Lichmassacre (talk | contribs) (Moved all strategy info here for organization. Could also use a lot of work to clean up, but nowhere near as messy as the combos page. Why the advanced strategy is listed twice is beyond me, unless it was meant for combos. Which if it was, then more reason to reorganize the combos page.) |
Lichmassacre (talk | contribs) m (→Team Setups) |
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==Team Setups== | ==Team Setups== | ||
'''Double War Machine''' | '''Double War Machine''' | ||
{ | {{ ProConTable | ||
| | | pros = | ||
* You get to play both War Machines | * You get to play both War Machines | ||
* They cover each other's weaknesses especially well | * They cover each other's weaknesses especially well | ||
* Disgustingly high damage and health | * Disgustingly high damage and health | ||
* Duo Team setups deal extreme amounts of chip damage | * Duo Team setups deal extreme amounts of chip damage | ||
| | | cons = | ||
* Not as effective without Duo Team | * Not as effective without Duo Team | ||
* No one will like you | * No one will like you | ||
* You're not Iron Man | * You're not Iron Man | ||
}} | |||
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. | 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''' | '''War Machine Strider''' | ||
{ | {{ ProConTable | ||
| | | pros = | ||
* War Destroyer and Legion Pair well for Duo | * War Destroyer and Legion Pair well for Duo | ||
* War Machine can build alot of meter for Strider to burn out with Ouroboros | * War Machine can build alot of meter for Strider to burn out with Ouroboros | ||
* Does a good amount of chip with Duo | * Does a good amount of chip with Duo | ||
* Both Characters do well on their own | * Both Characters do well on their own | ||
| | | cons = | ||
* Strider will have a hard time building meter outside of spamming j.hp once War Machine dies | * Strider will have a hard time building meter outside of spamming j.hp once War Machine dies | ||
* Strider will have a hard time clutching and War Machine will require pristine execution to clutch | * Strider will have a hard time clutching and War Machine will require pristine execution to clutch | ||
* Both characters struggle once they run out of assist | * Both characters struggle once they run out of assist | ||
}} | |||
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. | 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. | ||
'''War Machine Wolverine''' | '''War Machine Wolverine''' | ||
{ | {{ ProConTable | ||
| | | pros = | ||
* Both Characters deal a ton of damage | * Both Characters deal a ton of damage | ||
* Pretty self explanatory team | * Pretty self explanatory team | ||
* Both build meter fast | * Both build meter fast | ||
* Probably the best team to play if you wanna play aggressive or be combo heavy | * Probably the best team to play if you wanna play aggressive or be combo heavy | ||
| | | cons = | ||
* Duo synergy isn't bad but is inferior compared to the other teams mentioned | * Duo synergy isn't bad but is inferior compared to the other teams mentioned | ||
* | * You won't get to maximize the team if you don't have the execution | ||
}} | |||
Probably the most common War Machine team outside of Double War Machine, this has also been a favorite for Brazilian Players lately. With both characters doing ginormous levels of damage with the stuff they have, this seems like the perfect team for someone who wants to play as aggressive as possible and make the opponent not have a chance of playing whatsoever. The caviat with this team though is the duo synergy isn't the best compared to something like Double WM or the other teams mentioned. Outside of that, you won't get a good bang of your buck if you do not have the execution requirements for it. | Probably the most common War Machine team outside of Double War Machine, this has also been a favorite for Brazilian Players lately. With both characters doing ginormous levels of damage with the stuff they have, this seems like the perfect team for someone who wants to play as aggressive as possible and make the opponent not have a chance of playing whatsoever. The caviat with this team though is the duo synergy isn't the best compared to something like Double WM or the other teams mentioned. Outside of that, you won't get a good bang of your buck if you do not have the execution requirements for it. | ||
'''War Machine Hulk''' | '''War Machine Hulk''' | ||
{ | {{ ProConTable | ||
| | | pros = | ||
* Both Characters deal a ton of damage | * Both Characters deal a ton of damage | ||
* Hulk's Grab Gives access to easy UBs on Duos | * Hulk's Grab Gives access to easy UBs on Duos | ||
* Duo synergy is off the roof, it's honestly as good as double WM | * Duo synergy is off the roof, it's honestly as good as double WM | ||
| | |cons = | ||
* GWM/Hulk has better Duo Synergy thanks to GWM having super armor so people opt for that instead | * GWM/Hulk has better Duo Synergy thanks to GWM having super armor so people opt for that instead | ||
* Both Characters are sluggish | * Both Characters are sluggish | ||
}} | |||
This team has been a rising team for War Machine. UB Setups on Duos? A lot of Chip of duo? Both Characters dealing alot of damage on their own? Yes please. The only problem is if you wanna play this team solely for their duos then unless you wanna have access to WM's combo game, you are better off playing GWM/Hulk which is a very dominant team lately in the meta, both characters also suffer from being pretty sluggish, but overall, it is a very strong team so feel free to give it a shot. | This team has been a rising team for War Machine. UB Setups on Duos? A lot of Chip of duo? Both Characters dealing alot of damage on their own? Yes please. The only problem is if you wanna play this team solely for their duos then unless you wanna have access to WM's combo game, you are better off playing GWM/Hulk which is a very dominant team lately in the meta, both characters also suffer from being pretty sluggish, but overall, it is a very strong team so feel free to give it a shot. | ||
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'''Unconventional Team: War Machine Venom''' | '''Unconventional Team: War Machine Venom''' | ||
{ | {{ ProConTable | ||
| | | pros = | ||
* Both characters are good at stuffing the opponent out. | * Both characters are good at stuffing the opponent out. | ||
* Both are good at punishing the opponent and capitalizing their mistakes | * Both are good at punishing the opponent and capitalizing their mistakes | ||
* Duo Team supers stack well | * Duo Team supers stack well | ||
* Both Characters have Optimal Combos and Infinites that stack alot of damage | * Both Characters have Optimal Combos and Infinites that stack alot of damage | ||
| | | cons = | ||
* Very Punishable Supers | * Very Punishable Supers | ||
* Both characters are sluggish in their own way | * Both characters are sluggish in their own way | ||
* Not the best Duo Synergy | * Not the best Duo Synergy | ||
* Good execution is required if you wanna capitalize their Optimal Damage combos | * Good execution is required if you wanna capitalize their Optimal Damage combos | ||
}} | |||
This is a team that the player WhereisTekken? mains. "What made me love this team is the fact that both of these characters excel in stuffing the opponent out. War Machine stuffs the opponent by making sure the opponent regrets throwing a random nornal due to him being able to confirm from any Air Normal or even Knee Dive. Venom on the other hand can stuff the opponent with big normals like st.hp, j.hk, j.hp, j.mp, and tools like Venom Fang. Venom also has nasty punishes with Venon Claw super after assist or even tick-grab to Death Fang super. Both characters also have ballsy combos that benefit people with good execution like War Machine's ToDs or Venom's st.hp/cr.hp corner Infinite or his Magic Series to st.mp Carry Infinite which are both pretty tough to do. The downside is they are sluggish characters, and they are also characters with very punishable supers. If stuffing the team out with keepaway and punishes is your thing then this may be the team for you." | This is a team that the player WhereisTekken? mains. "What made me love this team is the fact that both of these characters excel in stuffing the opponent out. War Machine stuffs the opponent by making sure the opponent regrets throwing a random nornal due to him being able to confirm from any Air Normal or even Knee Dive. Venom on the other hand can stuff the opponent with big normals like st.hp, j.hk, j.hp, j.mp, and tools like Venom Fang. Venom also has nasty punishes with Venon Claw super after assist or even tick-grab to Death Fang super. Both characters also have ballsy combos that benefit people with good execution like War Machine's ToDs or Venom's st.hp/cr.hp corner Infinite or his Magic Series to st.mp Carry Infinite which are both pretty tough to do. The downside is they are sluggish characters, and they are also characters with very punishable supers. If stuffing the team out with keepaway and punishes is your thing then this may be the team for you." |
Latest revision as of 22:45, 26 June 2024
Notable Players
Team | Nickname | Country | Platform | Accounts | Notes |
---|---|---|---|---|---|
Vice-Versa | USA | Kailera/GGPO | N/A check Divine's YT for his Matches.[1] | One of the GOATs when it comes to playing WM or just MvC1 in general. I think nothing can describe Vice-Versa more than this.
"Vice was a top player known for his robotic-like combo execution, relentless high pressure style, speed, and WM innovations" - Divine. This player was also in tandem with MOTM when it comes to making new WM tech and combos, he even got featured in MOTM's combo vids. | |
T-Kimura | Canada | Kailera/Fightcade 1-2/GGPO | FightCade: [2] [3] | Another pretty dominant WM player from the good ol days, though he has a history of lagswitching, this man would make it a 1 man game the moment he hit you with a j.8hp or a launcher. He hasn't appeared ever since FC2 got big though except for a brief moment in 2021. Status: Retired | |
KingHodokan Aka:Brandon | USA | Kailera/GGPO/Fightcade 1/2 | FightCade: [4] Youtube: [5] |
Pretty Dominant WM Player, very solid execution and doesn't always opt for the usual uncombo. He also likes playing WM in a rushdown fashion. Very interesting player to watch. Status: Active | |
-WD (White Doctrine) | Mexico | Fightcade 1/2 | FightCade: [6] Youtube: [7] |
One of the more technical WM players here, he's also the guy that made the video showing how to do the Glove Infinite, he rarely plays nowadays and is way past his prime but his matches are still worth checking out. Status: Rarely Active | |
|
-MotM- (Master of the Messatsu) | Netherlands | Fightcade 1/2 | FightCade: [8] Youtube: [9] |
One of the pioneers of WM, he's the guy responsible for most of the combo videos out there regarding MvC1 and he is responsible for making most of the stuff regarding WM's combos and etc, nowadays he plays from time to time due to his new hobby which is restoring old game intros. Status: Retired/Rarely Active |
Basic Strategy
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.8hp to airdash
- j.lk j.mp j.8hp to airdash
- j.lk airdash j.lk- (A bit more difficult to do, mainly for style tbh)
j.8hp - Best for people who are above you in the Air
- j.8hp 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.8hp airdash (i prefer this for less scaling)
- j.lp j.mp j.uhp 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)
Meter
Meter isn't really important if you're looking it in a stand point of using his supers only due to him having access to flight mode and a big combo game but meter is a big deal for him. Why you may ask? It's because of duos, his supers are one of the best, if not the best for performing duo combos or duo setups with the likes of Proton Cannon or War destroyer. How will you build meter you may ask? Well, you can build it easily from cancelling your normals in flight mode over and over with the Air dash, or you could create meter with his combos that build a hella lot of it.
Team Setups
Double War Machine
Strengths | Weaknesses |
---|---|
|
|
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
Strengths | Weaknesses |
---|---|
|
|
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.
War Machine Wolverine
Strengths | Weaknesses |
---|---|
|
|
Probably the most common War Machine team outside of Double War Machine, this has also been a favorite for Brazilian Players lately. With both characters doing ginormous levels of damage with the stuff they have, this seems like the perfect team for someone who wants to play as aggressive as possible and make the opponent not have a chance of playing whatsoever. The caviat with this team though is the duo synergy isn't the best compared to something like Double WM or the other teams mentioned. Outside of that, you won't get a good bang of your buck if you do not have the execution requirements for it.
War Machine Hulk
Strengths | Weaknesses |
---|---|
|
|
This team has been a rising team for War Machine. UB Setups on Duos? A lot of Chip of duo? Both Characters dealing alot of damage on their own? Yes please. The only problem is if you wanna play this team solely for their duos then unless you wanna have access to WM's combo game, you are better off playing GWM/Hulk which is a very dominant team lately in the meta, both characters also suffer from being pretty sluggish, but overall, it is a very strong team so feel free to give it a shot.
Unconventional Team: War Machine Venom
Strengths | Weaknesses |
---|---|
|
|
This is a team that the player WhereisTekken? mains. "What made me love this team is the fact that both of these characters excel in stuffing the opponent out. War Machine stuffs the opponent by making sure the opponent regrets throwing a random nornal due to him being able to confirm from any Air Normal or even Knee Dive. Venom on the other hand can stuff the opponent with big normals like st.hp, j.hk, j.hp, j.mp, and tools like Venom Fang. Venom also has nasty punishes with Venon Claw super after assist or even tick-grab to Death Fang super. Both characters also have ballsy combos that benefit people with good execution like War Machine's ToDs or Venom's st.hp/cr.hp corner Infinite or his Magic Series to st.mp Carry Infinite which are both pretty tough to do. The downside is they are sluggish characters, and they are also characters with very punishable supers. If stuffing the team out with keepaway and punishes is your thing then this may be the team for you."
Advanced Techniques
Fast Meter Build
1:41-1:46
As u noticed with War Machine, you could cancel all of his Air Normals to Airdash right? Well, you can do this with j.hk over and over and depending on how fast ur hands are, u can easily get like 1-2 bars of meter filled. Great to pull out in the air from time to time as a way to build your meter quick for Duos.
Advanced Combos
Links | Notes |
st.lp > st.lk, cr.mp > hcb.p, dash > st.lk (OTG), cr.mp > hcb.p | Repulsor Blast string loop, pretty cool to land but the timing of the OTG is weird. You could also opt for a launch instead of looping it. |
st.lp > st.lk, cr.mp, st.hk > qcf.KK, dash > st.lk (OTG), cr.mp, st.hk > qcf.KK | Corner only War Destroyer loop, you gotta delay the dash for some reason, due to the fact that you have to wait until War Destroyer finishes while the opponent is in an OTG state. |
j.lp > j.8hp > j.qcf.mp, uf/u.AIRDASH | You could actually loop this when you are in flight mode, pretty niche string. |
cr.mk > sj.2hk (OTG) > j.8hp > | Very tight starter for OTG only strings like the Pseudo Iron Man Infinite Variations or even just hop j.lk to Flight Mode. |
Proton Cannon Confirms
Links | Notes |
Rogue Assist, cr.hp > qcf.PP | Rogue assist confirm to Proton Cannon. |
cr.mp > cr.hp > qcf.PP | Hulk specific Proton Cannon confirm. |
j.8hp > dash > st.hp > qcf.PP | J.8hp Proton Cannon confirm, another ballsy confirm you could try that resembles Iron Man's Proton Cannon confirm. |
Other Infinite Variations
There are other Infinites or loops that were shown to the meta that were common back in the day but were thrown away in favor of new tech. Still cool to do but they are far from optimal due to how outdated they are.
Cr.hp Smartbomb Infinite
This Infinite used to be a favorite among GGPO players until they discovered the art of Uncombos, after discovering those, rarely anyone bothers touching this but it's pretty cool to land not gonna lie. It works by doing one of the strings below in the corner, then dashing while the opponent is in hitstun to do another string.
Variations |
st.lp > st.mp, cr.hp > st.lk+mp |
st.lk > st.mk, cr.hp > st.lk+mp |
cr.lp, st.mk, cr.hp > st.lk+mp |
cr.lk, st.mk, cr.hp > st.lk+mp |
cr.lp, st.mp, cr.hp > st.lk+mp |
cr.lp > cr.lk, st.mp, cr.hp > st.lk+mp |
cr.lp > cr.lk, st.mk, cr.hp > st.lk+mp |
st.lp > st.lk > st.mp, cr.hp > st.lk+mp |
st.lp > st.lk > st.mk, cr.hp > st.lk+mp |
Flight Mode Dash Infinite
Not to be confused with the Air Juggle we all love, this one is just turning on Flight Mode and then hitting the opponent with normals then cancelling it to Flight Mode, you can rack up to 16-17 hits before Flight Mode ends, and then you could continue the combo by doing a string to launcher if you time it right.
Variations |
j.lk > j.mk > f.AIRDASH |
j.lp > j.mp > f.AIRDASH |
j.lp > j.mk > f.AIRDASH |
j.lk > j.mp > j.mk > f.AIRDASH |
j.lp > j.mp > j.mk > f.AIRDASH |
Unfly
War Machine also has Unfly and the good thing is, his Unfly combos are very similar to how Iron Man does things in MvC2, but the difference in this game is that you gotta delay things a bit unlike in MvC2 where u gotta do the inputs as fast as you could.
Video | Note |
---|---|
Here's an example of the Unfly being done. |
Here are some strings you could use.
Variations |
j.lp > j.8hp xx qcb.k j.8hp > uf/u.AIRDASH, j.lp > j.8hp > qcb.k, j.lk > j.mp > j.8hp |
j.lk > j.8hp xx qcb.k j.8hp > uf/u.AIRDASH, j.lp > j.8hp > qcb.k, j.lk > j.mp > j.8hp |
j.lp > j.mp > j.8hp xx qcb.k j.8hp > uf/u.AIRDASH, j.lp > j.8hp > qcb.k, j.lk > j.mp > j.8hp |
j.lk > j.mp > j.8hp xx qcb.k j.8hp > uf/u.AIRDASH, j.lp > j.8hp > qcb.k, j.lk > j.mp > j.8hp |
Variations |
j.lp > j.8hp xx qcb.k j.8hp > qcb.k j.lk > j.mp > j.8hp |
j.lp > j.8hp xx qcb.k j.8hk > u.AIRDASH, j.p, j.8hp, qck, j.lp, j.8hp |
j.lk > j.8hp xx qcb.k j.8hp > qcb.k j.lk > j.mp > j.8hp |
j.lk > j.mp > j.8hp xx qcb.k j.8hp > qcb.k j.lk > j.mp > j.8hp |
j.lp > j.mp > j.8hp xx qcb.k j.8hp > qcb.k j.lk > j.mp > j.8hp |
j.lp > j.mk > j.8hp xx qcb.k j.8hk > u.AIRDASH, j.lp > j.8hp, qcb.k, j.lp > j.8hp |
Traditional Refly
War Machine still has the traditional refly in MvC2 but just like refly in MvC2, it is ballsy hard so it has been unexplored territory with Knee Dive Refly being a thing, outside of TrinNY DAD's Refly Combo which is posted in like years ago.
With traditional refly, you could do links like
Variations |
j.8hp > qcb.k xx qcb.k, j.8hp |
j.8hp > qcb.k xx qcb.k, j.lp > j.8hp |
j.8hp > qcb.k xx qcb.k, j.lk > j.8hp |
Probably the hardest thing to pull out with War Machine to be honest due to how fast u gotta turn flight mode on and off.
Pseudo Iron Man MvC2 Infinite
War Machine has alot of Pseudo Iron Man MvC2 Infinite routes, I couldn't say Pseudo Iron Man infinites because at the end of the day, War Machine is a palette swap of Iron Man with some added gizmos. Nonetheless, these links are really tough to do and if you do it in a real match, you're actually a beast in terms of execution, only player I've seen doing it in a real match is Vice-Versa and that man is a monster.
Cr.mp Carries
This is a pretty ballsy loop to do, very stylish though, the hardest part is hitting a Superjump j.lp or j.mk to df/uf/f.Airdash to j.lp j.8hp without accidentally doing a tiger knee shoulder cannon. Very hard string to do but very stylish.
Video | Note |
---|---|
Here's an example of it being done in action. | |
Here's another example of it being done, this time it is done with j.lp instead of j.mk. |
You would see this combo being done alot on MotM WM Combo Videos and it is in no way easy to pull off. Which is why only Vice-Versa to my knowledge is the only guy who has done these combos in a live match and maybe Mr.Reset aswell.
Variations |
cr.mp xx sj.lp xx df.AIRDASH xx j.lp > j.8hp > cr.mp |
cr.mp xx sj.mk xx df.AIRDASH xx j.lp > j.8hp > cr.mp |
cr.mp > sj.lp > j.mk xx f.AIRDASH xx j.lp > j.mk > j.8hp > cr.mp Best Used after First Rep |
cr.mp xx sj.lp xx df.AIRDASH xx j.lp > j.mk > j.8hp > cr.mp Big Character only |
cr.mp xx sj.mk xx df.AIRDASH xx j.lp > j.mk > j.8hp > cr.mp Big Character only |
Superjump Carries
These are also pretty hard to execute but what makes this harder is that you got no cr.mp to balance out the positioning, which means you have to angle your super jump and time it precisely or else it won't work at all.
Here's an example of it being done.
Refer to 1:46-1:56
Variations |
xx sj.lp xx df.AIRDASH xx j.lp > j.8hp xx sj.lp |
*xx sj.mk xx df.AIRDASH xx j.lp > j.8hp xx sj.mk |
*xx sj.lp > j.mk xx f.AIRDASH xx j.lp > j.mk > j.8hp xx sj.lp Best Used after First Rep |
*xx sj.lp xx df.AIRDASH xx j.lp > j.mk > j.8hp xx sj.lp Big Character only |
*xx sj.mk xx df.AIRDASH xx j.lp > j.mk > j.8hp xx sj.mk Big Character only |
OTG Hop Infinite
This one is the closest to what we know as the Iron Man Infinite. You could do two reps of it without it coming from OTG but that makes you stuck at two reps only because after that, you have to cancel to Flight Mode or else it will drop. Unless if you will synchronize it with the Superjump/cr.mk Carries or use it as OTG filler.
Examples are referred to here
Refer to 3:24-3:46
This video is full of it, start from 1:49
Variations |
(OTG) j.lp > j.mp > j.8hp |
(OTG) j.lk > j.mp > j.8hp |
(OTG) j.lk > j.mk > j.8hp |
(OTG) j.lp > j.mk > j.8hp |