Introduction
Pros | Cons |
---|---|
|
|
Basic Tips
Launchers:
RK
Magic Series
Ground Series: Hunter Series
Jump Series: Weak to Strong
Super Jump Series: Hunter Series
AC Finishers
FP
D+FP
RK
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 |
Special Moves
Shoulder Cannon: QCF + P/K (also in air; P version only)
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. I'm still
looking into the difference between the various punches with this move.
Crouching move is the same as above, but it goes low. This move will stop some
beam supers if if hits your opponent. I really pissed off a megaman user like
this.(evil laughter)
Smart Bomb: MP + LK (also in air)
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
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.
Use this move a lot, but don't get predictable.
Hyper Combos
Proton Cannon
QCF+PP
This move is the same as War Machine's, but instead of a large beam, many missles fly out of the cannon. The missles hit high, so they may miss smaller
characters completely. It seems to deal more damage than War Machine's Proton Cannon. This is Mega Armor War Machine's Team-up super as well.
War Destroyer
QCF+KK
This super is the same as War Machine's War Destroyer, but it seems to do more damage as well. It combos after the launcher too.
Combos
1. c. SK, c. SP, c. FP, Low Shoulder Cannon
2. d.s. SK , s. RK , War Destroyer
3. d.s. JP , s. SK , s. FP , Shoulder Cannon
4. d.c. SK , c. SP , s. RK , SJ , s.j. JP , s.j. SK , s.j. SP , s.j. u + FP , (JP) Shoulder Cannon
5. d.c. SK , s. RK , War Destroyer , c. SK (otg) , c. RK
6. (FP) throw into corner , d.c. SK , s. RK , SJ s.j. JP , s.j. SK , s.j. SP , s.j. u + FP , any air combo finisher
7. Air Smart Bomb , Knee Stomp , j. d + FP , \/ , d.c. SK , s. RK , SJ , s.j. JP , s.j. SK , s.j. SP , s.j. u + FP ,S houlder Cannon