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