Ultimate Marvel vs Capcom 3/Iron Man
In a nutshell Iron Man, the Jack of All Trades of Ultimate Marvel vs Capcom 3. Iron Man has tools for pretty much any situation. He can zone with his special moves and he can use his movement options for offensive rush down. His combos do huge damage and all his assists are useful. Iron Man has a very high learning curve. His expansive combos are some of the hardest in the game. He is highly susceptible to rush down and lacks a way to open up defensive players outside of his zoning game. If you want to succeed with Tony Stark you'll have to invest time into learning his combos and its variants, practice on punishing your opponents unsafe moves with hit confirms from both the air and the ground, and master his neutral game.
Players to Watch
Tenboss, Danke, Joker, Alukard, dapvip, condor missile, bonchu, otavio
Tips and Tricks
There are two different Iron Man team structures. Iron Man on point, or Iron Man on bench. Neither is a bad but they are completely different teams with completely different objectives. An Iron Man centric team revolves around Iron Man's point game where as Iron Man assist teams revolve around other characters point game and strengthening that with Iron Man's assists.
Iron Man centric teams should involve assists with fast start up like Dormammu Dark Hole, Dante Weasel Shot, and Spencer Armor Piercer to extend his combos. Haggar Lariat, Vergil Rapid Slash, and Strider Vajra for defensive/neutral assists.
There are many possibilities so go try them out!
- Iron Man is a more than competent point character. He really does not need an OTG assist. So he should be paired with assists that extend his combos and assists that provide cover to Iron Man's approach. Iron Man's combos can be quite lengthy and because of this, hit stun deterioration makes it very difficult to connect his Lv. 3 Hyper, Iron Avenger, making him a somewhat capable battery. Iron Man's health is a little below average and his defensive option are lacking so having a "get off me" assist helps in the long run.
- Iron Man fills this position well. He can easily extend combos upon Team Arial Exchange. He has very useful assists in the the form of Unibeam projectile assist, Repulsor Blast is a bit slow for an anti air assist but works well in combos, and finally if you need an assist Smart Bomb is there for you.
- Probably his worst position. Iron Man doesn't have very reliable ways of opening up defensive opponents. His air dash has huge start up and if not canceled continues to slide in the direction you chose. But more importantly Iron Man doesn't really benefit much from X-factor. One way an Iron Man anchor can be effective is basically chipping at the opponents life with Tiger Knee Unibeams and Smart Bombs. Forcing the opponent to eventually go on the offensive. This strategy doesn't work very well against characters like Hsien-Ko or Amaterasu because of their capabilities.
Chips and servos: + , , + , + , + (launcher), air , air , air , air + , air (land), + , (lauincher), air , air , air , air + , air (land), + , + + Damage: 453,100 ~ 689,000 Hits: 18 ~ 89 Meter Built: 1.1 (with Hyper -1.0)
Jarvis Standard: + , , + , + , + (launcher), air , air , air , air + , air (land), + , air , air + , air (land), + , (launcher), air , air , air , air + , air (land), + , + + Damage: 498,700 ~ 734,000 Hits: 20 ~ 92 Meter Built: 1.3 (with Hyper -1.0)
Return to Form: + , + , (launcher), air , air , , air , air + , air , air , air + , , air , air , air + , , air , air , air + , air (land), + , + + Damage: 480,800 ~ 717,300 Hits: 18 ~ 89 Meter Built: 1.1 (with Hyper -1.0)
Iron Man is a very hard character to use because his strengths are not as apparent as Magneto's or Dr. Doom's. Iron Man is best played at mid range-far range.
His attacks have decent start up but absolutely no range. The same goes for his . It has horrible range and a long recovery period. His and normals have huge range but it can be fairly hard to connect large combos at certain distances because of the range of his launcher. So in order to use his basic combos, Air or ; + should be used to combo in deep so all his hits can connect.
Iron Man's offensive strategy revolves around his movement options. He has probably one of the slowest diagonal air dashes in the game, but only on start up. His flight activates quickly, which should be used once your opponent starts blocking your cross up attempts. Iron Man is also one of the few characters that can land a damaging combo from air to air exchanges. During any point in his combos Iron Man can preemptively stop and reset the opponent into another combo string. Mindlessly moving on the offensive does not sit well with Iron Man because many of his block strings can be punished. Make his offense safe by covering his approach and by ending block strings safely with Unibeam, Flight or Repulsor Blast > Repulsor Spread.
Iron Man lacks a strong reversal, because of this Iron Man is highly susceptible to rush down. However, Iron Man does have movement options that lets him escape resets that some characters cannot. So blocking and proper movement should be highly emphasized. Iron Avenger is the only invincible start up move he has, but it's rather costly at 3 meters and is highly punishable if blocked.
This is where Iron Man shines the most. His zoning is very strong from both air and ground. His air normals are very large and can be hit confirmed to full combos. Unibeams cover the screen horizontally, Smart bombs cover the range diagonally down and out in front of you. Repulsor Blast can be used against characters that love to take to the air.
However, herein lies the problem. Iron Man's projectiles can be nullified or straight up beaten out, it also whiffs on some crouching opponents. The biggest obstacle posed to Iron Man players is awareness. There is no room for complacency. Many of Iron Man's strings are punishable. Iron Man players must punish the opponents mistakes and safely decide their own offensive options. A few mistakes could cost you the entire match.
For characters with access to fly. There exists a technique that negates the push back of advancing guard. This technique is not execution heavy but is more dependent on timing. During an overhead Air dash attack if you expect your opponent to advancing guard you can buffer in the Flight input. Once you see the animation for the advancing guard you finish the flight command and if timed right you should be hovering right above your opponent allowing you to continue your assault, essentially giving you access to two overhead attempts. This technique is safe to do even if your opponent chooses not to do advancing guard. This is one the best ways to open up opponents when not hit confirming from mid range.
During situations like a snap back or during an incoming characters animation. Photon shots are an effective tool against characters that don't have invincible Air Hypers or Super armor. If you have access to a lock down assist then you can easily Jump, call assist, H, d + H and if your opponent is under you forward Air dash over to force them to block a cross up. If they are above or at the same height as you use a df/uf Airdash. Don't forget to vary the assist timings and mix up you Airdash movements with flight.
Defensively you should preemptively use (L) Repulsor Blast to beat out your opponents attacks from the air and convert into Air resets for damage or simple combos to set the pace back to neutral. Normals like his St. M and Cr. M are great because of its huge hit box. It can be used when opponents are a little bit too aggressive, however it does have a tendency to trade against other normals. Learning how to place his Photon shots are great at keeping the opponent honest.