IRON MAN
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Game: Marvel vs. Capcom 2: New Age of Heroes
Iron Man character FAQ, Version 1.2, 5/23/01
Unpublished work copyright (c) 2000-2001 by Daniel "PhatDan81" Finch
E-Mail:
[email protected]
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CONTENTS
I. Background
II. Legend
III. Regular Moves
IV. Special Moves
V. Super
VI. Combos
VII. General Strategy
VIII. VS Strategy
IX. Misc. Stuff
X. Legal Stuff
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I. BACKGROUND
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Who is Iron Man? Tony Stark is Iron Man. Tony Stark is a wealthy
industrialist and entrepreneur. While on the job, he was seriously
injured, and while injured, he was taken captive and told to develop
high-tech weaponry for the sake of his health. Instead, he set up a
laboratory and built a high-tech suit of armor for himself.
He used this suit to defeat his captors. He now uses it for the good
of mankind, fighting crime and for the good of America. He is known
for founding status of S.H.I.E.L.D. and The Avengers. At one time,
Tony fell ill and was forced to leave The Avengers in order to restore
his health. He handed over his suit to Jim Rhodes (who later became
known as War Machine), chief of security at Stark Industries.
When Tony returned, he remained Iron Man and rewarded Jim with a new
suit, much like his. He is currently still with The Avengers and is
second in command, after Captain America.
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II. LEGEND
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U Up
D Down
B Backward
F Forward
N Neutral Position on Joystick
C Crouching
S Standing
J Jump[ing]
SJ Super Jump[ing]
P Punch
K Kick
A Assist
AC Air Combo
AD Air Dash
FM Flight Mode
OTG On The Ground; an attack being performed while the opponent is
lying down
LP Light Punch Jab
MP Medium Punch Strong
HP Heavy/Hard Punch Fierce
LK Light Kick Short
MK Medium Kick Forward
HK Heavy/Hard Kick Roundhouse
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UNIVERSAL COMMANDS
LP + LK Calls in second partner
HP + HK Calls in third partner
A1 Calls in second partner, who steps in and does an attack
A2 Calls in third partner, who steps in and does an attack
Snapback D, DF, F + A, forces the opponent out if they get hit
(one HC level)
Crossover Counter B, DB, D + A (while blocking); tags in partner
who jumps in and does a designated attack
Crossover Combination A1 + A2
All three characters do one specific super (Hyper Combo) at the same
time (one to three levels)--two levels causes only two players to come
out while one level has just the primary character do his super).
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III. REGULAR ATTACKS
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PUNCHES
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JAB
1. Standing
An average standing jab, use it to start combos
2. Crouching
Same as the standing version, use it like almost any other low jab.
3. Jumping
Same as the standing version, except a flashy thing appears in front of
his fist and he angles his arm downward slightly. Use it only for
starting air combos.
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STRONG
1. Standing
This is an average-ranged MP in which Iron Man uses the back of his
fist to hit his opponent. Use it only inside combos.
2. Crouching
Iron Man does a basic uppercut while crouching. It is a mini-launcher
and combos into a couple of special moves, Proton Cannon or his real
launcher.
3. Jumping
Iron Man opens a cannon mounted on his shoulder and fires a small beam
that travels a very short distance. Use it as an AC filler or as the
second hit to a jump-in attack.
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FIERCE
1. Standing
Iron Man extends his arms out, looking as if he is trying to push
something and an aura appears in front of him. If it connects, it
knocks the opponent across the screen. Use it in combos, to neutralize
fireballs and to counter dash-ins.
2. Crouching
Iron Man fires a missile that travels across the screen. It combos
into projectile special moves or a Repulsor Blast if you're close
enough. It doesn't have a very good recovery, so be careful about
using it. It will however neutralize fireballs.
3. Jumping (use joystick to determine which way he punches)
Iron Man extends his arm out and a small beam appears. You can use the
joystick to determine which way he punches. Holding the joystick
neutral makes him punch straight ahead. The upward version can be used
to extend an air combo and the downward and regular versions can be
used as jump-in attacks. The upward and regular versions can both be
used for aerial confrontations.
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KICKS
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SHORT
1. Standing
A basic shin kick; it's used for starting combos. The range is just as
good as his S/C.Jab, but it comes out a little faster.
2. Crouching
A basic low LK--it has a little more range than the standing version.
Use this to start combos.
3. Jumping
Same as the standing version, this is used as an AC filler or to start
multi-hit jump-ins.
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FORWARD
1. Standing
Iron Man turns around and extends his leg out. It has pretty good
range and is used as a ground combo filler.
2. Crouching
This is Iron Man's knockdown attack. It has good range but a bad
recovery. He extends his leg out and slides forward; poor priority in
combos. You can OTG afterwards with a S.Short, but the opponent can
easily roll away before you even get the chance.
3. Jumping
Same thing as the crouching version; this is used as the second hit of
a jump-in attack or as an AC filler.
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ROUNDHOUSE
1. Standing
This is Iron Man's launcher. It has poor horizontal range, but can be
comboed into off of any jab, short or a C.Strong. It's also his best
anti-air attack other than Repulsor Blast.
2. Crouching
Iron Man extends his leg straight out and folds his other leg. It hits
twice and will knock the opponent across the screen. It has pretty
good range and should be used to counter dash-ins and to combo into a
Unibeam in the corner. It has the same priority as his S.Fierce,
except this has better range, yet a slower start-up and recovery delay.
3. Jumping
Iron Man does an inverted version of the standing version. Use this as
a jump-in attack and for OTGing at the end of air combos.
4. Up (in air)
Same as the standing version, this is used to continue an AC or to
combo into an AC finisher.
5. Down (Knee Stomp, in air)
Iron Man travels downward at about a 45-degree angle, using his knees
to hit his opponent. This is used as an overhead attack. It no longer
has the priority that it did in Marvel Super Heroes. You can't combo
it into any regular attacks anymore.
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THROWS
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F or B+HP: Iron Man lifts the opponent off the ground with one hand
and a flashy thingy appears from his hand, which flings the opponent
across the screen. If done in the corner, you can OTG afterwards.
F or B+HK: Iron Man again lifts the opponent off the ground and then
slides across until he reaches the end of the screen (NOT the corner)
and then flings them away. You can also OTG afterwards with this throw
if done in the corner.
F or B+HP (in air): This is the same as his Fierce Throw on the
ground. Use it to finish air combos or in mid-air battles. I'm not
sure if you can OTG afterwards if done close to the ground.
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IV. SPECIAL MOVES
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A (*) means that the move can be done in the air.
A (H) means that the move can be cancelled into a super.
AIR DASH (in air) Any Direction + 2P
This is a good move for getting across the screen in the air quickly or
to escape a tough situation. This can also be used to prolong air
combos.
UNIBEAM (*)(H) D, DF, F + P
Iron Man fires a beam out of his chest that travels across the screen.
It comes out faster and does more damage than War Machine's Shoulder
Cannon, however it does less damage the farther the opponent is away
from the Iron Man. Use it mostly as a combo ender. If it connects in
the corner, you can jump afterwards to go for extra damage (or start
one of his easy infinites). The stronger the punch button, the longer
the startup and the more damage it does. It has a slight recovery
delay, so be careful about using it. Either version can be comboed off
of a C.Fierce or a SJ.U.Fierce (if the opponent is above you or aligned
horizontally with you). You'll only be able to combo the jab version
off of a C.Strong, and off of S.Fierce and C.Roundhouse in the corner.
SMART BOMBS (*)(H) LK + HP
(Hold B for short-range, N for mid-range and F for long-range.)
Iron Man fires a bomb out of each shoulder that travel downwards,
exploding as they either hit the opponent(s) or the ground. They do a
pretty good amount of damage and can be comboed into on the ground via
C.Fierce and if they both hit, it can be cancelled into a Proton
Cannon. The horizontal direction held on the joystick while doing the
move determines how far across the screen the bombs will travel.
Hold backwards to make them travel short range, neutral position to
travel mid range and forward to travel long range. It is easy for the
opponent to jump over the bombs on the ground. If they do, you could
get punished severely. The recovery time on this move is not very
good. Only use the ground version in combos.
REPULSOR BLAST (H) F, DF, D, DB, B + P
Iron Man holds out an orb that has sort of a vacuuming effect. This
should mainly be used as an anti-air/anti-jump-over attack. Be careful
about when to do this move. It leaves you open to a lot of supers. It
does cancel easily into a Proton Cannon though or you can OTG
afterwards.
FLIGHT MODE D, DB, B + 2K (repeat the motion to end)
Iron Man floats around while being able to attack. There are many
different uses for this. It main uses are for hit-and-run and for
prolonging AC's. Another use for this is throwing out Smart Bombs at
your grounded opponent. Be careful when using this because Iron Man
cannot block while he's doing this. If you want to end it, repeat the
command or do a Knee Stomp.
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V. SUPER (HYPER COMBO)
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PROTON CANNON D, DF, F + 2P
A giant gun appears above Iron Man, which Iron Man supports on his
shoulder and fires a beam at his opponent. It comes out faster than
War Machine's verasion and it does more overall damage. It combos off
of a C.Strong, Repulsor Blast or Smart Bombs. It does insane block
damage also.
Never throw this out at random. It has an awful and recovery delay.
Plus, the opponent can super jump over the whole thing and make you
take it from behind. The best time to use this is in a combo or as a
THC filler or if your opponent attacks constantly when jumping in on
you.
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VI. COMBOS
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COMBO CHAIN
Iron Man has the zigzag chain, no matter whether he's in the air or on
the ground. On the ground and while super jumping, Iron Man has the
full-scale zigzag chain, meaning that he can chain a fierce punch into
a roundhouse kick. During a normal jump, Iron Man cannot chain a
fierce punch into a roundhouse kick.
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Launchers C.Strong (mini-launcher), S.Roundhouse
Knockdown C.Forward
Strikes S.Fierce, C.Roundhouse
Snapback S.Fierce
AC Finishers SJ.Fierce, SJ.D.Fierce, SJ.Roundhouse, Knee Stomp,
Unibeam, Fierce Air Throw
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SPECIAL MOVE AND SUPER-CANCELING
Below is a list of which attacks will combo into special moves and
supers, as well as which special moves can cancel or set up for a
super.
***************
*Special Moves*
***************
Unibeam: (jab version) C.Strong, S.Fierce (in corner only),
C.Roundhouse (in corner only); (either version) C.Fierce, SJ.U.Fierce
Repulsor Blast (jab version): C.Strong, C.Fierce (very close to
opponent)
Smart Bombs: C.Fierce; in air SJ.U.Fierce
*******
*Super*
*******
Proton Cannon: C.Strong, Unibeam (only if opponent's feet are on
ground), Smart Bombs (ground and air versions), Repulsor Blast
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ASSIST ATTACKS & CROSSOVER COUNTERS
Alpha
Assist/Counter: Jab-Unibeam
Due to Unibeam's stun effect, this assist can be a very good setup for
many supers, however it's easy to jump over and some can even crouch
under it. Use this assist to help out characters that don't play very
well at a distance.
Beta
Assist/Counter: Repulsor Blast
This is a very good setup for vertical supers and handles any sort of
jump-in very well. It can also be a setup for beam supers. If the
opponent is not very good at rolling, you can OTG after this connects.
Just be sure not to throw out this assist if your opponent is some
distance away from you or else Iron Man could be in serious trouble.
Gamma
Assist/Counter: S.Roundhouse
This is also used mainly as anti-air, but is also a good setup for
vertical supers along with some other supers. Your primary character
can also perform an air combo if this connects, but they have to super
jump manually.
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CROSSOVER COMBINATION
No matter which assist type is chosen, Iron Man always does Proton
Cannon. It works very well with other beam supers and also some
rushing supers. The best way to set this up is to do C.Short,
C.Strong and then press both assist buttons. You can also set this up
if you connect Air-Smart Bombs on an opponent who is on the ground.
However, it probably works better if one of your partners starts the
Crossover Combination instead of Iron Man.
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JUMP-IN ATTACKS
J.Roundhouse: Use this on smaller characters. Be sure that you're very
close to the opponent in order for this to touch them.
J.Short, J.Strong: This works best on medium to larger sized characters
and is quite effective. You must dash in as soon as you land in
order to continue the combo.
J.Short, J.Forward: This is easier to pull off than the above setup.
This is just as effective and works the same way.
J.Short, J.Fierce: This is probably his most effective jump-in but
requires very precise timing to work right. The earlier you pull
off and connect the J.Short, the more likely the J.Fierce will
connect. If you can manage to pull this off effectively, you
should stick with this setup.
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* If you want to combo a Proton Cannon off of a Repulsor Blast, the
best way to get the Proton Cannon to Connect is right after the first
hit from the Repulsor Blast, otherwise you could risk having the Proton
Cannon miss the opponent entirely.
1. C.Fierce, Smart Bombs
2. C.Fierce, Unibeam
3. J.Short, J.Forward, C.Short, C.Strong, Jab-Unibeam
4. C.Short, C.Strong, S.Fierce
5. C.Short, C.Strong, C.Roundhouse
6. J.Roundhouse, S.Short, C.Strong, Repulsor Blast, C.Short(OTG),
C.Strong, Jab-Unibeam
7. S.Short, C.Strong, Repulsor Blast, S.Short(OTG), C.Strong, Repulsor
Blast
8. J.Short, J.Strong, S.Jab, S.Roundhouse, SJ.(Jab, Short, Strong,
Forward, U.Fierce, Unibeam)
9. Small Character: J.D.Fierce, C.Short, C.Strong, S.Roundhouse,
SJ.(Jab, Short, Strong, Forward, U.Fierce, Unibeam)
10. Big Character: J.Short, J.Fierce, S.Short, S.Forward, S.Roundhouse,
SJ.(Jab, Short, Strong, Forward, U.Fierce, Unibeam)
11. J.Short, J.Fierce, S.Short, S.Roundhouse, SJ.(Jab, Short, Strong,
Forward, U.Fierce), Flight Mode(Short, Strong, U.Fierce, Unibeam)
12. S.Short, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, U.Fierce),
Air Dash(Jab, U.Fierce), Flight Mode(Short, Strong, U.Fierce,
Unibeam)
13. J.Short, J.Fierce, S.Short, C.Strong, Repulsor Blast, S.Short(OTG),
S.Roundhouse, SJ.(Jab, Short, Strong, Forward, U.Fierce,
U.Roundhouse), Air Dash(Jab, U.Fierce), Flight Mode(Jab, Strong,
U.Fierce, Unibeam)
14. J.Short, J.Fierce, C.Short, C.Forward, S.Short(OTG), S.Roundhouse,
SJ.(Jab, Short, Strong, Forward, U.Fierce), Air-Dash(Jab,
U.Fierce), Flight-Mode(Short, Strong, U.Fierce, Unibeam)
15. C.Short, C.Forward, S.Short(OTG), C.Strong, Repulsor Blast,
S.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Strong, Forward,
U.Fierce), Air-Dash(Jab, U.Fierce), Flight-Mode(Jab, Strong,
U.Fierce, Unibeam)
16. C.Short, C.Forward, S.Short(OTG), C.Strong, Repulsor Blast,
S.Short(OTG), C.Strong, Repulsor Blast
17. C.Short, C.Strong, Proton Cannon
18. C.Fierce, Smart Bombs, Proton Cannon
19. C.Fierce, Fierce-Unibeam, Proton Cannon
20. Air-Smart Bombs, Proton Cannon
21. J.Short, J.Fierce, S.Short, C.Strong, Repulsor Blast, Proton Cannon
22. J.Short, J.Fierce, C.Short, C.Forward, S.Short(OTG), C.Strong,
Repulsor Blast, Proton Cannon
CORNER COMBOS
23. Air-Smart Bombs, J.D.Fierce, S.Short, S.Roundhouse, SJ.(Jab, Short,
Strong, Forward, Fierce, Short(OTG)), S.Jab, S.Strong, S.Forward,
S.Fierce
24. Air-Smart Bombs, J.D.Fierce, S.Short, S.Roundhouse, SJ.(Jab, Short,
Strong, Forward, Fierce, Roundhouse(OTG)), Jump(Short, Strong,
Forward, U.Fierce), S.Fierce
25. Back to corner: S.Short, C.Strong, Repulsor Blast, S.Short(OTG),
S.Roundhouse, SJ.(Jab, Short, Strong, Forward, Fierce,
Roundhouse(OTG)), Jump(Short, Strong, Forward, U.Fierce),
S.Roundhouse
26. Air-Smart Bombs, J.D.Fierce, C.Short, C.Strong, S.Fierce, Jab-
Unibeam, Jump(Jab, Strong, U.Fierce), S.Roundhouse, SJ.(Jab, Short,
Strong, Forward, U.Fierce), Flight Mode(Short, Strong, U.Fierce,
Unibeam)
27. C.Fierce, Repulsor Blast, S.Short(OTG), S.Roundhouse, SJ.(Jab,
Short, Strong, Forward, U.Fierce), Air Dash(Short, U.Fierce),
Flight Mode(Short, Strong, U.Fierce, Unibeam)
TAG-IN COMBOS
28. Tag In, Snapback
29. Tag In, C.Fierce
30. Tag In, S.Fierce
31. Tag In, S.Fierce, Jab-Unibeam, Jump(Jab, Strong, Forward,
U.Fierce), S.Roundhouse, SJ.(Jab, Short, Strong, Forward,
U.Fierce), Flight Mode(Jab, Strong, U.Fierce, Unibeam)
32. Tag In, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, U.Fierce),
Flight Mode(Jab, Strong, U.Fierce, Unibeam)
33. Tag In, S.Jab, C.Strong, Repulsor Blast, S.Short(OTG),
S.Roundhouse, SJ.(Jab, Short, Strong, Forward, U.Fierce), Flight
Mode(Jab, Strong, U.Fierce, Unibeam)
34. Tag In, S.Jab, C.Strong, Repulsor Blast, Proton Cannon
SNAPBACK COMBOS
35. S.Jab, S.Strong, Snapback
36. C.Short, C.Strong, Snapback
37. C.Short, C.Forward, S.Short(OTG), Snapback
38. S.Short, C.Strong, Repulsor Blast, S.Short(OTG), Snapback
THROW COMBOS
Iron Man can only start combos off of his throws in the corner. Both
his fierce and roundhouse throws have the same juggling abilities.
1. Throw, C.Jab, S.Roundhouse, SJ.(Jab, Short, Strong, Forward,
Fierce, Roundhouse(OTG)), Jump(Short, Strong, Forward, U.Fierce),
S.Roundhouse
2. Throw, S.Short(OTG), S.Fierce, Jab-Unibeam, Jump(Jab, Strong,
Forward, U.Fierce), S.Roundhouse, SJ.(Jab, Short, Strong, Forward,
U.Fierce), Flight-Mode(Short, Strong, U.Fierce, Unibeam)
3. Throw, S.Short(OTG), C.Strong, Repulsor Blast, S.Short(OTG),
S.Roundhouse, SJ.(Jab, Short, Strong, Forward, U.Fierce), Air-
Dash(Jab, U.Fierce), Flight-Mode(Short, Strong, U.Fierce, Unibeam)
4. Thorw, S.Short(OTG), C.Strong, Repulsor Blast, Proton Cannon
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COMBO TREE
Thanks to 3pwood (
[email protected]) for this concept. This is
basically a tree of what attacks combo into other attacks. This does
not list every possibility but is basically to give you an idea of
attacks that will combo into other attacks. It's also to give you an
idea of how to combo with Iron Man.
START
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| [Air Smart Bombs (in corner)] |
| | |
V | |
Repulsor Blast<--- [Jump-in attack] C.Fierce
| | | | |
| | -- | |
| Proton<-- | ----------------------- Unibeam,
| Cannon | | | | Smart Bombs
| | | | | | |
| | | | S/C.Short<---------------S.Jab |
| | ----- | | Proton
| _| | | | Cannon
| | | --------------------------------
| | | | |
| | | | |
__| | C.Strong-------->S.Roundhouse
| | ^ ||| |
| [in corner] | ||| |
|__ | | ||| SJ.Jab
| | | ||| SJ.Short
| _| | ||| SJ.Strong
| | | ||| SJ.Forward
V | | ||| SJ.U.Fierce
S.Short--------- || SJ.U.Roundhouse
| || |
| || |
S.Fierce || [Upward Air Dash]
| || |
| || |
[in corner] || AD.Jab
| || AD.U.Fierce
Jab-Unibeam<-------- | |
| | |
| | [Flight Mode]
J.Jab | |
J.Strong | |
J.Forward | FM.Short
J.U.Fierce---------- FM.Strong
FM.U.Fierce
|
|
Unibeam
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TEAM HYPER COMBOS
Iron Man's Proton Cannon is great for THC's. It can be used as a
starter, filler or ender. These do not list all possibilities, but
they are to give you ideas of how to do THC's with Iron Man.
1. 1st partner's super 2. 2nd partner's super 3. 3rd partner's super
A. 1. (Iron Man) Proton Cannon 2. Any beam super, Captain Sword,
Captain Sword, Venom Web, Head Crush, Blodia Vulcan; if close or in
corner: any rushing super, any dragon punch super, any vertical
super, Fatal Claw, Death Bite, Final Justice, Blodia Punch, Gamma
Wave, Kikou-Shou, etc. 3. Third partner's super
B. 1. Any beam super, any rushing super, any dragon punch super, any
vertical super (except Saotome Cyclone), Weapon X, Venom Web,
Darkness Illusion, Ragnarok, Shippu-Jinrai Kyaku, Shinkuu-Tatsumaki
Senpuu Kyaku, Kikou-Shou, Blodia Punch, Blodia Vulcan, etc. 2. (Iron
Man) Proton Cannon 3. Any beam super, Captain Sword, Captain Storm,
Venom Web, Head Crush, Blodia Vulcan; if close or in corner: any
rushing super, any dragon punch super, any vertical super, Fatal
Claw, Death Bite, Final Justice, Blodia Punch, Gamma Wave, Kikou-
Shou, etc.
C. 1. First partner's super 2. Any beam super, any rushing super, any
dragon punch super, any vertical super (except Saotome Cyclone),
Weapon X, Venom Web, Darkness Illusion, Ragnarok, Shippu-Jinrai
Kyaku, Shinkuu-Tatsumaki Senpuu Kyaku, Kikou-Shou, Blodia Punch,
Blodia Vulcan, etc. 3. (Iron Man) Proton Cannon
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VII. GENERAL STRATEGY
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Iron Man is an air combo/keep-away character. He strives on long,
nasty air combos and keep-away. He plays great close up or far away.
When playing far away, don't keep throwing out Unibeams, hoping you
will cheese your opponent to death or think that they'll be dumb enough
not to block or avoid the beams. You'll just find yourself inserting
two more quarters by doing this.
Instead, when you're playing at a distance, mix up your Unibeams,
C.Fierce and air Smart Bombs. Don't ever throw ground Smart Bombs out
at random. If they get jumped over, you'll be in serious trouble. If
an opponent jumps over a C.Fierce, cancel into a Repulsor Blast. One
thing you should do often is super jump backwards so that your back is
against the wall and then throw out some Smart Bombs out. There really
isn't much that can be done to counter this attack if done at the
proper time.
If the opponent tries to jump in, use Repulsor Blast or S.Roundhouse.
Counter dash-ins with a S.Fierce or C.Roundhouse. Use Flight Mode to
stay above your opponent. While using Flight Mode, use your Smart
Bombs while they are on the ground. If they jump, use Unibeam. If you
see them starting up a super that may hit you, cancel out of Flight
Mode immediately.
When playing close, mix up your high attacks, low attacks, jab
Unibeams, air Smart Bombs and your launcher attack. Always start your
attacks with a jump-in with Iron Man, preferably with a J.Short,
followed by a medium attack or a J.Fierce; use J.Roundhouse for
overhead jump-ins. Focus on connecting air combos and Proton Cannon as
much as possible.
Repulsor Blast and S.Roundhouse are very good anti-air attacks.
Repulsor Blast usually confuses the opponent and they end up getting
hit by it, setting you up for a Proton Cannon, or OTG afterwards.
Cancel into a Jab-Unibeam if a S.Roundhouse gets blocked.
Iron Man does well in aerial confrontations. J/SJ.Fierce and
SJ.U.Fierce should be the most commonly used attacks for aerial
confrontations. For opponents that are directly above you, use
J/SJ.U.Roundhouse. For opponents that are below you, use
J/SJ.Roundhouse. Unibeam can be used for opponents that are above you
or are at the same level.
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VIII. VS STRATEGY
=======================================================================
* I will have all of the strategies for all the characters completed
sometime in the near future.
===============
=Akuma (Gouki)=
===============
Take caution when jumping in on him as he could launch you and pull off
a very painful air combo. Dive kicks can easily be countered with a
Repulsor Blast, a well-timed S.Roundhouse or even a Proton Cannon.
When using Air-Smart Bombs against him, try not to throw them out so
that he has the possibility to super jump above you and pull off a
Tenma Gou-Zankuu. If he tries to jump back and tag you with a Zankuu-
Hadouken, just jump up and nail him with a Jab-Unibeam.
========
=Amingo=
========
Use S.Short to knock away any hopping cacti he throws out. Use one of
your anti-air attacks to keep him from jumping in, preferably Repulsor
Blast or Proton Cannon. Use Air-Smart Bombs a lot, but don't do them
so much that he anticipates, dashes under you and then nails you with
his vine super.
==========
=Anakaris=
==========
=====================
=B.B. Hood (Buletta)=
=====================
============
=Blackheart=
============
You may want to take caution when using Air-Smart Bombs on him as he
has one special move and two supers at his disposal to nail you. Dash
away from any SJ.Roundhouses or just meet him in the air and use
SJ.Fierce to send him back to the ground. If he connects any HP or HK
attacks, mash the buttons as quickly as possible to avoid any supers he
may follow up with afterwards.
=======
=Bison=
=======
Air-Smart Bombs are pretty much pointless against him as he could
easily teleport away from them. Also be careful about using Proton
Cannon to chip him to death as he could easily teleport away and end up
behind you and then you'll be in serious trouble. If you block any of
his non-projectile moves punish however you'd like.
=======
=Cable=
=======
=======
=Cammy=
=======
=================
=Captain America=
=================
==================
=Captain Commando=
==================
Whenever he whiffs a Captain Kick or Captain Corridor, do a Proton
Cannon immediately afterwards if you won't be able to dash up to him in
time. Counter his jump-ins with your launcher or a Repulsor Blast. IF
you jump over a Captain Fire, punish however you'd like, but if he
recovers in time, be ready to block a Captain Corridor; if he does
throw a Captain Corridor out, you can just dash in afterwards and
punish however you'd like. Never throw out a Proton Cannon at random
against him as he could easily punish you with a Captain Storm. Also
be careful about using Air-Smart Bombs as he could nail you with either
a Captain Corridor or even a Captain Sword.
=========
=Charlie=
=========
========
=Chunli=
========
==========
=Colossus=
==========
=========
=Cyclops=
=========
=====
=Dan=
=====
=========
=Dhalsim=
=========
==========
=Dr. Doom=
==========
=========
=Felicia=
=========
========
=Gambit=
========
=======
=Guile=
=======
========
=Hayato=
========
======
=Hulk=
======
========
=Iceman=
========
==========
=Iron Man=
==========
======
=Jill=
======
=====
=Jin=
=====
=====
=Ken=
=====
=======
=Kobun=
=======
=========
=Magneto=
=========
========
=Marrow=
========
=========
=Megaman=
=========
==========
=Morrigan=
==========
===========
=Omega Red=
===========
==========
=Psylocke=
==========
=======
=Rogue=
=======
======
=Roll=
======
============
=Ruby Heart=
============
=====
=Ryu=
=====
============
=Sabretooth=
============
========
=Sakura=
========
==========
=Sentinel=
==========
==============
=Shuma-Gorath=
==============
================
=Silver Samurai=
================
========
=Sonson=
========
===========
=Spider-Man=
===========
========
=Spiral=
========
=======
=Storm=
=======
===============
=Strider Hiryu=
===============
========
=Thanos=
========
============
=Tron Bonne=
============
========
=Venom=
========
=============
=War Machine=
=============
===========
=Wolverine=
===========
=========
=Zangief=
=========
=======================================================================
VIII. MISC. STUFF
=======================================================================
-----------------------------------------------------------------------
ADVANTAGES AND DISADVANTAGES
ADVANTAGES
1. Excellent keep-away character
2. Plays well close
3. Plays well offensively and defensively
4. High-priority, high-damaging air combos
5. High-damaging, combinable super
6. Good confuser
7. Good anti-air attacks
8. Good mid-air priority
9. Multi-directional air dash
10. Flight Mode
11. Good versatility
DISADVANTAGES
1. Recovery delays on all his special moves
2. Slightly difficult to learn
3. Poor variety in terms of combos
4. Cannot block during Flight Mode
5. Poor dash-in priority
-----------------------------------------------------------------------
GUARDBREAK
When an opponent tags in after you KOed one of their partners or
against characters who have a slow normal jump, you can try this trick
against them. At the peak of their jump (or right as they first appear
on the screen if they're tagging in), do a J.Fierce. If it gets
blocked, do a S.Roundhouse after they are out of their block-stun
animation (you many need to dash under them) before they can touch the
ground and they will get launched.
-----------------------------------------------------------------------
INFINITE COMBOS
Due to persistent requests, here is Iron Man's infinite combos.
1. J.Short, J.Forward, C.Short, C.Strong, S.Fierce, Jab-Unibeam,
Jump(Jab, Strong, U.Fierce), Jump(Short, Strong, Forward,
U.Fierce), Jump...
2. J.Short, J.Forward, S.Short, S.Roundhouse, SJ.(Jab, Short, Strong,
Forward, Fierce, Roundhouse(OTG)), Jump(Short, Strong, U.Fierce),
Jump(Short, Strong, U.Fierce), Jump...
3. Back to corner: S.Short, C.Strong, Repulsor Blast, S.Jab, C.Strong,
Repulsor Blast...
In the first infinite combo, the Unibeam starts the infinite cycle.
After the U.Fierce connects in the mini-air combo, jump again and
repeat the same three attacks, except start with J.Short instead of
J.Jab since J.Jab will probably miss. In the second infinite combo,
the SJ.Roundhouse starts the infinite cycle; use SJ.Roundhouse on the
knocked down opponent to pry them off the ground and then jump up and
begin the infinite with a J.Short.
-----------------------------------------------------------------------
IRON MAN & WAR MACHINE, THE DIFFERENCES
There are some differences between Iron Man and War Machine and I'm not
just talking beams and missiles either. Below are some primary
differences between the two. Thanks to KMegura for this info.
1. Iron Man's C.Fierce makes him fire a missile that travels across
the entire screen, which neutralizes single-hitting projectile
attacks and does the same amount of damage from any range. War
Machine's C.Fierce makes him fire a beam that covers about three-
quarters of the screen. It neutralizes both fireballs and [non-
super] beams and weakens the farther away it is from War Machine—it
does more damage overall than Iron Man's version.
2. Iron Man's primary projectile attack (Unibeam) makes him fire a
beam, which weakens the farther away it is from him. War Machine's
primary projectile (or projectiles, rather) attack (Shoulder
Cannon) makes him fire missiles, which do the same amount of damage
anywhere on the screen, but do less overall damage than the
Unibeam. War Machine's fierce Shoulder Cannon starts up slightly
faster than Iron Man's fierce Unibeam.
3. When Iron Man's Unibeam connects in the corner, it sets him up for
a mini-air combo to air combo combination (or even one of his
infinites).
4. Iron Man's Proton Cannon starts up faster, does more overall damage
and can be comboed into off of a C.Strong--his Proton Cannon shoots
out a beam, which weakens the farther away it is from Iron Man.
War Machine's Proton Cannon does not combo off of a C.Strong. His
Proton Cannon shoots out missiles, which do the same amount of
damage from any range. It also starts up slower than Iron Man's
version.
5. War Machine has an additional super, War Destroyer, while Iron Man
has only a Proton Cannon super.
6. Iron Man is faster and can combo more easily on the ground than War
Machine can--Iron Man can do S.Short, S.Forward, S.Roundhouse,
while this doesn't work for War Machine.
7. Iron Man's C.Jab, S.Roundhouse and C.Roundhouse all do less damage
than War Machine's versions.
-----------------------------------------------------------------------
Any comments, questions or suggestions? E-mail me at
[email protected].
-----------------------------------------------------------------------
REVISION HISTORY
1.1 Touched up some stuff, fixed some typos
1.2 Added some stuff, began working on the VS Strategy
-----------------------------------------------------------------------
ACKNOWLEDGEMENTS
Kmegura for the differences between Iron Man and War Machine
Capcom for making such a cool game
3pwood (
[email protected]) for the Combo Tree concept
JPlatt (
[email protected]) and shoryuken.com for some combos
=======================================================================
IX. LEGAL STUFF
=======================================================================
This FAQ is copyright (C) 2000-2001 by Daniel Finch. No part of this
FAQ may be reproduced or redistributed in any way, shape or form. It
cannot be displayed publicly or on the Internet in its original,
unedited, unaltered format. It may not be used in any publications
whatsoever. Any commercial, Internet or any other public use of this
document is prohibited without written permission from the author,
Daniel Finch. Any type of profit from this FAQ is also prohibited as
well as any pro-motional use of this FAQ. Marvel characters and The
Avengers are all registered trademarks of Marvel Comics. Capcom
characters and Marvel vs. Capcom 2: New Age of Heroes are all
registered trademarks of Capcom.