**Heres Some Basic Info **
[details=Spoiler]Ground Dash can be canceled after 11 frames
Cr. H has slower startup than Unibeam L, but has faster startup than Unibeam M & H. It’s a basic attack so you can call assist while doing Cr.H even though its a projectile attack. Can be canceled into any special moves though. It has frame advantage of +4 on block. It doesn’t really reach fullscreen though. It can go under Hawkeye’s Triple Arrow, but I’ll have to double check.
Air H has good range, and Air M has decent range
Iron Mans’s diagonal and lateral airdash movement starts on frame 10. Up and Down version moves instantly, but hovers at the end.
Iron Man’s 8 way air dash is completely different than anyone else’s
According UMVC3 bible, tridash down L is one of the fastests overhead because j.L has 4 frame startup. The problem is that you need to be in point blank range or else this j.L won’t reach
Iron Man has fast flight startup (12 frames), and lasts for 108 frames. So you can use it to negate pushblock.
Smart Bombs don’t disappear if Iron Man gets hit. Smart Bomb L has less recovery, but Smart Bomb H has more frame advantage (+5), and pushes opponent away on block.
Repulsor H has a huge size than Replusor L, but has slower startup than Replusor L
Cr. M has good range, but difficult to connect off of Max Cr.M > St.H range without an assist that can combo after Unibeam L or a LvL 3. If your opponent tries to whiff punish your Cr.M with a dive kick, you can whiff cancel into Repulsor Blast.
St. M is also a good range
St. H is a good anti air that also option selects as a Throw[/details]
[details=Spoiler]Attack opponent from midrange so that you should be close enough to threaten with crouching H, tip of Air H attacks, edges of Repulsor Blasts, aerial Smart Bombs ,and Unibeams
Work on controlling the the ground level before controlling the sky
Cancel Cr. H into Unibeam L for more chip, Cancel into Fly H to control aerial space and to push your opponent away on block or Cancel into Repulsor Blast.
Protect or cover your air dash attempts with either assists (preferably ground level assist with alot of horizontal range) calls or Smart Bombs. Without protecting your air dash attempts you will get air thrown, or anti-aired. Beware of Doctor Strange, since he can super to punish.
Keep opponent at half screen so you can super jump Smart bombs to either build meter, stall, or transition to offense. Opponent will usually dash under so you need a horiztonal assist that can prevents opponent from dashing under. While your assist is recovering, you should plink air dash down to reach to the ground faster during Flight Mode.
Or you force your opponent do something that you can punish.
Easier to combo off of Forward Throw.
Since you are playing Iron Man anchor, you’ll be doing some resets when you don’t have X-Factor available or when you know it’s not going to kill with one hit. His best reset option is actually an air throw. Your opponent’s options to avoid air throw reset attempts is limited in the corner. They can work during midcreen, but you have to dash forward every time they air tech backwards. It’s better to get a kill off of only 1, or 2 resets[/details]
Or you can click this link below. You see the content on the right? That’s where you want to click the Strategy section if you want to read for info(I like this person’s writing because it gets straight to the point by providing only important info). Click the technology section if you want a video for info.
Most importantly, you want to learn the KrispyKreme because its more consistent. If your launcher gets blocked or whiffed, then you will be in a world of hurt.