Marvel vs Capcom/Gold War Machine: Difference between revisions

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[[File:mvc1goldmachine.gif|right]]
{{MVC1 Character Subnav|name=Gold War Machine}}
 
{{TOClimit|3}}
{{TOClimit|3}}
 
{| class="wikitable" style="float:right; margin-left: 10px;"
= Introduction =
|-
{|  
! align="center" colspan="2" | Gold War Machine
|-style="text-align:left;"
|-
! Pros !! Cons
! align="center" colspan="2" | [[File:mvc1goldmachine.gif|center]]
|- style="vertical-align:top;text-align:left"
|-
| style="width: 50%;"|
| '''Difficulty''' || Mostly Easy
* Has the highest stamina in the game
|-
* More Damaging Normals and Specials
| '''Tier Placement''' || God Tier (SS)
* Uses Missiles instead of Lasers, which have better hitboxes
|-
* Has Hyper Armor on ''LITERALLY EVERYTHING...''
| '''Has an Airdash?''' || No
| style="width: 50%;"|
|-
* ''...but he cannot block '''at all'''''
| '''Standing Hitbox''' || Tall                                             
* One of the slowest characters in the game, along with Hulk and Zangief
|-
* Weak to cross-ups
| '''Crouching Hitbox''' || Average                                                         
* Doesn't have Flight
|-
| '''Best Assists to Pair With''' || Colossus                                         
|-
|-
|}
|}


= Basic Tips =
==Introduction==
Hyper Armor War Machine (ハイパーアーマー ウォーマシン, Haipā Āmā Uōmashin), also known as Gold War Machine and Mega Armor War Machine, is a secret character in Marvel vs. Capcom: Clash of Super Heroes. He's a golden palette swap of War Machine. Even though Gold War Machine is exclusive to this game, a golden Starktech armor was seen in the film Iron Man 3 (2013); the Mark 21, also known as "Midas" due to its completely golden paint job, was one of many armors Tony Stark built in the aftermath of the Chitauri invasion in The Avengers as a backup plan. There is also Iron Man's Mk.II Armor with a very similarly golden appearance, but much more rudimentary design found in the April 1963 issue, "Tales of Suspense #40," though not to be confused with volume #39 which also features Iron Man and the same armor, but gray.


Launchers:<br>
Gold War Machine definitely sticks out in the cast for better or worse. If there was a top 4, it would be Wolverine, War Machine, Red Venom, and Gold War Machine. This character is the one that "takes the fun out of the game" for most people who play. Gold War Machine is War Machine but instead of him being a combo heavy character with flight and huge combo variety, he now focuses on being a tank and burning meter for utilizing duo supers. Gold War Machine can make almost any character shine due to his super armor making duo combos unbearable to deal with due to the fact that he can just do supers with no interruption thanks to his hyper armor. The downside though is he can't block, and he does not have flight mode compared to his normal counterpart, but if you got the power of duos, do you really need either of those things? Even in neutral, characters who can't properly tackle him head-on will have issues killing him off as soon as possible. Wherever he is, the opponent has to adapt and try to kill him as soon as possible, something they probably won't be able to do.
RK<br><br>


Magic Series<br>
'''How to Select Gold War Machine'''
Ground Series:                      Hunter Series<br>
Jump Series:                      Weak to Strong<br>
Super Jump Series:                  Hunter Series<br>


Highlight Zangief and draw a "56".  Enter [[File:Left.gif]]×2, [[File:Down.gif]]×2, [[File:Right.gif]]×2, [[File:Down.gif]]×2, [[File:Left.gif]]×2, [[File:Up.gif]]×4, [[File:Right.gif]]×2, [[File:Left.gif]]×2, [[File:Down.gif]]×4, [[File:Right.gif]]×2, [[File:Up.gif]]×2, [[File:Left.gif]]×2, [[File:Down.gif]]×2, [[File:Right.gif]]×2, [[File:Up.gif]]×5.


AC Finishers         
{{ ProConTable
FP<br>
| pros =
D+FP<br>
* '''Highest health:''' Gold War Machine can afford several mistakes in neutral before he dies, making mistakes more comfortable than other characters.
RK<br>
* '''Two of his supers can OTG:''' Further helps his damage potential and combos for already strong supers, GWM can get more reward off of knockdowns than other characters.
* '''More damaging normals and specials than War Machine:''' GWM also hits hard if he can land individual pokes or combo the opponent, self-explanatory.
* '''Missiles instead of lasers:''' More specifically, GWM's missiles have better hitboxes as opposed to WM's laser-based attacks, and are pretty big, too, letting him cover space easier.
* '''Hyper armor:''' Chances are this is the reason you're playing GWM at all. While different from WM in several ways, having hyper armor at all times effectively means GWM can brute force his way through attacks and face no real risks for doing so. This also makes stopping him at all difficult, and in situations like team duos, next to impossible.
* '''Duos Negate almost everything''' - Duos are a big deal with GWM and are probably his best tool due to the fact that with GWM having Hyper Armor, he can do so much damage and even unblockable setups with War Destroyer. This is also the thing that makes GWM a step ahead from his normal counterpart due to the fact that he has more effective duo combos.
* '''Much easier than WM:''' Most of what makes War Machine great applies to GWM, minus flight and other WM specific tech. But even without that, GWM is far simpler to play and doesn't require much practice unlike WM, thanks to hyper armor and being able to slot into basically any team.
| cons =
* '''Awful mobility:''' For one, GWM no longer has flight mode unlike WM, so his aerial movement is more committal. However, his movement speed on the ground and in jumps was also heavily gutted, making moving around a slog to get where he wants to be.
* '''Poor approach options:''' Combined with terrible movement, GWM also sucks at playing rushdown or any kind of direct offense. He's played more like a zoner character to force the opponent into approaching him instead, but if they close the distance, he still can't initiate fighting back too well without an assist to help him.
* '''Cannot block at all:''' If GWM gets hit by anything, he takes the full damage for it, and cannot use mechanics like push block to push the enemy away off of him, either. He can only avoid damage by simply moving around it, something he can hardly do.
* '''One of the slowest characters in the game:''' Along with Hulk and Zangief, GWM is very slow and attacks slow, too. Again, his movement is bad, but attacking with normals and doing combos also leaves a lot to be desired, having to commit to his attacks.
* '''Weak to cross-ups:''' Slow attacks and zero way to block attacks, on top of having to commit to his offense and poor mobility, GWM is easy to crossup and rack up damage through them.
* '''People won't like you and will even refuse to play you:''' Very contentious character. While it shouldn't be all that common people outright refuse to play you, it's still a shared sentiment people don't like GWM as he invalidates much of the game's roster, face tanking everything thrown his way, for only some work to win the match. His flaws don't mean much when his mere presence forces players to change up their gameplay.
}}


= Move List =
==Move List==
==Normals==
===Normals===
===Ground Normals===
====Ground Normals====
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">s.LP</font>
<font style="visibility:hidden" size="0">s.LP</font>
Line 216: Line 229:


===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">c.HP</font>
<font style="visibility:hidden" size="0">c.HP (Missile Launch)</font>
{{MoveData
{{MoveData
|image=
|image=
|subtitle=
|subtitle=
|caption=
|caption=
|name=c.HP
|name=c.HP (Missile Launch)
|data=
|data=
  {{AttackData-Marvel vs Capcom
  {{AttackData-Marvel vs Capcom
Line 303: Line 316:
}}
}}


===Air Normals===
====Air Normals====
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">j.LP</font>
<font style="visibility:hidden" size="0">j.LP</font>
Line 436: Line 449:
}}
}}


==Special Moves==
====Command Normals====
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">Knee Dive</font>
{{MoveData
|image=
|subtitle=j.2MK
|caption=
|name=Knee Dive
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Air
|description=
}}
}}


Shoulder Cannon: QCF + P/K (also in air; P version only)<br>
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">Upward Kick</font>
{{MoveData
|image=
|subtitle=j.8HK
|caption=
|name=Upward Kick
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Air
|description=
}}
}}


This move fires a single rocket at the enemy. It takes off a bit more
===== <span class="invisible-header"></span> =====
damage than War Machine's Shoulder Cannon and stops projectiles. I'm still
<font style="visibility:hidden" size="0">Laser Blast</font>
looking into the difference between the various punches with this move. <br>
{{MoveData
|image=
|subtitle=j.(2 or 8) + HP
|caption=
|name=Laser Blast
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Air
|description=
}}
}}


Crouching move is the same as above, but it goes low. This move will stop some
===Throws===
beam supers if if hits your opponent. I really pissed off a megaman user like
===== <span class="invisible-header"></span> =====
this.(evil laughter)<br><br>
<font style="visibility:hidden" size="0">Normal Throw</font>
{{MoveData
Smart Bomb: MP + LK (also in air)<br>
|image=
|subtitle=4/6 + MP/HP
|caption=
|name=Normal Throw
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


This move is the same as War Machine's. You can control the range with the joystick. You should use this move so that you can attack from overhead without
===Special Moves===
getting hit with anything. Also, if you super jump over a beam super, you can hit your opponent with this and knock him out of the super. A good followup to this move is the knee dive.<br>
===== <span class="invisible-header"></span> =====
{{MoveData
| name    = Shoulder Cannon
| input    = QCF + P/K
| subtitle =
| image    =
| caption  =
| linkname =
| data  =
{{AttackData-Marvel vs Capcom
  | version    = QCF + LP/LK
  | subtitle    = Light Version
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground (P/K), air (P)
  | description = This move fires a single rocket at the enemy. It takes off a bit more damage than War Machine's Shoulder Cannon and stops projectiles. Crouching move is the same as above, but it goes low. This move will stop some beam supers if if hits your opponent.
}}
{{AttackData-Marvel vs Capcom
  | version    = QCF + MP/MK
  | subtitle    = Medium Version
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground (P/K), air (P)
  | description =
}}
{{AttackData-Marvel vs Capcom
  | version    = QCF + HP/HK
  | subtitle    = Heavy Version
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground (P/K), air (P)
  | description =
}}
}}


Use this move a lot, but don't get predictable.<br><br>
===== <span class="invisible-header"></span> =====
{{MoveData
| name    = Smart Bomb
| input    = (4 or 6) + MP + LK
| subtitle =
| image    =
| caption  =
| linkname =
| data  =
{{AttackData-Marvel vs Capcom
  | subtitle    =
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground/air
  | description = This move is the same as War Machine. You can control the range with the joystick. You should use this move so that you can attack from overhead without getting hit with anything. Also, if you super jump over a beam super, you can hit your opponent with this and knock him out of the super. A good follow-up to this move is the knee dive. Use this move a lot, but don't get predictable.
}}
}}


==Hyper Combos==
===Hyper Combos===
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header"></span> =====
{{MoveData
{{MoveData
Line 504: Line 666:
}}
}}


= Strategy =
{{MVC1 Character Subnav|name=Gold War Machine}}
==Basic Tips==
{{Navbox-MVC1}}
==Advanced==
==Team Setups==
'''Double War Machine'''
{|  
|-style="text-align:left;"
! Pros !! Cons
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
* You get to play both War Machines
* They cover each other's weaknesses especially well
* Disgustingly high damage and health
* Duo Team setups deal extreme amounts of chip damage
| style="width: 50%;"|
* Not as effective without Duo Team
* No one will like you
* You're not Iron Man so you won't do an infinite
|-
|}
 
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.
 
= Combos =
{| border="1em" cellpadding="3" cellspacing="0"
| align="center"|'''Combo'''
| align="center"|'''Damage'''
| align="center"|'''Notes'''
|-
|c.LK, c.MP, c.HP, Low Shoulder Cannon
|
|
|-
|d.s.LK, s.HK, War Destroyer
|
|
|-
|d.s.LP, s.LK, s.HP, Shoulder Cannon
|
|
|-
|d.c.LK, c.MP, s.HK, s.j.LP, s.j.LK, s.j.MP, s.j.HP, (LP) Shoulder Cannon
|
|
|-
|d.c.LK, s.HK, War Destroyer, c.LK (OTG), c.HK
|
|
|-
|(HP) throw into corner, d.c.LK, s.HK, s.j.LP, s.j.LK, s.j.MP, s.j.HP, any air combo finisher
|
|
|-
|Air Smart Bomb, Knee Stomp, j.d.HP, d.c.LK, s.HK, s.j.LP, s.j.LK, s.j.MP, s.j.HP, Shoulder Cannon
|
|
|-
|}
 
[[Category:Marvel_vs_Capcom]]
[[Category:Marvel_vs_Capcom]]

Latest revision as of 04:26, 29 June 2024

Gold War Machine
Mvc1goldmachine.gif
Difficulty Mostly Easy
Tier Placement God Tier (SS)
Has an Airdash? No
Standing Hitbox Tall
Crouching Hitbox Average
Best Assists to Pair With Colossus

Introduction

Hyper Armor War Machine (ハイパーアーマー ウォーマシン, Haipā Āmā Uōmashin), also known as Gold War Machine and Mega Armor War Machine, is a secret character in Marvel vs. Capcom: Clash of Super Heroes. He's a golden palette swap of War Machine. Even though Gold War Machine is exclusive to this game, a golden Starktech armor was seen in the film Iron Man 3 (2013); the Mark 21, also known as "Midas" due to its completely golden paint job, was one of many armors Tony Stark built in the aftermath of the Chitauri invasion in The Avengers as a backup plan. There is also Iron Man's Mk.II Armor with a very similarly golden appearance, but much more rudimentary design found in the April 1963 issue, "Tales of Suspense #40," though not to be confused with volume #39 which also features Iron Man and the same armor, but gray.

Gold War Machine definitely sticks out in the cast for better or worse. If there was a top 4, it would be Wolverine, War Machine, Red Venom, and Gold War Machine. This character is the one that "takes the fun out of the game" for most people who play. Gold War Machine is War Machine but instead of him being a combo heavy character with flight and huge combo variety, he now focuses on being a tank and burning meter for utilizing duo supers. Gold War Machine can make almost any character shine due to his super armor making duo combos unbearable to deal with due to the fact that he can just do supers with no interruption thanks to his hyper armor. The downside though is he can't block, and he does not have flight mode compared to his normal counterpart, but if you got the power of duos, do you really need either of those things? Even in neutral, characters who can't properly tackle him head-on will have issues killing him off as soon as possible. Wherever he is, the opponent has to adapt and try to kill him as soon as possible, something they probably won't be able to do.

How to Select Gold War Machine

Highlight Zangief and draw a "56". Enter Left.gif×2, Down.gif×2, Right.gif×2, Down.gif×2, Left.gif×2, Up.gif×4, Right.gif×2, Left.gif×2, Down.gif×4, Right.gif×2, Up.gif×2, Left.gif×2, Down.gif×2, Right.gif×2, Up.gif×5.

Strengths Weaknesses
  • Highest health: Gold War Machine can afford several mistakes in neutral before he dies, making mistakes more comfortable than other characters.
  • Two of his supers can OTG: Further helps his damage potential and combos for already strong supers, GWM can get more reward off of knockdowns than other characters.
  • More damaging normals and specials than War Machine: GWM also hits hard if he can land individual pokes or combo the opponent, self-explanatory.
  • Missiles instead of lasers: More specifically, GWM's missiles have better hitboxes as opposed to WM's laser-based attacks, and are pretty big, too, letting him cover space easier.
  • Hyper armor: Chances are this is the reason you're playing GWM at all. While different from WM in several ways, having hyper armor at all times effectively means GWM can brute force his way through attacks and face no real risks for doing so. This also makes stopping him at all difficult, and in situations like team duos, next to impossible.
  • Duos Negate almost everything - Duos are a big deal with GWM and are probably his best tool due to the fact that with GWM having Hyper Armor, he can do so much damage and even unblockable setups with War Destroyer. This is also the thing that makes GWM a step ahead from his normal counterpart due to the fact that he has more effective duo combos.
  • Much easier than WM: Most of what makes War Machine great applies to GWM, minus flight and other WM specific tech. But even without that, GWM is far simpler to play and doesn't require much practice unlike WM, thanks to hyper armor and being able to slot into basically any team.
  • Awful mobility: For one, GWM no longer has flight mode unlike WM, so his aerial movement is more committal. However, his movement speed on the ground and in jumps was also heavily gutted, making moving around a slog to get where he wants to be.
  • Poor approach options: Combined with terrible movement, GWM also sucks at playing rushdown or any kind of direct offense. He's played more like a zoner character to force the opponent into approaching him instead, but if they close the distance, he still can't initiate fighting back too well without an assist to help him.
  • Cannot block at all: If GWM gets hit by anything, he takes the full damage for it, and cannot use mechanics like push block to push the enemy away off of him, either. He can only avoid damage by simply moving around it, something he can hardly do.
  • One of the slowest characters in the game: Along with Hulk and Zangief, GWM is very slow and attacks slow, too. Again, his movement is bad, but attacking with normals and doing combos also leaves a lot to be desired, having to commit to his attacks.
  • Weak to cross-ups: Slow attacks and zero way to block attacks, on top of having to commit to his offense and poor mobility, GWM is easy to crossup and rack up damage through them.
  • People won't like you and will even refuse to play you: Very contentious character. While it shouldn't be all that common people outright refuse to play you, it's still a shared sentiment people don't like GWM as he invalidates much of the game's roster, face tanking everything thrown his way, for only some work to win the match. His flaws don't mean much when his mere presence forces players to change up their gameplay.

Move List

Normals

Ground Normals

s.LP

s.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MP

s.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HP

s.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.LK

s.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MK

s.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HK

s.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground, Launcher

c.LP

c.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MP

c.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HP (Missile Launch)

c.HP (Missile Launch)
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.LK

c.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MK

c.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HK

c.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Air Normals

j.LP

j.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MP

j.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HP

j.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.LK

j.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MK

j.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HK

j.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Command Normals

Knee Dive

Knee Dive
j.2MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

Upward Kick

Upward Kick
j.8HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

Laser Blast

Laser Blast
j.(2 or 8) + HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

Throws

Normal Throw

Normal Throw
4/6 + MP/HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Special Moves

Shoulder Cannon
QCF + P/K
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
QCF + LP/LK
Light Version
- - - - - - - - - Ground (P/K), air (P)

This move fires a single rocket at the enemy. It takes off a bit more damage than War Machine's Shoulder Cannon and stops projectiles. Crouching move is the same as above, but it goes low. This move will stop some beam supers if if hits your opponent.

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)
Smart Bomb
(4 or 6) + MP + LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground/air

This move is the same as War Machine. You can control the range with the joystick. You should use this move so that you can attack from overhead without getting hit with anything. Also, if you super jump over a beam super, you can hit your opponent with this and knock him out of the super. A good follow-up to this move is the knee dive. Use this move a lot, but don't get predictable.

Hyper Combos

Proton Cannon
QCF + PP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground/air

This move is the same as War Machine's, but instead of a large beam, many missiles fly out of the cannon. The missiles hit high, so they may miss smaller characters completely. It deal more damage than War Machine's Proton Cannon.

War Destroyer
QCF + KK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground/air

This super is the same as War Machine's War Destroyer, but it does more damage as well. 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.

Game Navigation

General
Controls
Notation
HUD
Assists
System
FAQ
Capcom Characters
Captain Commando
Chun Li
Jin
Lilith
Mega Man
Morrigan
Roll
Ryu
Shadow Lady
Strider
Zangief
Marvel Characters
Captain America
Gambit
Gold War Machine
Hulk
Hyper Venom
Orange Hulk
Spider Man
Venom
War Machine
Wolverine