Marvel vs Capcom/War Machine

From SuperCombo Wiki
Mvc1warmachine.gif

Introduction

Pros:

  • Excellent Zoning Specials
  • Damaging Normals
  • Had a Flight Command Move

Cons:

  • Big Target
  • Hyper Combos can be evaded or countered easily at the correct distance

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