No edit summary |
No edit summary |
||
Line 30: | Line 30: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=+1 | ||
|block= | |block=+2 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 44: | Line 44: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=13 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=-9 | ||
|block= | |block=-14 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 58: | Line 58: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=+3 | ||
|block= | |block=-2 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 72: | Line 72: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=9 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=-15 | ||
|block= | |block=-20 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 86: | Line 86: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=-4 | ||
|block= | |block=-3 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 100: | Line 100: | ||
|guard=Mid | |guard=Mid | ||
|properties=Launch | |properties=Launch | ||
|startup= | |startup=13 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block= | |block=-31 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 114: | Line 114: | ||
|guard=Low | |guard=Low | ||
|properties= | |properties= | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit=-5 | ||
|block= | |block=-8 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 128: | Line 128: | ||
|guard=Low | |guard=Low | ||
|properties= | |properties= | ||
|startup= | |startup=8 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|hit= | |hit= | ||
|block= | |block=-7 | ||
|notes=- | |notes=- | ||
}} | }} | ||
Line 142: | Line 142: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 156: | Line 156: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 170: | Line 170: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=9 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 184: | Line 184: | ||
|guard=High | |guard=High | ||
|properties=Groundbounce Hardknockdown | |properties=Groundbounce Hardknockdown | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 191: | Line 191: | ||
|notes=- | |notes=- | ||
}} | }} | ||
=== Command Normals === | |||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
Line 197: | Line 198: | ||
|damage=700 | |damage=700 | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties=Projectile | ||
|startup= | |startup=14 | ||
|active=- | |active=- | ||
|recovery= | |recovery= | ||
|hit= | |hit=-6 | ||
|block= | |block=-11 | ||
|notes= | |notes=This unique command normal fires a missile projectile. Can be cancelled into special moves to give Iron Man layered screen control. Causes little hitstun and isn't very large. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 212: | Line 213: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=11 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 271: | Line 272: | ||
|ldamage=150 ~ 300x4 (1140)<br>150x3 (435) ~ 300x5 (1410) | |ldamage=150 ~ 300x4 (1140)<br>150x3 (435) ~ 300x5 (1410) | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup= | |lstartup=23/18 | ||
|lactive= | |lactive= | ||
|lrecovery= | |lrecovery= | ||
|lhit= | |lhit=+2 | ||
|lblock= | |lblock=+3 | ||
|lproperties={{airok}} | |lproperties={{airok}} | ||
|hdamage=150x4 (570) ~ 300x6 (1650) | |hdamage=150x4 (570) ~ 300x6 (1650) | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup= | |hstartup=33/28 | ||
|hactive= | |hactive= | ||
|hrecovery= | |hrecovery= | ||
|hhit= | |hhit=+16 | ||
|hblock= | |hblock=+11 | ||
|hproperties={{airok}} | |hproperties={{airok}} | ||
|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. | |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. The HP version is, surprisingly, so plus on hit that you can link heavy normals after vs. a grounded opponent, provided you're in range, though this is difficult to set up on purpose outside of landing a Mind Stone surge. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
Line 293: | Line 294: | ||
|ldamage=200x3 (600) | |ldamage=200x3 (600) | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup= | |lstartup=11/11 | ||
|lactive= | |lactive= | ||
|lrecovery= | |lrecovery= | ||
|lhit= | |lhit=-9/- | ||
|lblock= | |lblock=-14/- | ||
|lproperties={{airok}} | |lproperties={{airok}} | ||
|hdamage=200x3 (600) | |hdamage=200x3 (600) | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup= | |hstartup=11/11 | ||
|hactive= | |hactive= | ||
|hrecovery= | |hrecovery= | ||
|hhit= | |hhit= | ||
|hblock= | |hblock=-14/- | ||
|hproperties={{airok}} | |hproperties={{airok}} | ||
|notes=Frame data is listed as ground/air. | |notes=Frame data is listed as ground/air. | ||
Line 318: | Line 319: | ||
|lactive= | |lactive= | ||
|lrecovery= | |lrecovery= | ||
|lhit= | |lhit=-19/- | ||
|lblock= | |lblock=-24/- | ||
|lproperties={{airok}} | |lproperties={{airok}} | ||
|hdamage=200x3 (600) | |hdamage=200x3 (600) | ||
Line 327: | Line 328: | ||
|hrecovery= | |hrecovery= | ||
|hhit= | |hhit= | ||
|hblock= | |hblock=-24/- | ||
|hproperties={{airok}} | |hproperties={{airok}} | ||
|notes=Frame data is listed as ground/air. | |notes=Frame data is listed as ground/air. | ||
Line 341: | Line 342: | ||
|lrecovery= | |lrecovery= | ||
|lhit= | |lhit= | ||
|lblock= | |lblock=-21/- | ||
|lproperties={{airok}} | |lproperties={{airok}} | ||
|hdamage=200x5 (960) | |hdamage=200x5 (960) | ||
Line 349: | Line 350: | ||
|hrecovery= | |hrecovery= | ||
|hhit= | |hhit= | ||
|hblock= | |hblock=-50/- | ||
|hproperties={{airok}} | |hproperties={{airok}} | ||
|notes=Frame data is listed as ground/air. | |notes=Frame data is listed as ground/air. |
Revision as of 21:08, 13 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 | 6 | +1 | +2 | ||||
- |
Standing Heavy Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 13 | -9 | -14 | ||||
- |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 10 | +3 | -2 | ||||
- |
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
350x2 (700) | Mid | 9 | -15 | -20 | ||||
- |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 6 | -4 | -3 | ||||
- |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 13 | -31 | Launch | ||||
- |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Low | 8 | -5 | -8 | ||||
- |
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Low | 8 | -7 | |||||
- |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | High | 5 | - | - | ||||
- |
Jumping Heavy Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 11 | - | - | ||||
- |
Jumping Light Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | 9 | - | - | ||||
- |
Jumping Heavy Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 11 | - | - | Groundbounce Hardknockdown | |||
- |
Command Normals
Focus Shot j. ![]() ![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 11 | - | - | ||||
- |
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 | 11/11 | -9/- | -14/- | ![]() | |||
![]() |
200x3 (600) | Mid | 11/11 | -14/- | ![]() | ||||
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