Marvel vs Capcom/War Machine

From SuperCombo Wiki
War Machine
Mvc1warmachine.gif
Difficulty Average Gameplay, Hard Execution
Tier Placement Top Tier (SS)


Introduction

Mvc1warmachine.gif

War Machine is the title adopted by James Rupert "Rhodey" Rhodes after he acquired the War Machine armor. He is a military veteran and pilot who began working for Tony Stark, eventually discovering that he was Iron Man and then taking Stark's place when he was incapacitated. Stark subsequently gave Rhodes the War Machine armor. The character is among the earliest African American superheroes in mainstream comics. His race, his military experience, and his sense of morality are often used to contrast him with Tony Stark and to analyze the themes of Iron Man stories through a different perspective. War Machine is the primary romantic interest of Carol Danvers, while many of his other supporting characters and villains overlap with those of Iron Man.

If you enjoy playing a character who resembles Iron Man from MvC2 or a character who has a fuckton of infinites then this is the character for you. War Machine paired with flight mode is a force to be reckoned with, with his hp airdash cancels and his lp airdash uncombos, it gives him access to 100% combos or even 200% TODs, making him the perfect character to play if you wanna do alotta links, and if that isn't enough, he also has a divekick in which u can cancel to flightmode, making him have access to not only disgusting crossups, but also access to Refly without even doing the complicated version of it. War Machine also has access to a plethora of zoning tools like Smart Bomb, j.hp and Uni-Beam, that paired with flight mode or even just super jumps make him an annoying character to deal with. War Machine also has access to War Destroyer, making him have one of the best, if not the best duo synergies. Unfortunately that comes with a cost, outside of his hurtbox which is kinda chunky, he is also sluggish without flight mode just like Iron Man in MvC2. War Machine also needs execution if you're looking to optimize him and not just play lame by playing him like a broke version of GWM, but once u do put the effort and optimize him to his fullest, War Machine becomes a force to be reckoned with.

Strengths Weaknesses
  • Huge Damage Potential thanks to Uncombos
  • Has Easy Access to Guard Break Combos
  • Good Zoning Tools
  • Has one of the best duo synergies thanks to War Destroyer
  • Keepaway is pretty good aswell with buttons like st.hp or j.hp
  • Builds meter easily with his combos AND YOU CAN BUILD METER IN AN INSTANT BY CANCELLING J.HK IN FLIGHTMODE OVER AND OVER
  • J.lk and J.hp combined with Flight-Mode make catching people in the air to a big combo easy peasy
  • Flight Mode
  • War Machine's launchers have stubby range, making him reliant on Cross-ups and catching people in the Air
  • Sluggish without Flight-Mode
  • Supers are extremely unsafe without an assist or Duo
  • Doesn't have good pressure, mainly relies on getting the hit on the air, a stray divekick or getting a crossup.
  • War Machine needs Execution - Sure u can just lame and build meter then do duos but usually that will get you nowhere once u fight a good player. If you really wanna excel with War Machine then you need to devote your time into mastering his guard breaks, uncombos, even his TOD routes because he plays very similar to Iron Man. So as much as possible, if you wanna learn this character then I would say its a must to do combos with him.

Move List

Normals

Ground Normals

s.LP

s.LP (x2)
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

Command Normals

Air Dash
Any direction + 3p.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

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)

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.

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

War Machine unleashes two bombs from his shoulders. Holding a direction enables on how far the bombs will be shot.

Repulsor Blast
HCB + P
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
HCB + LP
LP Version
- - - - - - - - - Ground (P/K), air (P)

War Machine unleashes a projectile his palms as it aims upwards and when it hits, the opponent is drawn closer to War Machine.

Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
HCB + MP
MP Version
- - - - - - - - - Ground (P/K), air (P)
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
HCB + HP
HP Version
- - - - - - - - - Ground (P/K), air (P)
Flight
QCB + K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground (P/K), air (P)

This command allows War Machine to use his jetpacks and has the ability to fly around the screen. This is also pivotal to using his midscreen infinite.

Hyper Combos

Proton Cannon
QCF + PP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

War Machine summons in a giant cannon which shoots out a laser which nearly takes out near full-screen.

War Destroyer
QCF + KK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

War Machine summons in a jetpack-like weapon which aims a barrage of missiles up then targets down to the opponent. 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 Magic Series: Hunter Series
  • Jump Magic Series: Weakest to Strongest
  • Super Jump Magic Series: Hunter Series

AC Finisher: c.HP, HK, LP Shoulder Cannon

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

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
Easy Combos - -
s.LK, s.HK, Star Destroyer
c.LK, c.MP, s.HP, Shoulder Cannon
s.LP, s.LK, s.HP, Shoulder Cannon
s.LK, s.HK, War Destroyer
Intermediate Combos - -
s.LK, s.HK, sj.LP, sj.LK, sj.MP, sj.MK, sj.8HP, LP Shoulder Cannon
Knee Dive, j.2HP, LK, HK, sj.LP, sj.LK, Flight, j.LP, j.MP, j.8HP, LP Shoulder Cannon

Game Navigation

General
Controls
Notation
HUD
Assists
System
FAQ
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