Marvel vs Capcom/Gold War Machine

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< Marvel vs Capcom
Revision as of 02:01, 30 December 2020 by Lichmassacre (talk | contribs) (TOClimit added)
Mvc1goldmachine.gif

Introduction

Pros Cons
  • Has the highest stamina in the game
  • More Damaging Normals and Specials
  • Uses Missiles instead of Lasers, which have better hitboxes
  • Has Hyper Armor on LITERALLY EVERYTHING...
  • ...but he cannot block at all
  • One of the slowest characters in the game, along with Hulk and Zangief
  • Weak to cross-ups
  • Doesn't have Flight

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

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

c.HP
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

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.

Strategy

Basic Tips

Advanced

Team Setups

Double War Machine

Pros Cons
  • 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
  • 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

Combo Damage 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