FIGHTER FILE 02
Iron Man sits in slot 2 of 21 on the select screen, rates 4 of 5 for ease of use, and wears 3 costumes in 25 colours.
Iron Man boasts an arsenal of projectiles and mid-air options, excelling in ranged and aerial combat. Bombard the opponent with attacks from afar to whittle them down. If they get close enough, take to the skies with your superior mobility or surprise them with your fast lunging attacks.
A beam projectile attack.
Can be followed up by Free Flight after the attack. The aerial version can also be followed up by Multi-Dash.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
An attack performed while leaping upwards.
It makes an excellent anti-air due to its invincibility to aerial attacks midway through the action.
The aerial version cannot be used again until after landing.
Can be followed up by Free Flight or Multi-Dash after the attack.
version Skill Gauge cost: 25
Grounded
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
Aerial
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
A lunging attack that charges forward.
Can be followed up by Free Flight after the attack.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
version
An attack that triggers a Break when near the corner.
version
An attack that triggers a Break when near the corner.
A lunging attack that charges in a direction.
The version can be held.
The and versions lunge straight forward.
The and held versions lunge towards the ground.
Can be followed up by Free Flight after the attack.
When lunging straight forward, it can also be followed up by Multi-Dash.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
version
An attack that triggers a Break when near the corner.
Fires multiple missiles as projectiles.
Although the attack takes time to hit, you can move in to attack along with the missiles.
Can be followed up by Free Flight after the attack. The aerial version can also be followed up by Multi-Dash.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
Super Skill
Fires a powerful beam forward.
Skill Gauge cost: 50
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from midway through the action.
Ultimate Skill
Summons Champion Buster to perform an attack.
Holding any attack button during the attack activates Unibeam Overdrive at the cost of an additional 50 Skill Gauge, provided it hits the opponent's leader character.
Skill Gauge cost: 100
Universal
A direct attack performed by the character.
Gains invincibility to attacks from the start of the action.
Performs a follow-up with an extremely powerful beam.
Skill Gauge cost: 50
Universal
An indirect attack using a projectile or other means.
Tōkon Assemble
Performs a strike, and then a series of attacks with the entire team.
This move is only available when losing the current round would end the match.
Skill Gauge cost: 150
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Fires energy projectiles.
Pressing the button repeatedly fires additional projectiles.
Can be followed up by Free Flight after the attack. The aerial version can also be followed up by Multi-Dash.
Universal
An indirect attack using a projectile or other means.
Fires energy projectiles at an upward angle.
Pressing the button repeatedly fires additional projectiles.
Can be followed up by Free Flight after the attack.
Universal
An indirect attack using a projectile or other means.
Performs a follow-up with an energy blast.
Can be followed up by Free Flight after the attack.
Universal
A direct attack performed by the character.
Performs a follow-up with an energy blast while mid-air.
Can be followed up by Free Flight or Multi-Dash after the attack.
Universal
A direct attack performed by the character.
Rapid movement in the chosen direction while mid-air.
Universal
A technique consisting of only movement.
Unrestricted movement while mid-air for a limited time.
Universal
A technique consisting of only movement.
Swaps the character you control.
You can select the ally to swap in with
/ / .
Member Switch is available when allies are summoned via actions such as Assemble Assist or Assemble Rush.
It cannot be activated when the leader or assist characters are hit with an attack.
A beam projectile attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
An attack performed while leaping upwards.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
A direct attack performed by the character.
Gains invincibility to aerial attacks from midway through the action.
Fires multiple missiles as projectiles.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
Fires energy projectiles at a downward angle.
A Member Switch can be performed immediately if this move hits the opponent.
You can select the ally character who appears for Assemble Assist Aerial with / / .
Universal
An indirect attack using a projectile or other means.
Follows up with a lunging attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
Performs Unibeam Max as a follow-up after an energy blast.
Automatically changes the leader character when performed.
You can select the ally character who appears during Super Assemble with / / .
Assemble Gauge cost: 1
Skill Gauge cost: 50
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from the start of the action.
An attack that hits as an overhead.
From the startup until midway through the action, the attack will continue even if hit by the opponent. On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Will not be knocked back by all attacks except for throws from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
A lunging attack that tracks the opponent.
Although it cannot hit crouching opponents, it is invincible to Assemble Assist attacks and projectiles from the start.
On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
Gains invincibility to projectiles and attacks from non-Leader characters from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
Moves away while preparing for an attack from the opponent.
Upon successfully guarding against an attack at the start of the move, performs a counter-attack followed up by an ally.
You can select the ally character who appears with / / . A Member Switch can be performed if this move lands.
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 1
Universal
Automatically performs a counter-attack in response to attacks from the start of the action.
On successful parry (counter-attack)
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
A counter-attack performed by an ally, available only when blocking an attack from the opponent.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
This move can be performed when input quickly in response to the opponent's Crossover.
An ally intercepts the opponent's counter-attack.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A move that does not hit as an attack.
Performed when input right before the opponent's Crossover attack would land.
Your ally intercepts the counter-attack, then performs an attack of their own that sends the opponent flying.
If the character sent flying hits the leader character, it puts them in the Disassembled state, preventing them from using Assists for a duration.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
Performs a throw attack that has limited range but cannot be blocked.
The opponent cannot be thrown when they cannot move, such as during hitstun or blockstun.
The grounded version moves a certain distance toward the opponent when used outside of point-blank range.
This move triggers the Break effect, as well.
Throws can be escaped by performing the same throw input the instant you are thrown.
A leaping movement.
Before landing, you can either jump again or perform Multi-Dash a single time.
A high leap.
The trajectory can be altered during the action with or .
Rapid forward movement.
Releasing the input performs a sudden brake.
Rapid backward movement.
Defends against the opponent's attacks while standing.
Cannot defend against low attacks and throws.
Defends against the opponent's attacks while crouching.
Cannot defend against overhead attacks and throws.
Defends against the opponent's attacks while mid-air.
Cannot defend against throws.
Close to Opponent
Far from Opponent