Marvel Super Heroes/Iron Man

From SuperCombo Wiki

Introduction

Moves List

Normal Moves

Magic Series
Ground: standard zig-zag
Jumping: standard zig-zag
Super Jumping: standard zig-zag

Throws


Standing

LP:
MP:
HP:
LK:
MK:
f.MK:
HK:
f.HK (hold):
b.HK:

Crouching

c.LP:
c.MP:
c.HP:
c.LK:
c.MK:
c.HK:

Jumping

j.LP:
j.MP:
j.HP:
j.LK:
j.MK:
j.HK:
u.j.HK:

Special Moves

-- [ Unibeam: B,DB,D,DF,F+P ] --

An excellent projectile attack, while its one of the weaker projectiles in the game, it still does good damage and alot of block damage. It has a bit of a start up delay and cannot be comboed on the ground unless with the help of his missle shot. It can be used as an AC Finisher and also to stop dashing opponents, however the recovery time is a little bad and he can be countered and also the projectile acts like a projectile in the Alpha series, meaning that the farther youa re from your opponent the less hits and damage that it will do.

-- [ Repulsor Blast: F,DF,D,DB,B+P ] --

An excellent defense move that does alot of damage and can be juggled for more hits resulting in more damage. It can even OTG the opponent or stop oncoming attacks, but the only problem with it is that it has horrible recovery time, infact even worst than the Gamma Charge. Even if you knock the opponent down with this move they still have a chance to retaliate. This move can be put in combos and to stop jumping in opponents.

-- [ Smart Bombs: P+K(same strength) ] --

Depending on which strength of buttons you use the farther the bombs will drop. This move can be used as a jump in attack(or at least coupled with a jump-in attack) as he drops two bombs that spreads out. This move has excellent horizontal range and can also be used in the air. It does good damage and can also be used to stop dashing opponents. The recovery time is very minimal and the start up delay is minimal as well.

-- [ (flight): D,DB,B+3K ] --

Well don't worry about the name, this basically lets Iron Man fly around the room, but you can only fly around the screen where you can see your opponent (you'll see what I mean). During this flight he cannot block but can move pretty fast in the air and you can also play a pecking game by dropping out those smart bombs. To land simply repeat the motion or use your Rocket Dive.

Super Moves


[ Proton Cannon: D,DF,F+2P - Infinity Combo ] ----

A giant cannon forms up on the back of Iron Man's suit as it blasts out a giant thick beam that does incredible damage. It can take away half your life and the block damage that it does is simply insane. Even if blocked a block of unrecoverable life will be taken away from your opponent. If the opponent is hit with the cannon during start up they will be knocked into the beam The few problems with this move is that it has alot of start up delay (probably the most in the game) and massive recovery time, even allowing a slow super such as a Maximum Spider or another Proton Cannon to connect. At average you'll only get 29 hits, and no you cannot ram the buttons to get any more hits. This move also OTGs, well only on Juggernaut's clumsy self.

The Basics

  • BASIC COMBOS*

1. D.S.Jab -> S.Strong -> S.Fierce XX Jab UniBeam (UniBeam blockable unless

   in corner, but safe)

2. S.Short -> S.Forward XX Jab Rupulsor Blast, C.Short (OTG) -> C.Roundhouse 3. C.Fierce XX Fierce UniBeam 4. D.C.Short -> S.Roundhouse -> SJ.Fierce Air Throw 5. S.Jab -> C.Forward -> S.Fierce (OTG)

  • INTERMEDIATE COMBOS*

6. J.Short -> J.Roundhouse, D.C.Short -> S.Strong -> C.Roundhouse XX Jab

   UniBeam

7. D.C.Short -> C.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.F+Fierce 8. Fierce Throw into corner, D.C.Short (OTG) -> C.Roundhouse XX Jab UniBeam 9. D.S.Short -> S.Forward XX Jab-Repulsor Blast, D.C.Short (OTG) ->

   S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.F+Fierce

10. (corner) Fierce Throw, D.C.Short (OTG) -> C.Strong -> SJ.Jab -> SJ.Short

   -> SJ.Strong, Fierce Air Throw

11. J.Short -> J.D+Fierce, D.C.Short -> C.Forward, S.Fierce (OTG) 12. Smart Bomb, D.S.Jab -> S.Short -> S.Fierce XX Jab UniBeam 13. Smart Bomb, D.C.Short -> C.Forward -> S.Fierce (OTG) 14. Smart Bomb, D.S.Short -> S.Forward XX Jab Repulsor Blast 15. Smart Bomb, D.S.Short -> S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong

   -> SJ.F+Fierce

16. (corner) Strong Throw, D.C.Short -> C.Strong -> SJ.Jab -> SJ.Short ->

   SJ.Strong -> SJ.D+Fierce

17. D.C.Short -> C.Forward, C.Short -> C.Strong -> SJ.Jab -> SJ.Short ->

   SJ.Strong -> SJ.D+Fierce
  • ADVANCED*

18. Ironman's MARVELous Combo: Start by Flying and be near corner. Be

   relatively above the enemy.  Smart Bomb.  After the Smart Bomb, Air Dash
   diagonally Down/Forward right away.  FL.AD.Jab -> FL.Short -> FL.Strong 
   -> FL.Forward -> FL.D+Fierce XX Flying Command (to land), S.Short ->
   S.Forward XX Jab-Repulsor Blast, D.C.Short -> S.Roundhouse -> SJ.Jab ->
   SJ.Short -> SJ.Strong -> SJ.U+Fierce XX Flying Command (to start Flying),
   FL.Jab -> FL.Short -> FL.Strong -> FL.F+Fierce XX Jab-UniBeam.  Air Dash
   diagonally Up/Forward.  FL.AD.Jab -> FL.Short -> FL.Strong
  • INFINITE COMBO*

19. From anywhere on the screen (j2MK-j5HP land) dash 2LK-2MP sjc (wait until near peak) air dash forwards jLP-jLK-jMP-j8HP land, (forwards/neutral jump jLP-jMP-j8HP)*Inf. You can do forwards jumps until the corner, but once in the corner you need to do 3-5 neutral jumps between forwards jumps. When starting in the corner do not hold forwards after the air dash or you will drift too far forwards for j8HP to hit.

Advanced Strategy

While flying you can kara cancel jHP into air dashes by mashing PPP to gain a lot of bar quickly.

Match-Ups

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Blackheart
Captain America
Hulk
Iron Man
Juggernaut
Magneto
Psylocke
Shuma Gorath
Spider-man
Wolverine
Anita
Dr. Doom
Thanos