Marvel VS Capcom: Infinite/Iron Man

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Mvci logo.png

Iron Man

Mvci Ironman.png

Iron Man, also known by his true identity Tony Stark, is a billionaire engineer wearing a highly advanced suit of armor capable of such feats as flight and energy weapon projection. One day, when caught in a war zone while testing new technology developed for the U.S. military, some shrapnel lodges itself into his body, wounding his heart, bringing him to the verge of death, when he's captured by ambushing enemy forces. Forced to develop tech for his antagonists, he creates a device to extend the life of his heart, which he gradually develops into the full suit he is known for today. He continues to refine and upgrade his suit with the funding and know-how from his own business, Stark Industires. In Marvel vs. Capcom Infinite, Stark brings a few new upgrades to his former arsenal, such as a floating proximity mine, and a short-ranged laser ray used for extending combos known as Repulsor Ray.
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 6 +1 +2
-
Standing Heavy Punch
Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 13 -9 -14
-
Standing Light Kick
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Mid 10 +3 -2
-
Standing Heavy Kick
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
350x2 (700) Mid 9 -15 -20
-
Crouching Light Punch
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300 Mid 6 -4 -3
-
Crouching Heavy Punch
Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 13 -31 Launch
-
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Low 8 -5 -8
-
Crouching Heavy Kick
Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Low 8 -7
-
Jumping Light Punch
j.Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300 High 5 - -
-
Jumping Heavy Punch
j.Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High 11 - -
-
Jumping Light Kick
j.Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 High 9 - -
-
Jumping Heavy Kick
j.Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High 11 - - Groundbounce Hardknockdown
-

Command Normals

Arm Missile
Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 14 - -6 -11 Projectile
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.
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 11 - -
-

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 23/18 +2 +3 Airok.png
Mvci hp.png 150x4 (570) ~ 300x6 (1650) Mid 33/28 +16 +11 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. Unusually for a beam, it doesn't knock grounded opponents down. 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.
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 11/11 -9/- -14/- Airok.png
Mvci hk.png 200x3 (600) Mid 11/11 -14/- 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 -19/- -24/- Airok.png
Mvci hk.png 200x3 (600) Mid -24/- 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 -21/- Airok.png
Mvci hk.png 200x5 (960) Mid -50/- 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 -33
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 as distance to opponent increases. Has a similar initial hitbox up-close as regular Proton Cannon, but higher up, generally only connecting in juggles. Mostly used when a combo requires it.
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 24 -59
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

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