Marvel vs Capcom 3/Iron Man

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Marvel vs Capcom 3
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Contents


Iron Man

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

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Double Jump
File:u.png in the air
If you've Air Dashed you cannot Double Jump
Air Dash
Any direction in the air + File:atk.png + File:atk.png
If you've Double Jumped you cannot Air Dash
Standing Light
File:l.png
47,000
Crouching Light
File:d.png + File:l.png
45,000
File:low.png
Standing Medium
File:m.png
70,000
Crouching Medium
File:d.png + File:m.png
68,000
File:low.png File:softknockdown.png
Standing Heavy
File:h.png
90,000
Crouching Heavy
File:d.png + File:h.png
80,000
File:chipdamage.png File:nocancel.png
Scales by 0.9
Cancelable into THC
Standing Special
File:s.png
80,000
File:launch.png
Jumping Light
air File:l.png
50,000
File:high.png File:djcancel.png
Jumping Medium
air File:m.png
70,000
File:high.png File:djcancel.png
Jumping Heavy
air File:h.png
80,000
File:high.png File:djcancel.png
Angled Blast Up
air File:u.png + File:h.png
80,000
File:high.png File:djcancel.png
Angled Blast Down
air File:d.png + File:h.png
80,000
File:high.png File:djcancel.png
Jumping Special
air File:s.png
90,000
File:high.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
UniBeam
File:qcf.png + File:atk.png
81,700 (20,000 x 5) File:l.png
113,600 (20,000 x 8) File:m.png
122,200 (20,000 x 10) File:h.png
File:airok.png
Repulsor Blast
File:qcb.png + File:atk.png
81,700 (20,000 x 5) File:l.png
102,300 (25,0000 x 5) File:m.png
122,600 (30,000 x 5) File:h.png
    Repulsor Spread
Repulsor Blast, then File:qcb.png + File:h.png
80,000
Smart Bomb
File:dp.png + File:atk.png
57,000 (30,000 x 2) File:l.png
84,200 (18,000 x 6) File:m.png
103,700 (16,000 x 10) File:h.png
File:airok.png File:otg.png
Flight
File:qcb.png + File:s.png
Lasts 3 seconds

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Proton Cannon
File:qcf.png + File:atk.png + File:atk.png
276,800 (30,000 + 10,000 x 35)
Scales by 0.98
First hit is a physical attack
Angle Proton Cannon
File:dp.png + File:atk.png + File:atk.png
276,800 (30,000 + 10,000 x 35)
Scales by 0.98
First hit is a physical attack
Iron Avenger
File:qcb.png + File:atk.png + File:atk.png
430,000
File:startupinv.png

Apprentice Combos

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

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