Superior Tech: The MvC3 Iron Man Matchup thread

I think individual matchups in marvel are kinda pointless, so let’s try to keep this as a team matchup sort of deal. When talking about Iron Man vs Cap for example, talk about what assists hell need to watch out for against him, and what he can use to counter it :tup:

Akuma

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Amaterasu

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Arthur

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C.Viper

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Captain America

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Chris Redfield

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Chun Li

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Dante

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Deadpool

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Dormammu

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Dr Doom

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Felicia

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Haggar

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Hsien-Ko

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Hulk

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Iron Man

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Jill Valentine

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M.O.D.O.K.

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Magneto

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Morrigan

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Phoenix

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Ryu

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Sentinel

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She-Hulk

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Shuma Gorath

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Spencer

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Spider-man

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Storm

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Super Skrull

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Taskmaster

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Thor

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Trish

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Tron Bonne

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Viewtiful Joe

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Wesker

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Wolverine

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X-23

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Zero

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I look at matchups 2 different ways in this game. Either you have a universally strong point character like Wesker who’s pretty much dedicated to stay on point no matter what, or you have a team that can have anyone on point depending on who you’re facing.

I believe with the right assists Iron Man can that really strong point. Low hitting assists, beam assists, and lockdown assists such as Ammy’s Cold Star or Akuma’s tatsu. OTG assists are pretty useless because of how good Smart Bombs are.

If you don’t have those assists, then I think Iron is kinda good against rushdown characters like Wolverine, X-23, Haggar, Tron. You can keep square dashing around above their heads poking with his air normals and smart bombs and frustrate them pretty easily.

I don’t think Iron Man is good against Sentinel, but if you must use him I’d just spam air smart bombs and air Unibeams at his head, above where his drones can reach.

If Sentinel has doom missiles backing him up you really don’t want to go on the offensive much. If you have to block the missiles try to do so during a super jump to minimize chip sentinel can do.

If Sent starts flying towards you, I don’t think it’s worth it to try and air to air with him, his limbs are really awkward to hit even with the air H’s, and the penalty for screwing up is much far too great to risk the little damage you’re gonna do to sent in the air.

If Sent doesn’t have a good “get off me” assist like Haggar or Dante, I recommend flying above his head juuust out of range of his launcher and threaten to do a triangle jump or something. Most sentinels will anticipate and hit their launcher, when you see the fire coming up, that’s your signal to dash down quick and get your BnB, cr. A, cr. B, st. C, S, air B, air B, air C, air down C, dash, L smart bomb, proton cannon. Now the next time you’re flying above his head you can feel safer to drop smart bombs or go for a triangle jump mixup.

I’m sorry if this is the incorrect place to put this but how in the world can I stop Unibeam spam… The chip is too high to block and super jump isn’t working for me when I need it online… Unibeam spam is something I keep running into every ironman I see and for some reason I can’t beat it and all the projectiles on my team lose out to it. Best i can do is Charging Star but even that gets hit by the second Unibeam

Time your jumps and jump-ins, there’s a good amount of delay before and after the shot. Personally I don’t think Unibeam spam is as effective as you make it sound.

Does anybody have anything at all against Akuma? His tatsu literally eats up anything Iron Man has.

From the complaint thread in the Akuma forum it appears leaves you at enough of a disavantage when blocked that the only thing that can flat out punish it is a throw attempt. Other options depend on the strength of the button used for the attack. Basically push block the second to last hit and try to escape or counterattack in the brief window before he lands. QCB+A hits three times; QCB+C hits five times. Supposedly you can also hit him above the waist but this as never worked for me.

both standing and crouching medium beat tatsu clean for standing you gotta space it so the boosters hit the tatsu. from standing m its weird but it is possible to combo stm crm into full combo theres some thing in the timing of the crm that dictates the ability to combo after though i gotta play with to see if you gotta hit early or late.

repulsor blast blows wesker up if he teleports or shoots do medium or heavy repulsor its active during his small recovery window during front and high tele so its a no risk punish.

im testing to see which ones work best for wolvie dive kick and berserker slash.

but pretty much hes anti top tier.

Is there any legit advice for dealing with wesker? I have a hard time against with with Iron Man as my anchor, he has the touch of death on Stark’s health regardless of what attack and where on the screen. I’ve been doing my best to zone him but I get caught in his launcher AA which you can’t punish.

Thanks.

He can’t cover the high angles for crap. If you have a life lead super jump and throw stuff - repulsor blast occasionally - but irritate him into getting sloppy.

I guess I can’t go on the offensive against him? It feels as though I have to be really in control of my spacing than usual, and zone him effectively which I should try my best to capitalize on whenever I can.

Repular blast should stop teleport approaches, gunshots, and maximum Wesker. If you were able to time your anti air repulsar balst and make a good wall you should keep Wesker out effectively. Iron man has a range advantage. You should use your range on your J.h to advantage. I really dont think weskers a big threat unless you cant get out of his lockdown.

Zoning him is the best way to play him, you can’t have him touch you or you’re dead. But year I’ve recently learned exactly how effective repulsor blast is on people who like to rush you down. Even is useful against characters that could potentially cross you up, and thanks to spread, it’s a pretty safe move now.

A match up thread with little to no matchup information. I guess ill Chime in some i suppose.

Vs wolverine

I dont think ironman gets completely crushed by wolvie but it is indeed a mad matchup. DIvekick isnt as much of a threat to you in this matchup due to repulsor blast L. When wolvie jumps around throw this out a few times and it will catch wolvie being careless. Repulsor blast also hits behind you so if you predict a berserker slash you can get around it using that move.
Standing M and unibeam to keep wolvie from dashing in recklessesly.

AIr Dashing j.m on wolverine can be tough because of him being so low to the ground especially when he is crouching. I tend to tri jump j.d H. Hits more frequently in my expereinces. I also like to space vs him using s.m and C.m. They do a pretty good job of keeping him away.

Something that can be useful of used sparingly vs wolvie is Tiger knee Smart bombs. Shuts down the ground so he has to take to the air. In which you can mix up with repulsor blast/ dashing under etc. Even with this information, this matchup still sucks but It is winnable.

Don’t let him breathe!

Vs Magneto/Storm

Repulsor Blasts is your friend against them tri jumping. Approaching this match up the same for both characters. Uni beam is better vs storm than magneto for obvious reasons. Whirlwind is much slower than EM Disruptor so you can pretty much shut down her zoning game with unibeam. But sadly most storm players will not zone you so you have to shut down her rushdown.

Smart bombs are good in these matchups. These matchups are pretty straight forward. Shut down the air and the rest will follow.

Note: You will not outzone magneto, Disruptor is way too fast. You may need to take the initiative in this matchup vs magneto.

ok so info in this thread is pretty much non existent ( i do like the above post) but first post is a joke now since its creator supposedly doesnt even play this game.

anywho can we talk about IM’s tools? ie what tools does he possess what movement options are his best movement options both for defense and offense… what is his best way to play keepaway etc etc.

ill start off with some extremely basic off the head shit:

offense:

air jump L smartbombs> addf M. (useful in the corner and if the opponent is on the ground… mostly wont hit in the perfect position, but allows iron man to setup an air offense with some backing in front clearing the way for him.

(theory fighter):

also, since that pattern kinda doubles as a weak assist, it can be used in those times where assists are on cooldown.

boxjump m slight delay h

good pre emptive air to air which has both range and easy hit confirmability into (land) j.lmh, (land) j.lmh (or some air series like that) proton cannon… does around 550- 580k or so pre dhc.
the boxjump also serves as an option select of sorts from the above hitconfirm into a ground based hitconfirm against medium height/taller characters.

super jump ADDF D+H

ironmans h attacks have ridiculously good hitboxes, however they are also kind of hard to get at the best space controlling areas of the screen. the above pattern as well as these next ones allow ironman to put the ridiculousness of his jumping h attacks where the most contested spaces are, in generally quick fashion.

jump ADDF H

takes up a huge portion of the most valuable part screen with jumping h.

boxjump D+H

unlike boxjump mh which can miss short characters and crouchers, boxjump D+H makes contact with them. however it still has a chance to miss against airborn characters and characters that are to close… so make sure to call an assist when using this, or to use it when an assist is actively putting the opponent in hit/blockstun.

high low offense:

ironmans high low offense can be approached in 2 ways:

as a trijump mixup alternating between trijump m, trijump m or trijump m,cr.L

or the “real” way which is to go low or high on the first contact:

trijump M or (extremely quick tri jump) c.L

other lows include jump ADD c.L and

and (close to opponent) forward jump (or forward superjump) ADDF crossup c.L

so yeah thats just some basic stuff. but i have watched many ironmans and they arent using this basic stuff so just wanted to put them out there and get some real discussion going, its time we took IM to the next level and show hes not just mags shitty cousin.

-dime

I’ve been trying to focus on making my Stark better for the past few days, but it takes a lot of time to go through and find good video to go with my training.

Your post is fantastic, and it should help me hugely to get him up to the rest of my team in no time. Mine isn’t horrible (he’s way more than just an assist), but I want him to the point that I can start him off in any match without worrying.

Kei

Iron man is a solid assist character on my Team Two (Wesker, Storm, Iron man) where his main purpose on the team is to zone and to extend Wesker’s combos.

I’m posting this mostly for new players that might be getting frustrated with Iron Man’s magic series inconsistencies. Far better players than me have developed optimized combos for him, so I’m just going to talk a bit about how to get in.

Normal Screen Distance:
I wouldn’t believe it till I tried it. The launcher will miss on some smaller characters. But the range is something that will make you rethink Iron Man’s normals.
Jump up Addf + dfH, c.M, c.S
Storm and Magneto have speed, but Iron Man’s overhead tri-dash combo hits across the SCREEN! (ok, maybe a little shorter)*

***Normal Jump-in Mixup:
**Bait a beam, fireball etc…and jump-in with this combo. Hits on all medium height characters.
Jump in Air M, Air M, st.M, c.M, c.S
That’s right four medium hits into launch to remove your magic series worries.
The mix-up? Variations of the combo need to be blocked HHHL, HHL, HL or L. The Air Mx2 is also capable of breaking Super Armor with tight timing.

This is very basic stuff. Hope it helps someone.

In regards of mix up’s
when I’m in close I always use :s: , as this means they have to guess if It’s going to wiff or not as you can make the :s: start ,so you see the move but it has no active hitbox ,which means you can go for a fast low . you can also just do tri jump :s:

its not as fast but its harder to block.

you can also do double n triple overheads using double jump , against tall guys you can tri.jump :l:>:m: it hits so low it looks like a low

flight mixups are another , I’ll go into detial if people want but I stopped using them so much

as for matchups

wesker:
if you are going to try n zone him just remember to stay out of his teleport box, since I hate this guy I will xfactor on a blocked launcher n kill him , wesker players always finish that string ,
if he teleports un-assisted about you proton cannon him , its the fastest super in the game

as for magneto you can zone him , just not full screen , its very hard for him to approach when your throwing j :h: about taking up half the screen , as soon as you get a solid hit kill him

I’d like to hear how people fight dorm n zero