Damage #s are (standing/crouching/air)
L - LIGHT (47k/45k/50k)
s.L and c.L are both rapid-fire attacks (can be cancelled into itself). Damage scaling is severe in this game, though, especially with light attacks in combos. c.L is a basic combo starter.
M - MEDIUM (70k/68k/70k)
c.M knocks down and briefly puts the opponent into a juggable state.
j.M will crossup on some crouching characters.
H - HARD (90k/80k/80k)
s.H will combo from a c.M.
c.H fires a missile and works well to use during block strings or against opponents who use push block.
j.H (neutral) zones very well, and can be flight cancelled into a small air combo on hit.
S - EXCHANGE
Don't let this get blocked...
All of Iron Man's air attacks (except j.S) are double-jump and flight cancellable.
UP + H
DOWN + H
Iron Man's H attack can be angled with either up or down. The attack comes out at a 45 degree angle.