IRON MAN

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Game: Marvel vs. Capcom 2: New Age of Heroes
Iron Man character FAQ, Version 1.1, 7/21/00
Unpublished work copyright (c) 2000 by Daniel "PhatDan81" Finch
E-Mail: dan@finch.com
=======================================================================
CONTENTS

I.	Background
II.	Legend
III.	Regular Moves
IV.	Special Moves
V.	Super
VI.	Combos
VII.	General Strategy
VIII.	Misc. Stuff
IX.	Legal Stuff
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I.	BACKGROUND
=======================================================================

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
=======================================================================

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
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)
Variable 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

It looks a lot like his S.Jab, except it has better range and does more 
damage.  Use it as a ground combo filler.

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.  
Use it as an AC filler

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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 only as an AC filler.

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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.

3.	Jumping

Iron Man does a funky kick with decent range and is used as an AC 
filler and to combo into a J.U.Fierce or J.U.Roundhouse.

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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 while crouching.  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 recovery delay.

3.	Jumping

Iron Man does an inverted version of the standing version.  Use this as 
a jump-in attack.

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 anything anymore.

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IV.	SPECIAL MOVES
=======================================================================

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 as a combo ender.  If it connects in the 
corner, you can jump afterwards to go for extra damage.  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.

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 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)
=======================================================================

PROTON CANNON D, DF, F + 2P

A giant gun appears above Iron Man and Iron Man supports it on his 
shoulder and fires a beam at his opponent.  It comes out faster than 
War Machine's, and it does more damage overall.  It combos off of a 
C.Strong, Repulsor Blast or Smart Bombs.  It does decent 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. 

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VI.	COMBOS
=======================================================================
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MAGIC SERIES

Zigzag, anywhere on the screen
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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, 
Assists/Crossover Counters   _  Crossover Combination
  A   jab Unibeam             \
  B   jab Repulsor Blast      |-Proton Cannon
  C   short-range Smart Bombs_/

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Iron Man should start combos with a jump-in attack.  J.D.Fierce may be 
replaced with J.Roundhouse or J.Jab, J.Strong.  When a jump-in attack 
connects, you will usually need to dash, then continue the combo 
accordingly.  S.Fierce may be replaced with C.Roundhouse.  

When using Unibeam in a combo, always use the jab version, unless 
you're comboing it off of a C.Fierce.  In the corner, you can start a 
combo with air Smart Bombs, before doing a jump-in attack, but you must 
be in the midst of a super jump.  The best way to get an U.Fierce or 
U.Roundhouse to connect in an air combo is by comboing a S.Roundhouse 
off of a C.Strong.

1.  S.Jab, Snapback
2.  C.Fierce, Unibeam
3.  C.Fierce, Smart Bombs
4.  J.D.Fierce, S.Jab, S.Strong, Snapback
5.  S.Jab, S.Strong, Unibeam
6.  S.Jab, S.Strong, S.Fierce, Unibeam
7.  J.D.Fierce, C.Short, C.Strong, Snapback
8.  C.Short, C.Strong, Unibeam
9.  C.Short, C.Strong, S.Fierce, Unibeam
10. Smart Bombs (2-Hit), Proton Cannon
11. C.Fierce, Smart Bombs (2-Hit), Proton Cannon
12. J.D.Fierce, C.Short, C.Strong, Proton Cannon
13. C.Short, C.Strong, Repulsor Blast, Proton Cannon
14. J.D.Fierce, S.Short, S.Forward, S.Roundhouse, SJ.(Jab, Short,  
    Strong, Forward, [AC Finisher])
15. J.D.Fierce, C.Short, C.Strong, Repulsor Blast, S.Short(OTG), 
    C.Strong, Proton Cannon
16. C.Short, C.Strong, Repulsor Blast, S.Short(OTG), S.Roundhouse, 
    SJ.(Jab, Short, Strong, Forward, [AC Finisher])
17. C.Short, C.Strong, S.Roundhouse, SJ.(Jab, Short, 
    Strong, Forward, U.Fierce), Flight Mode (Jab, Strong, U.Fierce, 
    U.Roundhouse, Unibeam)
18. C.Short, C.Strong, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, 
    U.Fierce), Air Dash (Jab, Strong, U.Fierce), Flight Mode (Jab, 
    Strong, U.Fierce, U.Roundhouse, Unibeam)
19. C.Short, C.Strong, Repulsor Blast, S.Short(OTG), C.Strong, 
    S.Roundhouse, SJ.(Jab, Short, Strong, Forward, U.Fierce), Air Dash 
    (Jab, Strong, U.Fierce), Flight Mode (Jab, Strong, U.Fierce, 
    U.Roundhouse, Unibeam)
20. Tag In, S.Fierce, Unibeam
21. Tag In, S.Jab, Unibeam
22. Tag In, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, U.Fierce),  
    Air Dash (Jab, Strong, U.Fierce), Flight Mode (Jab, Strong, 
    U.Fierce, U.Roundhouse, Unibeam)

CORNER COMBOS

Just like War Machine, Iron Man has quite a few combo possibilities in 
the corner, be sure to take advantage of this.

23. Air Smart Bombs, J.D.Fierce, C.Short, C.Roundhouse, Unibeam, 
    JF.(Jab, Strong, U.Fierce), S.Roundhouse, SJ.(Jab, Short, Strong, 
    Forward, U.Fierce), Air Dash (Jab, Strong, U.Fierce), Flight Mode 
    (Jab, Strong, U.Fierce, U.Roundhouse, Unibeam)
24. Air Smart Bombs, J.D.Fierce, C.Short, C.Strong, S.Fierce, Unibeam, 
    JF.(Jab, Strong, U.Fierce), S.Roundhouse, SJ.(Jab, Short, Strong, 
    Forward, U.Fierce), Air Dash (Jab, Strong, U.Fierce), Flight Mode 
    (Jab, Strong, U.Fierce, U.Roundhouse, Unibeam)
25. C.Fierce, Repulsor Blast, C.Short(OTG), S.Roundhouse, SJ.(Jab, 
    Short, Strong, Forward, U.Fierce), Air Dash (Jab, Strong, 
    U.Fierce), Flight Mode (Jab, Strong, U.Fierce, U.Roundhouse, 
    Unibeam) 
26. C.Fierce, Repulsor Blast, Proton Cannon, C.Short(OTG), 
    C.Roundhouse, Unibeam, JF.(Jab, Strong, U.Fierce), S.Roundhouse, 
    SJ.(Jab, Short, Strong, Forward, U.Fierce), Air Dash (Jab, Strong, 
    U.Fierce), Flight Mode (Jab, Strong, U.Fierce, U.Roundhouse, 
    Unibeam)
27. Air Smart Bombs, J.D.Fierce, C.Short, C.Strong, Proton Cannon, 
    C.Short(OTG), C.Roundhouse, Unibeam, JF.(Jab, Strong, U.Fierce), 
    S.Roundhouse, SJ.(Jab, Short, Strong, Forward, U.Fierce), Air Dash 
    (Jab, Strong, U.Fierce), Flight Mode (Jab, Strong, U.Fierce, 
    U.Roundhouse, Unibeam)
28. C.Short, C.Strong, Repulsor Blast, Proton Cannon, C.Short(OTG), 
    C.Roundhouse, Unibeam, JF.(Jab, Strong, U.Fierce), S.Roundhouse, 
    SJ.(Jab, Short, Strong, Forward, U.Fierce), Air Dash (Jab, Strong, 
    U.Fierce), Flight Mode (Jab, Strong, U.Fierce, U.Roundhouse, 
    Unibeam)

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COMBO TREE

Thanks to 3pwood (mayfield_john@hotmail.com) 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

                       [Air Smart Bombs (in corner)]
                                     |
                                     |
   Repulsor Blast        J.D.Fierce, J.Roundhouse          C.Fierce
         |                           |                         |
         |                           |                         |
      Proton<--         -----------------------             Unibeam,
      Cannon,  |       |                       |          Smart Bombs,
         | ____|       |                       |       -----Repulsor
         ||         S/C.Short                 S.Jab   |      Blast        
         ||            |_______________________|      |        |
     ____||            |                              |        |
    |  ___|  --------------------    --------------S.Short<-Proton
    | |     |                    |  |                 |     Cannon
    | |     |                    |  V                 |
    | |  C.Strong--------->S.Roundhouse<---      (in corner) 
    | |     |         |          |         |       S.Fierce
    | |     |         |          |         |          |
    | |__Repulsor     |        SJ.Jab      |          |
    |     Blast       |       SJ.Short     |       Unibeam
    |   ____|         |      SJ.Strong     |          |
    |  |              |      SJ.Forward    |          |
    |  V              |     SJ.U.Fierce    |        J.Jab
   C.Short            |          |         |       J.Strong
      |               |          |         |      J.U.Fierce
      |               |        SJ.Jab      |__________|
   S.Fierce           |      SJ.Strong
      |               |     SJ.U.Fierce
      |               |          |
   Unibeam            |          |
      |               |        SJ.Jab  
      |               |      SJ.Strong
    J.Jab             |     SJ.U.Fierce
   J.Strong           |   SJ.U.Roundhouse
  J.U.Fierce          |     jab 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 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.

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
=======================================================================

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 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.D.Fierce.  
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.  
S.Roundhouse will set you up for an air combo if it connects.  If a 
S.Roundhouse gets blocked, cancel into a jab Unibeam.

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.

Assists A and B are Iron Man's best assists.  Assist A can be used to 
help out characters that don't play well from a distance or to surprise 
your opponent.  Iron Man is usually safe while he's doing this.  Assist 
B is a mostly defensive assist.  It's used to set your partner up for a 
super, as an anti-air attack or to help your partner out of corner 
pressure.  It can also be used as a decoy.  Throw it out at random and 
if your opponent tries to attack Iron Man, dash up to your opponent and 
punish them.

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VIII.	MISC. STUFF
=======================================================================
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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

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SPECIAL FEATURES

I already mentioned these earlier, but I'll put them here anyway.  Iron 
Man has a multi-directional air dash (any direction + 2P).  He can dash 
in any direction in the air.  It can be used to prolong an air combo, 
to escape an attack or to get across the screen in the air.  He can 
also use this to go off the screen.  Just super jump and dash upward.

He also has a Flight Mode (D, DB, B + 2K) which can be activated 
anywhere on the screen.  It is used as a keep away move and can also be 
used to prolong air combos.  However, he cannot block so be careful 
about using it.  If you want to end it, do a Knee Stomp or do the 
command again.

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IRON MAN AND 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 Machineit 
    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 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 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.

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.

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Any comments, questions or suggestions?  E-mail me at dan@finch.com.
-----------------------------------------------------------------------
ACKNOWLEDGEMENTS

Kmegura for info about War Machine and the differences between Iron Man 
      and War Machine
MVCMasters (members.tripod.com/mvc_central) for some of the combos
Capcom for making such a cool game
3pwood (mayfield_john@hotmail.com) for the Combo Tree concept
JPlatt (tetsuo1@home.net) and shoryuken.com for some combos

=======================================================================
IX.	LEGAL STUFF
=======================================================================

This FAQ is copyright (C) 2000 by Daniel Finch.  No part of this FAQ 
may be reproduced or redistributed in any way, shape or form.  It can-
not 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.  War Machine, Iron Man and The Avengers are 
registered trademarks of Marvel Comics.  Marvel vs. Capcom 2: New Age 
of Heroes is a registered trademark of Capcom
