Marvel vs Capcom/War Machine: Difference between revisions

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= Basic Tips =
= Basic Tips =


Launchers:
Launchers:<br>
RK<br><br>


RK
Magic Series:<br>
Ground Magic Series: Hunter Series<br>
Jump Magic Series: Weakest to Strongest<br>
Super Jump Magic Series: Hunter Series<br><br>


Magic Series:
AC Finisher:<br>
 
D FP, RK, JP Shoulder Cannon<br><br>
Ground Magic Series: Hunter Series
 
Jump Magic Series: Weakest to Strongest
 
Super Jump Magic Series: Hunter Series
 
AC Finisher:
 
D FP, RK, JP Shoulder Cannon


= Move List =
= Move List =


Command Normals
==Command Normals==


Knee Dive: D + LK (only in air)
Knee Dive: D + LK (only in air)
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Special Moves
==Special Moves==


Shoulder Cannon: QCF + P/K (also in air; P version only)
Shoulder Cannon: QCF + P/K (also in air; P version only)
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Hyper Combos
==Hyper Combos==


Proton Cannon: QCF + Px2
Proton Cannon: QCF + Px2


War Machine summons in a giant cannon which shoots
War Machine summons in a giant cannon which shoots out a laser which nearly takes out near full-screen.
out a laser which nearly takes out near full-screen.


War Destroyer: QCF + Kx2
War Destroyer: QCF + Kx2


War Machine summons in a jetpack-like weapon which  
War Machine summons in a jetpack-like weapon which aims a barrage of missiles up then targets down to the  
aims a barrage of missiles up then targets down to the  
opponent.
opponent.


= Combos =
= Combos =


COMBOS:
1) SK, RK, cancel Star Destroyer<br>
Easy Combos:
2) D SK, D SP, FP cancel Shoulder Cannon<br>
 
3) JP, SK, FP cancel Shoulder Cannon<br>
1) SK, RK, cancel Star Destroyer
4) SK , RK cancel War Destroyer<br>
 
5) SK, RK, sj. JP, sj. SK, sj. SP, sj. FK, sj. U FP, cancel JP Shoulder Cannon<br>
2) D SK, D SP, FP cancel Shoulder Cannon
6) Knee Dive, j. D FP, SK, RK, sj. JP, sj. SK, Flight, JP, SP, U FP, cancel JP Shoulder Cannon<br>
 
3) JP, SK, FP cancel Shoulder Cannon
 
4) SK , RK cancel War Destroyer
 
 
Intermediate Combos:
 
1) SK, RK, sj. JP, sj. SK, sj. SP, sj. FK, sj. U FP, cancel JP Shoulder  
Cannon
 
Make sure you a up FP or you won't get them with the S. Cannon.
 
 
Hard Combos:
1) Knee Dive, j. D FP, SK, RK, sj. JP, sj. SK, Flight, JP, SP, U FP, cancel  
JP Shoulder Cannon
 
I think you can add on more hits after the Flight mode too!


[[Category:Marvel vs Capcom]]
[[Category:Marvel vs Capcom]]

Revision as of 20:42, 28 December 2015

Mvc1warmachine.gif

Introduction

Basic Tips

Launchers:
RK

Magic Series:
Ground Magic Series: Hunter Series
Jump Magic Series: Weakest to Strongest
Super Jump Magic Series: Hunter Series

AC Finisher:
D FP, RK, JP Shoulder Cannon

Move List

Command Normals

Knee Dive: D + LK (only in air)

War Machine does a diving knee in the air.


Special Moves

Shoulder Cannon: QCF + P/K (also in air; P version only)

Unlike Iron Man's Unibeam laser in MSH which can target both ground and crouching, War Machine can shoot his lasers as P targets standing and can be used in the air and K targets crouching only.

Repulsor Blast: HCB + P

War Machine unleashes a projectile his palms as it aims upwards and when it hits, the opponent is drawn closer to War Machine.

Smart Bomb: MP + LK (also in air)

War Machine unleashes two bombs from his shoulders. Holding a direction enables on how far the bombs will be shot.

Flight: QCB + Kx3 (also in air)

This command allows War Machine to use his jetpacks and has the ability to fly around the screen.


Hyper Combos

Proton Cannon: QCF + Px2

War Machine summons in a giant cannon which shoots out a laser which nearly takes out near full-screen.

War Destroyer: QCF + Kx2

War Machine summons in a jetpack-like weapon which aims a barrage of missiles up then targets down to the opponent.

Combos

1) SK, RK, cancel Star Destroyer
2) D SK, D SP, FP cancel Shoulder Cannon
3) JP, SK, FP cancel Shoulder Cannon
4) SK , RK cancel War Destroyer
5) SK, RK, sj. JP, sj. SK, sj. SP, sj. FK, sj. U FP, cancel JP Shoulder Cannon
6) Knee Dive, j. D FP, SK, RK, sj. JP, sj. SK, Flight, JP, SP, U FP, cancel JP Shoulder Cannon