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= Strategy = | = Strategy = | ||
==Basic Tips== | ==Basic Tips== | ||
===Basic Strategy=== | |||
'''''War Machine's Gameplan''''' | |||
War Machine is a good character in being in the air. His flightmode combined with his normals and zoning tools make him a character that controls the skies. He can abuse his airdash cancels by catching an opponent in the air by doing something like a stray j.uhp/j.lk/j.lp to airdash for a free combo, then depending on your execution u can turn that to a combo that will do like 30-40% or 100%. He also has access to amazing zoning tools like smartbomb and uni-beam, stuff like those can definitely keep your opponent in check by keeping him on the ground with smartbomb and catching him with unibeam once he superjumps to catch you. War Machine can also do keepaway with buttons like st.hp and j.hp, giving the opponent a difficult time getting in, you can also cancel st.hp to Colossus assist for a good punish once u think st.hp won't do the job on its own. Once the assist hits, you can dash to hk for a combo, cancel to flightmode and start the combo once Colossus finishes its hits or you can play safe and cancel to Proton Cannon, beware if Proton Cannon misses cuz depending on where the opponent is, you have a chance of eating a nasty punish. On the offense side of things, he doesn't do well in terms of pressure but that doesn't mean he struggles getting in, his airdash makes him do crossups with j.lk to j.mk or j.lk to j.mp then u can decide if you wanna do st.lk st.hk, st.lk cr.mp st.hk, cr.lk st.hk, or even cr.lk cr.mp st.hk. I suggest microdashing after hitting the crossup though to prevent the launcher not hitting due to it having stubby hitboxes. You also have divekick, you can cancel those to any heavy normal of your choice once it hits, even when u hit it in the air making it another way to confirm into your combos. | |||
'''''Confirming from Stray Hits in the Air''''' | |||
This is essential to War Machine, outside of Zoning, this is one of the things that makes him a pain in the ass, also another thing that makes him an S tier. Depending on your execution, you can get more bang of your buck by doing TODs from it but even though u couldn't do a TOD yet, it still matters confirming from a stray hit in the air due to the fact that u can easily get 30-40% from it, that's if you got basic execution which is still a big deal ngl. | |||
'''j.lk''' - Best for people who are below you in the Air | |||
* j.lk j.uhp to airdash | |||
* j.lk j.mp j.uhp to airdash | |||
* j.lk airdash j.lk- (A bit more difficult to do, mainly for style tbh) | |||
'''j.uhp''' - Best for people who are above you in the Air | |||
* j.uhp airdash- (u can follow up with almost anything tbh) | |||
'''j.lp''' - not really the best but it works in scenarios like the opponent being really close to you like when you're fighting mirrors and then the opponent is really close to you | |||
*j.lp j.uhp airdash (i prefer this for less scaling) | |||
*j.lp j.mp j.hp airdash (you can use this for better positioning, in return you will get more scaling unless u do an uncombo) | |||
*j.lp airdash j.lp- (pretty tough to do but works if you wanna start doing the uncombo but i prefer starting the uncombo with j.lp to j.uhp instead) | |||
==Advanced== | ==Advanced== |
Revision as of 11:55, 17 November 2023
War Machine | |
---|---|
Difficulty | Average Gameplay, Hard Execution |
Tier Placement | Top Tier (SS) |
Has an Airdash? | Yes |
Standing Hitbox | Tall |
Crouching Hitbox | Average |
Introduction
War Machine is the title adopted by James Rupert "Rhodey" Rhodes after he acquired the War Machine armor. He is a military veteran and pilot who began working for Tony Stark, eventually discovering that he was Iron Man and then taking Stark's place when he was incapacitated. Stark subsequently gave Rhodes the War Machine armor. The character is among the earliest African American superheroes in mainstream comics. His race, his military experience, and his sense of morality are often used to contrast him with Tony Stark and to analyze the themes of Iron Man stories through a different perspective. War Machine is the primary romantic interest of Carol Danvers, while many of his other supporting characters and villains overlap with those of Iron Man.
If you enjoy playing a character who resembles Iron Man from MvC2 or a character who has a fuckton of infinites then this is the character for you. War Machine paired with flight mode is a force to be reckoned with, with his hp airdash cancels and his lp airdash uncombos, it gives him access to 100% combos or even 200% TODs, making him the perfect character to play if you wanna do alotta links, and if that isn't enough, he also has a divekick in which u can cancel to flightmode, making him have access to not only disgusting crossups, but also access to Refly without even doing the complicated version of it. War Machine also has access to a plethora of zoning tools like Smart Bomb, j.hp and Uni-Beam, that paired with flight mode or even just super jumps make him an annoying character to deal with. War Machine also has access to War Destroyer, making him have one of the best, if not the best duo synergies. Unfortunately that comes with a cost, outside of his hurtbox which is kinda chunky, he is also sluggish without flight mode just like Iron Man in MvC2. War Machine also needs execution if you're looking to optimize him and not just play lame by playing him like a broke version of GWM, but once u do put the effort and optimize him to his fullest, War Machine becomes a force to be reckoned with.
Strengths | Weaknesses |
---|---|
|
|
Move List
Normals
Ground Normals
s.LP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.MP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.HP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.LK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.MK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.HK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground, Launcher |
c.LP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.MP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.HP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.LK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.MK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.HK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Air Normals
j.LP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.MP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.HP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.LK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.MK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.HK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Command Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Air |
Knee Dive
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Air |
Upward Kick
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Air |
Laser Blast
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Air |
Throws
Normal Throw
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Special Moves
Version | Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
QCF + LP/LK Light Version |
- | - | - | - | - | - | - | - | - | Ground (P/K), air (P) | |
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. | |||||||||||
Version | Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
QCF + MP/MK Medium Version |
- | - | - | - | - | - | - | - | - | Ground (P/K), air (P) | |
Version | Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
QCF + HP/HK Heavy Version |
- | - | - | - | - | - | - | - | - | Ground (P/K), air (P) |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground/air | |
War Machine unleashes two bombs from his shoulders. Holding a direction enables on how far the bombs will be shot. |
Version | Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|---|
HCB + LP LP Version |
- | - | - | - | - | - | - | - | - | Ground (P/K), air (P) | |
War Machine unleashes a projectile his palms as it aims upwards and when it hits, the opponent is drawn closer to War Machine. | |||||||||||
Version | Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
HCB + MP MP Version |
- | - | - | - | - | - | - | - | - | Ground (P/K), air (P) | |
Version | Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
HCB + HP HP Version |
- | - | - | - | - | - | - | - | - | Ground (P/K), air (P) |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground (P/K), air (P) | |
This command allows War Machine to use his jetpacks and has the ability to fly around the screen. This is also pivotal to using his midscreen infinite. |
Hyper Combos
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
War Machine summons in a giant cannon which shoots out a laser which nearly takes out near full-screen. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
War Machine summons in a jetpack-like weapon which aims a barrage of missiles up then targets down to the opponent. It combos after the launcher, too, and if you're using both War Machines, you'll be spamming this super a lot in Duo Team, since it leads to ridiculously high damage off of chip damage alone, especially when the opponent is trapped between both War Machines. |
Strategy
Basic Tips
Basic Strategy
War Machine's Gameplan
War Machine is a good character in being in the air. His flightmode combined with his normals and zoning tools make him a character that controls the skies. He can abuse his airdash cancels by catching an opponent in the air by doing something like a stray j.uhp/j.lk/j.lp to airdash for a free combo, then depending on your execution u can turn that to a combo that will do like 30-40% or 100%. He also has access to amazing zoning tools like smartbomb and uni-beam, stuff like those can definitely keep your opponent in check by keeping him on the ground with smartbomb and catching him with unibeam once he superjumps to catch you. War Machine can also do keepaway with buttons like st.hp and j.hp, giving the opponent a difficult time getting in, you can also cancel st.hp to Colossus assist for a good punish once u think st.hp won't do the job on its own. Once the assist hits, you can dash to hk for a combo, cancel to flightmode and start the combo once Colossus finishes its hits or you can play safe and cancel to Proton Cannon, beware if Proton Cannon misses cuz depending on where the opponent is, you have a chance of eating a nasty punish. On the offense side of things, he doesn't do well in terms of pressure but that doesn't mean he struggles getting in, his airdash makes him do crossups with j.lk to j.mk or j.lk to j.mp then u can decide if you wanna do st.lk st.hk, st.lk cr.mp st.hk, cr.lk st.hk, or even cr.lk cr.mp st.hk. I suggest microdashing after hitting the crossup though to prevent the launcher not hitting due to it having stubby hitboxes. You also have divekick, you can cancel those to any heavy normal of your choice once it hits, even when u hit it in the air making it another way to confirm into your combos.
Confirming from Stray Hits in the Air
This is essential to War Machine, outside of Zoning, this is one of the things that makes him a pain in the ass, also another thing that makes him an S tier. Depending on your execution, you can get more bang of your buck by doing TODs from it but even though u couldn't do a TOD yet, it still matters confirming from a stray hit in the air due to the fact that u can easily get 30-40% from it, that's if you got basic execution which is still a big deal ngl.
j.lk - Best for people who are below you in the Air
- j.lk j.uhp to airdash
- j.lk j.mp j.uhp to airdash
- j.lk airdash j.lk- (A bit more difficult to do, mainly for style tbh)
j.uhp - Best for people who are above you in the Air
- j.uhp airdash- (u can follow up with almost anything tbh)
j.lp - not really the best but it works in scenarios like the opponent being really close to you like when you're fighting mirrors and then the opponent is really close to you
- j.lp j.uhp airdash (i prefer this for less scaling)
- j.lp j.mp j.hp airdash (you can use this for better positioning, in return you will get more scaling unless u do an uncombo)
- j.lp airdash j.lp- (pretty tough to do but works if you wanna start doing the uncombo but i prefer starting the uncombo with j.lp to j.uhp instead)
Advanced
Team Setups
Double War Machine
Pros | Cons |
---|---|
|
|
As the name implies, you get to play not War Machine, not Gold War Machine, but both War Machines at the same time! Two top tiers in the same team, what could possibly go wrong? Essentially, you get two characters with very high damage, health, armor, great tools across the board, there's very little the team doesn't have. Them being on the slower side won't matter much, though, because the minute this team is given enough meter to initiate a Team Duo Attack, the player can setup some truly nasty scenarios. These setups, which tend to give almost zero room to escape, can lead to the opponent losing up to 50% of their health off of CHIP DAMAGE. This puts them at a huge life lead, or otherwise make a swift recovery. They still need to attempt to win the rest of the match if it doesn't kill, however.
War Machine Strider
Pros | Cons |
---|---|
|
|
One of the more common picks outside of WM/Wolv or Double WM, when you hear the idea, it makes sense. You could build meter with War Machine, do duo or tag to Strider for him to burn it all out with Ouroboros. This team also has good Duo Synergy with the way War Destroyer and Legion operate, so you can just stack those supers for big damage once u get the hit. A problem with this team though is that if one character dies, you have to go uphill to make things work. I mean it's easier for War Machine to clutch things due to the fact that he does godlike damage with his combos but thats if the person playing War Machine has pristine execution to begin with. Strider on the other hand will have a hard time trying to clutch due to the fact that he has a hard time building meter outside of spamming j.hp and the fact that he's sorta reliant on assist to start his Ouroboros pressure makes things a bit tough.
Combos
Combo | Damage | Notes |
Easy Combos | - | - |
s.LK, s.HK, Star Destroyer | ||
c.LK, c.MP, s.HP, Shoulder Cannon | ||
s.LP, s.LK, s.HP, Shoulder Cannon | ||
s.LK, s.HK, War Destroyer | ||
Intermediate Combos | - | - |
s.LK, s.HK, sj.LP, sj.LK, sj.MP, sj.MK, sj.8HP, LP Shoulder Cannon | ||
Knee Dive, j.2HP, LK, HK, sj.LP, sj.LK, Flight, j.LP, j.MP, j.8HP, LP Shoulder Cannon |