Marvel vs Capcom 3/Iron Man: Difference between revisions

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=== Advanced Strategy ===
=== Advanced Strategy ===
== Character-Themed Cocktail ==
"...a punch of rum, orange juice, lime, and grenadine."

Revision as of 18:28, 25 February 2011

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Iron Man

Ironmanface.jpg

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
Alpha.png Unibeam
shot front
113,600
Proton Cannon
Beta.png Repulsar Blast
shot upward
122,600
Angle Proton Cannon
Gamma.png Smart Bomb
shot downward
129,900
otg
Proton Cannon

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Double Jump
{{#motion: u in the air }}
If you've Air Dashed you cannot Double Jump
Air Dash
Any direction in the air + atk + atk
If you've Double Jumped you cannot Air Dash
Standing Light
l
47,000
Crouching Light
d + l
45,000
low
Standing Medium
m
70,000
Crouching Medium
d + m
68,000
low
Standing Heavy
h
90,000
Crouching Heavy
d + h
80,000
chipdamage nocancel
Standing Special
s
80,000
launch
Jumping Light
air l
50,000
high djcancel
Jumping Medium
air m
70,000
high djcancel
Jumping Heavy
air h
80,000
high djcancel
Angled Blast Up
air u + h
80,000
high djcancel
Angled Blast Down
air d + h
80,000
high djcancel
Jumping Special
air s
90,000
high

Special Moves

Name
Command
Damage
Special Properties (glossary)
Unibeam
qcf + atk
81,700 l
113,600 m
122,200 h
airok
Repulsar Blast
qcb + atk
87,700 l
102,300 m
122,600 h
    Spread
Repulsar Blast, then qcb + h
Smart Bomb
dp + atk
57,000 l
84,200 m
103,700 h
airok otg
Flight
qcb + s
Lasts 3 seconds

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Proton Cannon
qcf + atk + atk
276,800
Angle Proton Cannon
dp + atk + atk
276,800
Iron Avenger
qcb + atk + atk
430,000
invincible

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.

Basic Strategy

Advanced Strategy

Character-Themed Cocktail

"...a punch of rum, orange juice, lime, and grenadine."