Marvel vs Capcom/Gold War Machine

From SuperCombo Wiki
< Marvel vs Capcom
Revision as of 16:32, 31 December 2020 by Lichmassacre (talk | contribs) (: c.HP name added with Missile Launch)
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

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.

Strategy

Basic Tips

Launchers: HK

Magic Series:

  • Ground Series: Hunter Series
  • Jump Series: Weak to Strong
  • Super Jump Series: Hunter Series

AC Finishers: HP, c.HP, HK

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

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