-
Crouching Light Punch
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300 Mid
-
Crouching Heavy Punch
Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid Launch
-
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Low
-
Crouching Heavy Kick
Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Low
-
Jumping Light Punch
j.Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300 High - -
-
Jumping Heavy Punch
j.Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High - -
-
Jumping Light Kick
j.Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 High - -
-
Jumping Heavy Kick
j.Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High - - Groundbounce Hardknockdown
-
Arm Missile
Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid -
-
Focus Shot
j.Mvci down.pngMvci hp.png or j.Mvci up.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High - -
-

Misc

Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 Throw 3 1 - - -
Additional damage scales by 50%.
Air Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 Throw 3 1 - - -
Additional damage scales by 50%.
Tag
Mvci tag.png
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 Cancel.png your tag-in.

Specials

Unibeam
Mvci qcf.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 150 ~ 300x4 (1140)
150x3 (435) ~ 300x5 (1410)
Mid Airok.png
Mvci hp.png 150x4 (570) ~ 300x6 (1650) Mid Airok.png
Frame data and damage are listed as ground/air. Damage decreases as distance to opponent increases.

Iron Man fires a laser beam from his chest. Can be avoided completely by crouching Arthur and Rocket Raccoon.
Repulsor Ray
Mvci qcf.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 200x3 (600) Mid Airok.png
Mvci hk.png 200x3 (600) Mid Airok.png
Frame data is listed as ground/air.
Homing Repulsor Ray
(during Repulsor Ray) Mvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 200x3 (600) Mid Airok.png
Mvci hk.png 200x3 (600) Mid Airok.png
Frame data is listed as ground/air.
Homing Repulsor Ray (Final)
(during Homing Repulsor Ray) Mvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 200x5 (960) Mid Airok.png
Mvci hk.png 200x5 (960) Mid Airok.png
Frame data is listed as ground/air.
Smart Mine
Mvci qcb.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 700 Mid Airok.png
Mvci hk.png 700 Mid Airok.png
Frame data is listed as ground/air.

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.
Flight
Mvci qcb.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
- - - - Airok.png
-

Hypers

Proton Cannon
Mvci qcf.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
60x46 (1896) ~ 100+120x50 (4036) Mid
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.
Angled Proton Cannon
Mvci qcf.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
60x45 (1872) ~ 100+120x49 (3988) Mid
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.
Iron Avenger
Lvl 3

Mvci qcb.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
5340 (25 hits) Mid
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.

Hitboxes

Videos

Technology

Combos

Strategy

Partner Selection

Stone Selection

Power

Time

Reality

Soul

Space

Mind

Match ups

How to fight Iron Man

Top of Page

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
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Spencer
Strider
X
Zero
Marvel Characters
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Black Widow
Captain America
Captain Marvel
Doctor Strange
Dormammu
Gamora
Ghost Rider
Hawkeye
Hulk
Iron Man
Nova
Rocket Raccoon
Spider-Man
Thanos
Thor
Ultron
Venom
Winter Soldier