Marvel vs Capcom/War Machine

From SuperCombo Wiki
War Machine
WarmaWarma.gif
Difficulty Easy Gameplay, Hard Execution
Tier Placement God Tier (SS)
Has an Airdash? Yes
Standing Hitbox Average
Crouching Hitbox Average
Best Assists to Pair With Colossus


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 assists hitting, 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 unless you have a secondary that you're really good with, 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.


Notable Players

Team Nickname Country Platform Accounts Notes
WarmaWarma.gif
Wolvie-wins.gif
Vice-Versa USA Kailera/GGPO N/A check Divine's YT for his Matches.[1] One of the GOATs when it comes to playing WM or just MvC1 in general. I think nothing can describe Vice-Versa more than this.

"Vice was a top player known for his robotic-like combo execution, relentless high pressure style, speed, and WM innovations" - Divine.

This player was also in tandem with MOTM when it comes to making new WM tech and combos, he even got featured in MOTM's combo vids.
Status: Retired

WarmaWarma.gif
Warmachine-gold.gif
T-Kimura Canada Kailera/Fightcade 1-2/GGPO FightCade: [2] [3] Another pretty dominant WM player from the good ol days, though he has a history of lagswitching, this man would make it a 1 man game the moment he hit you with a j.8hp or a launcher. He hasn't appeared ever since FC2 got big though except for a brief moment in 2021.
Status: Retired
WarmaWarma.gif
Wolvie-wins.gif
KingHodokan Aka:Brandon USA Kailera/GGPO/Fightcade 1/2 FightCade: [4]
Youtube: [5]
Pretty Dominant WM Player, very solid execution and doesn't always opt for the usual uncombo. He also likes playing WM in a rushdown fashion. Very interesting player to watch.
Status: Active
WarmaWarma.gif
Wolvie-wins.gif
-WD (White Doctrine) Mexico Fightcade 1/2 FightCade: [6]
Youtube: [7]
One of the more technical WM players here, he's also the guy that made the video showing how to do the Glove Infinite, he rarely plays nowadays and is way past his prime but his matches are still worth checking out.
Status: Rarely Active
WarmaWarma.gif
LilithModeMorrigan-MvsC-stance.gif

WarmaWarma.gif
Wolvie-wins.gif
-MotM- (Master of the Messatsu) Netherlands Fightcade 1/2 FightCade: [8]
Youtube: [9]
One of the pioneers of WM, he's the guy responsible for most of the combo videos out there regarding MvC1 and he is responsible for making most of the stuff regarding WM's combos and etc, nowadays he plays from time to time due to his new hobby which is restoring old game intros.
Status: Retired/Rarely Active

Move List

Normals

Ground Normals

s.LP

st.Lp.png (x2)
War Machine boxer
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
6 (10 if you press it twice) Mid 2 3 4 9 +4 +3 - Ground

War Machine throws a jab and a straight if pressed twice. Pretty safe on block but it could be low-profiled so beware, you could use this for strings but there are better options.

s.MP

st.Mp.png
backhand
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
9 Mid 7 6 5 18 +1 +2 - Ground

War Machine does a backhand which deals 9 dmg. It's pretty solid but not a move you would use for pokes, usually it's been used in strings but not as the first normal of the string due to its stubby hitbox, it's safe on block though don't get me wrong.

s.HP

st.Hp.png
Annoying button
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
19 Mid 11 17 9 37 KD 0 (+12 on Meaty) - Ground, Launcher

War Machine does a hadouken of sorts with his hands creating a big blue beam. Perfect Keepaway tool and good as an Anti-air aswell, you could throw this when you want the opponent to back off. You can even cancel it to Unibeam, Assist, or even start a combo by cancelling it to flight mode if you are in the corner.

s.LK

st.Lk.png
combo starter
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
6 Mid 2 2 8 12 -1 +4 - Ground

War Machine does a kick to the toes of the opponent, deceptively looks like a low but it is a mid for some reason. Its pretty good to use for strings and starting combos though. It's also a pretty decent normal to pull out. Expect using this for your strings and chaining to launchers.

s.MK

st.Mk.png
another annoying button but this time you get to smell his feet
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
9 Mid 6 10 6 22 -1 0 (+3) - Ground

War Machine does a kick to the stomach while bursts of energy fume from his boot. Another normal that is good for keepaway as you could chain this with st.hp or even cr.hk.

s.HK

st.Hk.png
if you get hit with this, depending on the playstyle of the WM player, you can go take a 20-30 second break because that man will probably make you not play after launching you.
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
14 Mid 6 5 24 35 Launch -6 - Ground, Launcher

War Machine floats to the side and launches the opponent with a kick to the chin. This is gonna be his main launcher for setting up his air combos. Beware though for it is very stubby so you wanna make sure you are close to the opponent as you execute this normal. If you whiff though you can cancel to a super or assist because if not then prepare to accept a nasty punish.

c.LP

D.pngLp.png
knee punch
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
6 Low 3 2 7 0 +1 +6 - Ground

War Machine does a crouching jab like he's Johnny Cage or something idk. It's an okay normal to pull out and start combos from but I prefer the range of cr.lk for doing what this does but it isn't bad to use so give it a shot if you like.

c.MP

D.pngMp.png
Uppercut to GGs Shake my hand
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
8 Mid 6 3 10 19 Launch +3 - Ground, Launcher

War Machine does an uppercut to the opponent which causes to launch the opponent. Another button that is essential to use for War Machine because this is gonna be a starter you will be using alot because you can chain cr.mp to st.hk or cancel to flight mode, both routes can assure you a 30-40% combo or a GGs shake my hand 1 player combo exhibition.

c.HP

D.pngHp.png
Rocket Launcher, if this was Iron Man he could link it to Proton Cannon
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
10 Low 13 Travelling 36 49 -8 (Point Blank) -20 (Point Blank) - Ground, Projectile

War Machine shoots a rocket from a rocket launcher installed in his shoulder. Pretty slow but this works as a decent zoning tool once you synchronize it with cancelling to flightmode or cancelling it to Unibeam. It can also be used for a corner infinite by doing a string then doing cr.hp to smartbombs.

c.LK

D.pngLk.png
probably his go-to low
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
4 Low 6 2 9 17 -3 +2 - Ground

War Machine does a crouching baseball sweep-esque kick to the toes. This is probably his best low due to the trajectory of his hitbox when he does this normal. Good for doing strings and starting combos from a low.

c.MK

D.pngMk.png
pretty cool sweep
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
8 Low 11 4 21 36 HKD -9 - Ground, Sweep

War Machine kneels and does a slide causing beams of energy to burst and knock down the opponent. This is his sweep and you can use it to end a string to set for okizeme even though his okizeme is pretty limited. He has oki setups but they're pretty limited. If you're that guy though then you can suki cancel it to divekick then do st.hk or cr.mp to Air combo but that's pretty tough to land so do it at your own risk.

c.HK

D.pngHk.png
st.hp's distant cousin
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
8 (15 if you chain both hits) Mid 12 20 25 57 KD -5 - Ground, Launcher

War Machine does a dropkick of sorts while laying down which does 2 hits if near to the opponent, works for pushing the opponent but st.hp does the job better due to it not only doing more damage but it doing 19 dmg with just one hit while this requires you to be near the opponent to get 15 dmg, if you are far you only get 8. Just use st.hp instead man

Air Normals

j.LP

U.png/Uf.pngLp.png
THE GLOVE OF DOOM
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
7 Overhead 4 9 6 19 -10 -4 - Air

The glove of death as War Machine does a palm to the air. This is essential for almost all of his combos in the air, from his magic series to his Air Juggle to the deadly uncombo. His known uncombo with this normal is called the Glove Infinite due to his hand looking like a glove. If you get hit by this, it's either u wait for a bit or its a GGs shake my hand situation.

j.MP

U.png/Uf.pngMp.png
chest pump after a 500lb bench
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
10 Overhead 7 9 8 24 -2 +4 - Air

War Machine shoots a beam of energy from his chest, this button is also used alot for his air combos. Does a good amount of range and is used for alot of his air combos so don't sleep on this button.

j.HP

U.png/Uf.pngHp.png
the back off button
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
15-16 Overhead 9 7 14 30 -2 -10 - Air

War Machine pushes a big beam of energy with his two arms, this button is a go-to for keepaway due to the range and the fact that it pushes back the opponent. It's also used as a way to end the magic series combo or a way to do an OTG. Very good button and does way better once synchronized with hops, superjumps, and projectiles.

j.LK

U.png/Uf.pngLk.png
The "I control the skies" button
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
6 Overhead 3 8 7 18 -7 -4 - Air

War Machine does the same thing he does in st.lk but he does it in the air. Outside of combos, this is essential to use for his gameplan. Why? This button is used for confirming from stray hits and it does the job so well so depending from the execution you possess, you can deal from 40% to 100-200% just by confirming from this.

j.MK

U.png/Uf.pngMk.png
A hard hitting uncombo tool
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
9 Overhead 5 5 10 20 -1 -5 - Air

War Machine does what he does in cr.mk but it becomes a kick due to him flying in the air. This button outside of it being combo fuel is a really damaging way to do an uncombo in the corner. This synchronized with the Glove Infinite and the wonders you can do with j.8hp will make you a force to be reckoned with.

j.MK

U.png/Uf.pngHk.png
Meterbuildo
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
15 Overhead 8 4 18 30 -8 -14 - Air

War Machine does a stomp in the air which deals like 15 dmg. This button isn't the best as a combo ender but this serves as a really good button for meter building, synchronizing this with the 3p Airdash Cancel and Flight Mode makes you build meter like a charger on steroids.

Command Normals

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

The aura and the thing that War Machine revolves on outside of Flight Mode. This is the cornerstone of his combo game due to this goofy mechanic in which War Machine can cancel any, YES ANY NORMAL, he has with an airdash once he has Flight Mode, giving him access to the tools he has at his disposal. He also has access to crossups with this which makes this a pretty dope tool.

Knee Dive

Knee Dive
U.png~D.pngMk.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
9 Overhead 9 Travelling Travelling ? Travelling but minus Travelling but minus - Air

War Machine does a knee dive falling to the ground, another important tool to use at his disposal due to it being a way to start combos and pressure the opponent. He can cancel this divekick-esque move to a normal which means he could start combos with this from air-to-air and air-to-ground, that also means he can set this to do refly by cancelling this button to j.8hp or j.8hk to flightmode to extend combos without even doing the traditional refly. For more info about the refly with j.2mk, refer to the combo section.

Upward Kick

Upward Kick
U.png~U.png/Uf.pngHk.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
11-12 Overhead 6 18 15 39 Launch -11 - Air

War Machine does what he would do in st.hk but the difference is he does it in the air. This does not really work on neutral but this is a good way to set up to Flight Mode in the form of chaining moves like a magic series or the divekick which means you could use this buttons to start combos from the air, set refly combos, or even do stuff like Iron Man's MSH infinite.

Laser Blast

Laser Blast
U.png~D.png/Df.pngHp.png or U.png~U.png/Uf.pngHp.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
15-17 (19-20 for j.8hp) Overhead 10 (8 for j.8hp) 6 19 (18 for j.8hp) 35 (32 for j.8hp) -5 (-3 for j.8hp) -14 (-12 for j.8hp - Air

There are two versions, j.2hp and j.8hp. The first one isn't really worth talking to outside of a way to cancel divekick from an A2G approach to set up a combo or to use as a hard knockdown. The second one though is a pretty wild thing to talk about, j.8hp is the thing that makes War Machine's combos such a force to be reckoned with. Even outside of combos this button is something not to be messed with due to the trajectory of its hitbox. Thanks to how jank this button is, you could use it not only to do an air-to-air to combo. You can also use it for Guard Breaks, making War Machine a character that can practically do 200% combos when the execution is pristine.

Throws

Normal Throw

Punch Version
b/f + Mp.png/Hp.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
16 - - - - - - - - Ground

Perfect for pushing the opponent away from you. Does like 16 bars of damage which isn't too bad.

Normal Throw

Kick Version
b/f + Mk.png/Hk.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
16 - - - - - - - - Ground

This drags the opponent to the corner, if the opponent does not roll then you can cr.lk to st.hk for a launch to combo, that's if they do not roll. Once they roll, you get brought to the corner which isn't the wisest thing to do. Use at your own risk.

Normal Throw

Air Throw
j.f/b + Mp.png/Hp.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
16 - - - - - - - - Air

War Machine throws the opponent forward while in the Air. Works for pushing the opponent far from you once you're in the air and depending on the angle, you could do a divekick once u expect the opponent to wakeup.

Special Moves

Shoulder Cannon
Beamu
QCF + P/K
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
QCF + Lp.png/Lk.png
Light Version
11-20 Mid 17 16 16 49 -1 -2 - 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. Good for zoning the opponent due to it being fullscreen, it's also good to synchronize it with smartbomb and buttons like st.hp, st.mk, and j.hp

Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
QCF + Mp.png/Mk.png
Medium Version
16-20 Mid 20 20 17 57 -4 -3 - Ground (P/K), air (P)
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
QCF + Hp.png/Hk.png
Heavy Version
20-24 Mid 24 25 19 68 -4 -7 - Ground (P/K), air (P)
Smart Bomb
(4 or 6) + Mp.png + Lk.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
14 (27 if 2 hits) Mid 18 Travelling 0 18 +2 (point blank) -2 (point blank) - Ground/air

War Machine unleashes two bombs from his shoulders. Holding a direction enables on how far the bombs will be shot. Another button that is good for zoning, keeps the opponent on the ground due to the trajectory.

Repulsor Blast
jank hitbox ngl
HCB + P
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
HCB + Lp.png
LP Version
25-37 Mid 8 Travelling 3 11 Launch Travelling - 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. Not really worth using outside of boujee combos to be honest.

Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
HCB + Mp.png
MP Version
12-24 Mid 8 Travelling 3 11 Launch Travelling - Ground (P/K), air (P)
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
HCB + Hp.png
HP Version
24-37 Mid 8 Travelling 3 11 Launch Travelling - Ground (P/K), air (P)
Flight
The thing that makes him like Iron Man
QCB + K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 13 Travelling Travelling 13 - - - 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 pivotal to his entire gameplan, not only does he use flight mode for his insane combos, he uses flight mode to play an oppressive neutral game in the air due to his buttons in the air being able to be cancelled via airdash for a combo. If you are not using flight mode as War Machine then you are not playing War Machine.

Hyper Combos

Proton Cannon
not as good as Iron Man's
QCF + PP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
29-39 Mid 29 109 46 181 Launch -36 - Ground

War Machine summons in a giant cannon which shoots out a laser which nearly takes out near full-screen. Extremely Unsafe once it does not connect and also has a slow start. If you wanna use it so bad though without doing a very boujee combo then you can do it after the last hits of an assist that wall-carries or screen-caries like Rogue, Colossus, Psylocke, etc etc.

War Destroyer
His best super
QCF + KK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
43-51 Mid 54 Travelling 31 85 Launch -10 - 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 Strategy

War Machine is a good character in being in the air. His flightmode combined with his normals and zoning tools make him a character that controls the skies. He can abuse his airdash cancels by catching an opponent in the air by doing something like a stray j.uhp/j.lk/j.lp to airdash for a free combo, then depending on your execution u can turn that to a combo that will do like 30-40% or 100%. He also has access to amazing zoning tools like smartbomb and uni-beam, stuff like those can definitely keep your opponent in check by keeping him on the ground with smartbomb and catching him with unibeam once he superjumps to catch you. War Machine can also do keepaway with buttons like st.hp and j.hp, giving the opponent a difficult time getting in, you can also cancel st.hp to Colossus assist for a good punish once u think st.hp won't do the job on its own. Once the assist hits, you can dash to hk for a combo, cancel to flightmode and start the combo once Colossus finishes its hits or you can play safe and cancel to Proton Cannon, beware if Proton Cannon misses cuz depending on where the opponent is, you have a chance of eating a nasty punish. On the offense side of things, he doesn't do well in terms of pressure but that doesn't mean he struggles getting in, his airdash makes him do crossups with j.lk to j.mk or j.lk to j.mp then u can decide if you wanna do st.lk st.hk, st.lk cr.mp st.hk, cr.lk st.hk, or even cr.lk cr.mp st.hk. I suggest microdashing after hitting the crossup though to prevent the launcher not hitting due to it having stubby hitboxes. You also have divekick, you can cancel those to any heavy normal of your choice once it hits, even when u hit it in the air making it another way to confirm into your combos.

Confirming from Stray Hits in the Air

This is essential to War Machine, outside of Zoning, this is one of the things that makes him a pain in the ass, also another thing that makes him an S tier. Depending on your execution, you can get more bang of your buck by doing TODs from it but even though u couldn't do a TOD yet, it still matters confirming from a stray hit in the air due to the fact that u can easily get 30-40% from it, that's if you got basic execution which is still a big deal ngl.

j.lk - Best for people who are below you in the Air

  • j.lk j.8hp to airdash
  • j.lk j.mp j.8hp to airdash
  • j.lk airdash j.lk- (A bit more difficult to do, mainly for style tbh)

j.8hp - Best for people who are above you in the Air

  • j.8hp airdash- (u can follow up with almost anything tbh)

j.lp - not really the best but it works in scenarios like the opponent being really close to you like when you're fighting mirrors and then the opponent is really close to you

  • j.lp j.8hp airdash (i prefer this for less scaling)
  • j.lp j.mp j.uhp airdash (you can use this for better positioning, in return you will get more scaling unless u do an uncombo)
  • j.lp airdash j.lp- (pretty tough to do but works if you wanna start doing the uncombo but i prefer starting the uncombo with j.lp to j.uhp instead)

Meter

Meter isn't really important if you're looking it in a stand point of using his supers only due to him having access to flight mode and a big combo game but meter is a big deal for him. Why you may ask? It's because of duos, his supers are one of the best, if not the best for performing duo combos or duo setups with the likes of Proton Cannon or War destroyer. How will you build meter you may ask? Well, you can build it easily from cancelling your normals in flight mode over and over with the Air dash, or you could create meter with his combos that build a hella lot of it.

Advanced

Fast Meter Build

1:41-1:46

As u noticed with War Machine, you could cancel all of his Air Normals to Airdash right? Well, you can do this with j.hk over and over and depending on how fast ur hands are, u can easily get like 1-2 bars of meter filled. Great to pull out in the air from time to time as a way to build your meter quick for Duos.

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.



War Machine Strider

Pros Cons
  • War Destroyer and Legion Pair well for Duo
  • War Machine can build alot of meter for Strider to burn out with Ouroboros
  • Does a good amount of chip with Duo
  • Both Characters do well on their own
  • Strider will have a hard time building meter outside of spamming j.hp once War Machine dies
  • Strider will have a hard time clutching and War Machine will require pristine execution to clutch
  • Both characters struggle once they run out of assist

One of the more common picks outside of WM/Wolv or Double WM, when you hear the idea, it makes sense. You could build meter with War Machine, do duo or tag to Strider for him to burn it all out with Ouroboros. This team also has good Duo Synergy with the way War Destroyer and Legion operate, so you can just stack those supers for big damage once u get the hit. A problem with this team though is that if one character dies, you have to go uphill to make things work. I mean it's easier for War Machine to clutch things due to the fact that he does godlike damage with his combos but thats if the person playing War Machine has pristine execution to begin with. Strider on the other hand will have a hard time trying to clutch due to the fact that he has a hard time building meter outside of spamming j.hp and the fact that he's sorta reliant on assist to start his Ouroboros pressure makes things a bit tough.




War Machine Wolverine

Pros Cons
  • Both Characters deal a ton of damage
  • Pretty self explanatory team
  • Both build meter fast
  • Probably the best team to play if you wanna play aggressive or be combo heavy
  • Duo synergy isn't bad but is inferior compared to the other teams mentioned
  • U won't get to maximize the team if you don't have the execution

Probably the most common War Machine team outside of Double War Machine, this has also been a favorite for Brazilian Players lately. With both characters doing ginormous levels of damage with the stuff they have, this seems like the perfect team for someone who wants to play as aggressive as possible and make the opponent not have a chance of playing whatsoever. The caviat with this team though is the duo synergy isn't the best compared to something like Double WM or the other teams mentioned. Outside of that, you won't get a good bang of your buck if you do not have the execution requirements for it.





War Machine Hulk

Pros Cons
  • Both Characters deal a ton of damage
  • Hulk's Grab Gives access to easy UBs on Duos
  • Duo synergy is off the roof, it's honestly as good as double WM
  • GWM/Hulk has better Duo Synergy thanks to GWM having super armor so people opt for that instead
  • Both Characters are sluggish

This team has been a rising team for War Machine and I don't blame it. UB Setups on Duos? A lot of Chip of duo? Both Characters dealing alot of damage on their own? Yes please. The only problem is if you wanna play this team solely for their duos then unless u wanna have access to WM's combo game, you are better off playing GWM/Hulk which is a very dominant team lately in the meta, both characters also suffer from being pretty sluggish, but overall it is a very strong team so feel free to give it a shot.


Unconventional Team: War Machine Venom

Pros Cons
  • Both characters are good at stuffing the opponent out.
  • Both are good at punishing the opponent and capitalizing their mistakes
  • Duo Team supers stack well
  • Both Characters have Optimal Combos and Infinites that stack alot of damage
  • Very Punishable Supers
  • Both characters are sluggish in their own way
  • Not the best Duo Synergy
  • Good execution is required if you wanna capitalize their Optimal Damage combos

This is the team that I (WhereisTekken?) main and enjoy playing in this game. What made me love this team is the fact that both of these characters excel in stuffing the opponent out. War Machine stuffs the opponent by making sure the opponent regrets throwing a random nornal due to him being able to confirm from any Air Normal or even Knee Dive. Venom on the other hand can stuff the opponent with big normals like st.hp, j.hk, j.hp, j.mp, and tools like Venom Fang. Venom also has nasty punishes with Venon Claw super after assist or even tick-grab to Death Fang super. Both characters also have ballsy combos that benefit people with good execution like War Machine's ToDs or Venom's st.hp/cr.hp corner Infinite or his Magic Series to st.mp Carry Infinite which are both pretty tough to do. The downside is they are sluggish characters, and they are also characters with very punishable supers. If stuffing the team out with keepaway and punishes is your thing then this may be the team for you.

Combos

Building Block Theory

I found this ideology in the HFTF wiki and I think this perfectly applies to War Machine. War Machine has some of the best combo flexibility in the game, thanks to the existence of his Airdash working on all of his air normals, and thanks to Uncombo existing, you could reliably 100% your adversary after a bit of practice.


His combo potential is so high that listing every single possible string of combinations would not only take very long, but would also be a giant eyesore to look through.


Because of that, you're not going to lab a single, long combo, but rather different building blocks and transitioning between them, and that's what this page is for. The embedded videos will show the blocks in action. You can mimic the combos in them or just use them as guidelines. This is also said for the combos listed as examples for what you could do with the tools given. You could mimic them or use them as guidelines.


Almost any combo can also be started from an air normal. The only time that's not the case is when you don't have the proper positioning to execute the said links of choice.

Ground Links

Here's a few links that could be worth knowing before u get into doing launchers. Although it would be better if you started learning and utilizing his launchers first, I don't think its too bad to learn some of these as these could be used as strings to set up okizeme, cancel to assist or even just to push the opponent away depending on the purpose of the string.


Links Notes
st.lp > st.lk > st.mp, cr.mk/ st.lk > st.mp, cr.mk 3 or 4 hit string depending if you start with st.lp or st.lk. Works for setting up okizeme due to cr.mk doing a hard knockdown.
cr.lp > cr.lk, st.mp > cr.mk/ cr.lk, st.mp, cr.mk Same string from above but started with a low instead of a standing normal.
st.lp > st.lk > st.mk cr.hk/ st.lk > st.mk, cr.hk Works for pushing the enemy away but there are better options also cuz cr.hk whiffs on small characters.
cr.lp > cr.lk, st.mk, cr.hk/ cr.lk, st.mk, cr.hk Low version of the combo above but like why even bother when there are better options.
st.lp > st.lk, cr.mp st.hp > qcf.mp/hp / st.lk, cr.mp, st.hp > qcf.mp/hp Pretty neat string for setting up keepaway, definitely better than the string mentioned above.
cr.lp > cr.lk > cr.mp, st.hp > qcf.lp/mp / cr.lk > cr.mp, st.hp > qcf.lp/mp Low version of the string mentioned above, still a pretty decent way to keep distance while doing a good quarter of damage.

Ground Launchers

Here's where all of War Machine's amazing juggles start, from uncombo TODs, to just the basic juggle to Uni-Beam, to even something as simple as the magic series. This is where you will be starting em out outside of hitting from the air from a stray hit.


Links Notes
st.lk/st.lp > st.hk Basic 2 hit launch, does the job and usually works when u dont feel like doing the other form of launch with the cr.mp in between.
st.lk/st.lp, cr.mp, st.hk His go-to launcher for all of his air combo routes. Depending on how far the opponent is, there may be a chance st.hk would whiff if u are pretty far from the opponent due to his launchers being stubby. If ever it whiffs though u can cancel to an assist, preferably Collosus.
cr.lp/cr.lk, st.hk Low version of the 2 hit launcher, works if u wanna start with a low.

Air Starters

Now that aside, here are the best strings for each scenario.

Links Notes
j.lp > j.lk > j.mp > j.mk > j.hp Best if you dont want to opt for his known air juggles which I wouldn't know why but if thats what you wanna go for then you got this. Basic magic series string that pushes the opponent far, if you do it in the corner then you can OTG with j.lk after j.hp then u can do st.mp st.mk to st.hp for a good 30% of damage
j.lp > j.lk > j.mp > j.8hp Works for starting the infinite, not my favorite but it works also if you don't want to confirm to Air Juggle then u can finish the combo by cancelling j.8hp to Unibeam.
j.lp > j.lk > j.8hk A go-to for setting up Air Juggles, consistent, easy to start with, and doesn't miss at all wherever you are. Not much can be utilized with this though if you ain't gonna cancel to flightmode to continue the juggle.
j.lp > j.lk > j.uhp > airdash, j.lp > j.8hp A more optimized version for starting the air juggle, this one does more damage compared to the string above so it is worth doing, if you fear dropping this though then there's no problem sticking with the one above.

Flight Mode Building Blocks

Here's the baseline links in flightmode that you have to learn. These are the building blocks for his combos.

Links Notes
j.lp > j.8hp > AIRDASH Basic 2 hit link, most combos use this string due to it being very consistent.
j.lk > j.8hp > AIRDASH Another Basic 2 hit link, this on the other hand works if you wanna create height for hitting two or more j.8hps unless if you would do an Airdash while holding 3.
j.lp > j.mp > j.8hp > AIRDASH Works for adding more hits or fixing position for the uncombo
j.lk > j.mp > j.8hp > AIRDASH Best for confirming from cr.mp without doing st.hk but it also works once the opponent is being pushed back. You can also do a neat crossup by doing st.hk then sideswitch to this string. Pretty neat to do actually



Once you piece everything together you can make combos already, here's a few examples of some you can do.


Combo Hits
st.lk, cr.mp, st.hk, sj.lp, j.lk > j.hk > qcb.k, j.lp > j.8hp > uf.AIRDASH, j.lp > j.mp > j.8hp > uf.AIRDASH, j.lp > j.8hp > uf.AIRDASH, j.lp > j.mp > j.8hp > uf.AIRDASH, j.lp > j.8hp > uf.AIRDASH, j.lp > j.mp > j.8hp > uf.AIRDASH, j.lp > j.8hp > j.qcf.mp 26 hit
st.lk, cr.mp > qcb.k, j.lk > j.mp > j.8hp > f.AIRDASH (SIDESWITCH), j.lp > j.8hp > uf.AIRDASH, j.lk > j.8hp > f.AIRDASH (SIDESWITCH), j.lp > j.8hp > uf.AIRDASH, j.lk > j.8hp > f.AIRDASH (SIDESWITCH), j.lp > j.8hp > uf.AIRDASH, j.lk > j.8hp > f.AIRDASH (SIDESWITCH), j.lp > j.8hp > j.qcf.mp 25 hit

J.8hp

This button can be spammed over and over again for a fuckton of damage hence it being the backbone of your combos. You can start by toying around with doing one j.8hp after a link like you could make a combo like-


Combo Hits
st.lk, cr.mp, st.hk > sj.lp > j.lk > j.hk > qcb.k, j.lp > j.mp > j.8hp > df.AIRDASH, j.8hp > uf.AIRDASH, j.lp > j.mp > j.8hp > df.AIRDASH, j.8hp > uf.AIRDASH, j.lp > j.mp > j.8hp > df.AIRDASH, j.8hp > uf.AIRDASH, j.lp > j.mp > j.8hp > j.qcf.mp 26 Hits
st.lk > st.hk > qcb.k, j.8hp > uf.AIRDASH, j.8hp > uf.AIRDASH, j.lp > j.mp > j.8hp > df.AIRDASH, j.8hp > uf.AIRDASH, j.lp > j.mp > j.8hp > df.AIRDASH, j.8hp > uf.AIRDASH, j.lp > j.mp > j.8hp > uf.AIRDASH, j.lp > j.mp > j.8hp > j.qcf.lp 23 Hits

now you could stop there, but that will limit you to just doing 30-40% dmg with War Machine's combos. If you really wanna step up your game and join the big boy War Machine combo club then you gotta start doing these techs.

Uncombo

12:27-13:39 for WM's Uncombo

Uncombos are basically as the video said, a glitch where the combo counter resets once u do a hit during the final frame of hitstun or a frame after the final frame of hitstun, essentially making a UB reset as the cool kids like to say with their anime fighters. If you notice a good War Machine player, he doesn't do 99+ Combos, he does Uncombos, sure there are instances where they would do like a long combo to refly then more airdash strings but most likely they will do the uncombo.

Why you may ask? Well, with the uncombo, you get perks like

  • Scaling being reset, hence the combo being uncomboed
  • Practical TOD Routes

Glove Infinite

The most common Uncombo route u will see War Machine doing will be the "Glove Infinite", this is pretty essential to learn because this is his most consistent way to setup the uncombo, making him a character with practical TODs. The Glove Infinite is also pretty consistent on the cast probably except for megaman due to his hitbox but you can set it in a different manner.

This is the Glove Infinite, this works by cancelling j.lp to itself creating an uncombo that resets the combo and the scaling which makes your combo deal way more damage than it should. You may see people saying that this combo is impossible to do without the 3p macro which is false. You can do this combo without it but there is a trick to it.


Video Notes
Glovie.jpg
Once you cancel to flight mode and you do a string like j.lp to j.8hp then Airdash, you push your palm on the direction you're heading whether it would be up forward like this.
then after that, you wanna make sure your left thumb is hitting the lp button while you are holding the direction of your choice as you fly, and then you use your right pointer, middle, and ring finger to press the 3p input, and then once you got like 2-3 reps of it, you can cancel to j.8hp with your ring or middle (I prefer my middle finger) then cancel to Airdash. Kinda like this.
Here's a more dissected version of it for a more thorough analysis.


With that in mind, you could piece something like this.

Combo Hits
st.lk, cr.mp, st.hk > sj.lp > j.lk > j.hk > qcb.k, j.lp > j.8hp > uf.AIRDASH, j.lp > j.8hp > uf.AIRDASH j.lp xx uf.AIRDASH j.lp xx uf.AIRDASH j.lp > j.8hp > uf.AIRDASH, j.lp > j.8hp > uf.AIRDASH, j.lp xx uf.AIRDASH j.lp xx uf.AIRDASH j.lp > j.8hp > uf.AIRDASH, j.8hp Uncombo (TOD)


You can also do the Glove Infinite while holding forward instead of up forward but its harder to execute without using a 3p Macro but the benefit is that you could use that as a wall carry from hitting someone from the air or you could do that as you crossup the opponent after st.hk landing for a carry to Glove Infinite. G.S.S and the Brazilian WM players enjoy doing this variation and props to em, even with a 3p Macro its still kinda tough to land.

Here's examples of it being done.

3:02-3:08

3:30-3:37

0:17-0:26

For combos like those G.S.S-esque Glove Infinites, you could do something like this.

Combo Hits
st.hk > qcb.k xx SIDESWITCH, j.lk > j.mp > j.8hp > uf.AIRDASH, j.lk > j.mp > j.8hp > f.AIRDASH, j.lp xx f.AIRDASH j.lp xx f.AIRDASH j.lp > j.mp > j.8hp > f.AIRDASH xx j.lp xx f.AIRDASH j.lp xx f.AIRDASH j.lp > j.mp > j.8hp > uf.AIRDASH, j.lp > j.mk > j.8hp > j.qcf.mp Uncombo (TOD)

J.mk Uncombo

J.mk from the looks of it seems like a random normal, but deep inside, this normal can be used for hard-hitting TOD routes in the corner, that combined with the Glove Infinite and Refly makes it a really powerful tool to utilize when hitting combos that carry to the corner or combos that are near to the corner.

How does it work?

Once you hit the opponent with j.lp to j.8hp in the air while your juggling the opponent in the corner, you do a df.Airdash to j.mk to j.8hp and depending on the angle, it could either be a hit that adds to the combo or it will uncombo, both results are satisfactory and eventually it will uncombo anyway once you do it. Here are a few examples of it being done in a real match. This sometimes whiffs on small characters though but it is still pretty consistent depending on the spacing so it is still worth learning. You will most likely be using refly while doing the uncombo but we will get to refly later.

2:35-2:42

0:06-0:16

Okay with that in mind, you could do stuff like.

Combo Hits
j.2mk > j.2hp > st.lk, cr.mp, st.hk > sj.lp > j.lk > j.hk, qcb.k, j.lk > j.8hp > uf.AIRDASH > j.mk > j.8hp ,df.AIRDASH xx j.mk > j.8hp > df.AIRDASH xx j.mk > j.8hp > df.AIRDASH xx j.mk > j.8hp > df.AIRDASH xx j.8hp Uncombo (TOD)

Knee Dive Refly

Outside of Uncombos, another thing that people do to step up with his combo game is his Refly, but unlike his traditional refly that people know from the other Marvel games, this one uses j2mk as a refly. The thing with this is that it does not require an unfly install compared to the traditional refly.

How does it Work? J.2mk has a property of turning off flight mode once you do it in flight mode, which means when you do it in a combo and it lands, you could reset your flight mode and then turn it on again once u land it and cancel j.2mk with another heavy normal like j.8hk or j.8hp. Once you do that, your flight mode time resets, making you have more time to add more links and hits to the juggle you are doing.

Here are a few examples of it being done:

Whole Video is a TOD with no Uncombo and just the Refly.


With all of that in mind, you could do some stuff like these example combos






Combo Hits Notes
st.lk, cr.mp, st.hk > sj.lp > j.lk > j.hk > qcb.k, j.lp > j.8hp > df.AIRDASH, j.lp > j.8hp > uf.AIRDASH, j.lp > j.8hp > df.AIRDASH, j.lp > j.mp > j.8hp > uf.AIRDASH, j.2mk > j.8hk > qcf.k j.lp > j.mp > j.8hp > df.AIRDASH, j.8hp > uf.AIRDASH, j.lp > j.mp > j.8hp > j.qcf.mp 31 Hit
st.lk > st.hk > qcb.k > j.8hp > uf.AIRDASH, j.lp > j.8hp > df.AIRDASH, j.lp > j.8hp > uf.AIRDASH, j.lp > j.8hp > df.AIRDASH, j.lp > j.mp > j.8hp > uf.AIRDASH, j.2mk > j.8hk > qcf.k, j.lp > j.mp > j.8hp > df.AIRDASH, j.lp > j.8hp > f.AIRDASH, j.2mk > j.8hk > qcf.k, j.lk > j.8hp > uf.AIRDASH, j.8hp > df.AIRDASH, j.lp > j.8hp > uf.AIRDASH, j.lp > j.mp > j.8hp > j.qcf.mp 36 hit
j.2mk > j.2hk > st.lk > st.hk > sj.lp > j.lk > j.hk > qcb.k, j.lp > j.8hp > f.AIRDASH (SIDESWITCH), j.lp > j.8hp > df.AIRDASH, j.8hp > uf.AIRDASH, j.lk > j.8hp > df.AIRDASH, j.8hp > uf.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > uf.AIRDASH, j.lp > j.8hp > uf.AIRDASH, j.2mk > j.8hk > qcb.k, j.lp > j.8hp > uf.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > uf.AIRDASH, j.lp > j.8hp > uf.AIRDASH, j.2mk > j.8hk > qcb.k, j.lk > j.8hp > uf.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > uf.AIRDASH, j.lp > j.8hp > uf.AIRDASH, j.2mk > j.8hk > qcb.k, j.lk > j.8hp > uf.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > uf.AIRDASH, j.lp > j.8hp uf.AIRDASH, j.2mk > j.8hk > qcb.k, j.lk > j.8hp > uf.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > uf.AIRDASH, j.lp > j.8hp > uf.AIRDASH, j.2mk > j.8hp > qcb.k, j.lk > j.8hp > uf.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > uf.AIRDASH, j.8hp > uf.AIRDASH, j.8hp > uf.AIRDASH, j.8hp > uf.AIRDASH, j.8hp > uf.AIRDASH, j.8hp > j.qcf.mp 99 Hit (TOD) Pretty beefy combo but that's what you could do with refly, you could amp your combo from something like 24-26 hits to 99 Hits without uncombo, note that there could be a chance of j.mk uncomboing once you do it, I honestly don't know how to prevent it from happening outside of watching the positioning of the opponent but if it ever does, unless you are trying to do a big 99 hit combo on purpose, consider it a happy accident due to it dealing alot more damage due to it resetting scaling.
st.lk, cr.mp, st.hk > sj.lp > j.hk > u.AIRDASH, j.lp > j.8hp > qcb.k, j.lp > j.8hp > uf.AIRDASH, j.lp > j.8hp > uf.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > uf.AIRDASH, j.lp > j.8hp > uf.AIRDASH, j.2mk > j.8hk > qcb.k, j.lp > j.8hp > uf.AIRDASH, j.mk > uf.AIRDASH, j.mk > uf.AIRDASH, j.lp > j.mp > j.8hp > uf.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > uf.AIRDASH, j.lp > j.8hp > uf.AIRDASH, j.2mk > j.8hp > qcb.k, j.lk > j.8hp > uf.AIRDASH, j.lp > j.8hp > uf.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > uf.AIRDASH, j.lp > j.8hp > uf.AIRDASH, j.2mk > j.8hk > qcb.k, j.lk > j.8hp > uf.AIRDASH, j.mk > j.8hp >df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > uf.AIRDASH, j.lp > j.8hp > uf.AIRDASH, j.2mk > j.8hk > qcb.k, j.lk > j.8hp > uf.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > uf.AIRDASH, j.lp > j.8hp > uf.AIRDASH, j.2mk > j.8hk > qcb.k, j.lk > j.8hp > uf.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp > df.AIRDASH, j.mk > j.8hp 99 Hit (TOD) Another 99 hit ToD, saw Mr. Reset do this in a match against MyS-Messias. So far this is gonna be what you would usually come up with if you wanna do a ToD that is solely just focusing on doing the Refly without doing any uncombo.
  **Note: If you want j.mk to not uncombo, you want to cancel
          j.8hp to j.mk as fast as possible. If you don't do 
          it fast enough, it will uncombo which is not exactly 
          bad unless you're trying to 99+ hit.

Unless you are doing a long combo for the sake of it, usually you wouldn't opt for that, more room for error and generally it is more demanding in terms of execution. So what do you do? You add uncombos to it.

The refly with uncombos make a perfect combination for making sure your combos kill with one touch efficiently and consistently without dropping.

Here's some examples of it being done on video.

7:25-7:37

2:07-2:20

With a little piece of everything, you could do something like

Combo Hits Notes
st.lk, cr.mp, st.hk > sj.lp > j.lk > j.hk > qcb.k, j.lp > j.8hp, uf.AIRDASH, j.mk > j.8hp > df.AIRDASH xx j.mk > j.8hp > df.AIRDASH xx j.mk > j.8hp > uf.AIRDASH, j.2mk > j,8hk > qcb.k, j.lk > j.8hp xx u.AIRDASH xx j.8hp xx u.AIRDASH, j.lp xx u.AIRDASH j.lp xx u.AIRDASH xx j.lp xx u.AIRDASH j.lp xx u.AIRDASH j.lp > j.8hp Uncombo (TOD) TOD with Knee Dive Refly and Glove Infinite combined with J.mk Uncombo.
st.lk, cr.mp, st.hk > sj.lp > j.lk > j.hk > qcb.k, j.lp > j.8hp, d.AIRDASH, j.8hp > uf.AIRDASH, j.lp > j.mp > j.8hp > df.AIRDASH xx j.mk > j.8hp > df.AIRDASH xx j.mk > j.8hp > uf.AIRDASH, j.2mk > j,8hp > qcb.k, j.lk > j.8hp xx u.AIRDASH xx j.8hp xx u.AIRDASH, j.lp xx u.AIRDASH j.lp xx u.AIRDASH xx j.lp xx u.AIRDASH j.lp xx u.AIRDASH j.lp > j.8hp Uncombo (TOD) Another TOD with Knee Dive Refly and Glove Inf with J.mk Uncombo.


Combos like these make the opponent die without opting for 99+ hit combos. Pretty practical way when it comes to killing the opponent in a jiffy. It also sets you up for guard break. More into that in the next section.

Guard Breaks

These are the tools that make WM do his 200% combos or even just make him win after killing the first character of the opponent's team. They're pretty important to utilize aswell if you wanna take your War Machine to the next level.

Links Notes
hop j.hp > st.hk Pretty easy approach to doing a launching Guard Break. Not a popular choice due to the weird timing also cuz of the flight mode Guard Breaks being more optimal, practical, and consistent to do.
hop j.8hp > st.hk A better version of the link mentioned above due to the angle of j.8hp's normal, still preferred to opt for the flight mode Guard Breaks.

Now before we get to the meat of this, I'll tell you guys the best way to set up for a Guard Break that utilizes Flight Mode, this also works though to be honest for the ones above, just remove the flight mode input and instead just position yourself for the hop.

After Air Combo - j.2mk, qcb.f when you hit the ground then position.

After killing opponent on Ground - qcb.f then position.

Since we got that aside now, lets go for the ones you could opt for in flight mode that are the best.

Links Notes Variations
j.lp > AIRDASH Pretty good to do but inferior to the next one I will mention. Preferred follow ups are. - Glove Infinite ala G.S.S or just any Brazilian War Machine user. Go-To

- j.lp, j.8hp, AIRDASH
- j.lp, j.mp, j.8hp, AIRDASH

j.8hp, AIRDASH This is the Go-To for his Guard Breaks, once u get hit by this, It's over honestly. You are a dead man. - j.8hp, uf.AIRDASH, j.8hp, uf.AIRDASH Go-To

- j.8hp, uf.AIRDASH, j.lk, j.8hp, uf.AIRDASH

Here's some vids showing examples of it being done

Alot of examples here in this vid.


0:34-0:39 1:00-1:10 2:14-2:20

Here is some with the forward Glove that the Brazilians love doing, 3p macro being used or not, this still looks very impressive.


0:27-0:36 1:21-1:28 7:20-7:23 8:08-8:18 (Not A ToD) 9:08-9:16


Once you patch it together, you can get something like.



Combo Damage Notes
qcb.k, j.8hp > uf.AIRDASH, j.8hp > uf.AIRDASH j.8hp > uf.AIRDASH, j.lp > j.mp > j.8hp df.AIRDASH, j.8hp > uf.AIRDASH, j.lp > j.8hp > df.AIRDASH, j.8hp > uf.AIRDASH, j.2mk > j.8hk > qcf.k, j.lk > j.8hp > u.AIRDASH, j.lp xx u.AIRDASH j.lp xx u.AIRDASH xx j.lp xx u.AIRDASH j.lp xx u.AIRDASH j.lp > j.8hp Uncombo (TOD) TOD from Guardbreak with j.8hp loop.
qcb.k, j.8hp > uf.AIRDASH, j.lk > j.8hp > uf.AIRDASH j.8hp > uf.AIRDASH, j.lp > j.mp > j.8hp > df.AIRDASH, j.mk > j.8hp > uf.AIRDASH, j.lp > j.8hp > df.AIRDASH, j.mk > j.8hp > uf.AIRDASH, j.2mk > j.8hk > qcf.k, j.lk > j.8hp > u.AIRDASH, j.lp xx u.AIRDASH j.lp xx u.AIRDASH xx j.lp xx u.AIRDASH j.lp xx u.AIRDASH j.lp > j.8hp Uncombo (TOD) Another TOD from Guardbreak but this time it's started with j.8hp to j.lk j.8hp

Advanced Techniques

Links Notes
st.lp > st.lk, cr.mp > hcb.p, dash > st.lk (OTG), cr.mp > hcb.p Repulsor Blast string loop, pretty cool to land but the timing of the OTG is weird. You could also opt for a launch instead of looping it.
st.lp > st.lk, cr.mp, st.hk > qcf.KK, dash > st.lk (OTG), cr.mp, st.hk > qcf.KK Corner only War Destroyer loop, you gotta delay the dash for some reason, due to the fact that you have to wait until War Destroyer finishes while the opponent is in an OTG state.
j.lp > j.8hp > j.qcf.mp, uf/u.AIRDASH You could actually loop this when you are in flight mode, pretty niche string.
cr.mk > sj.2hk (OTG) > j.8hp > Very tight starter for OTG only strings like the Pseudo Iron Man Infinite Variations or even just hop j.lk to Flight Mode.

Proton Cannon Confirms

Links Notes
Rogue Assist, cr.hp > qcf.PP Rogue assist confirm to Proton Cannon.
cr.mp > cr.hp > qcf.PP Hulk specific Proton Cannon confirm.
j.8hp > dash > st.hp > qcf.PP J.8hp Proton Cannon confirm, another ballsy confirm you could try that resembles Iron Man's Proton Cannon confirm.

Other Infinite Variations

There are other Infinites or loops that were shown to the meta that were common back in the day but were thrown away in favor of new tech. Still cool to do but they are far from optimal due to how outdated they are.

Cr.hp Smartbomb Infinite

This Infinite used to be a favorite among GGPO players until they discovered the art of Uncombos, after discovering those, rarely anyone bothers touching this but it's pretty cool to land not gonna lie. It works by doing one of the strings below in the corner, then dashing while the opponent is in hitstun to do another string.


Variations
st.lp > st.mp, cr.hp > st.lk+mp
st.lk > st.mk, cr.hp > st.lk+mp
cr.lp, st.mk, cr.hp > st.lk+mp
cr.lk, st.mk, cr.hp > st.lk+mp
cr.lp, st.mp, cr.hp > st.lk+mp
cr.lp > cr.lk, st.mp, cr.hp > st.lk+mp
cr.lp > cr.lk, st.mk, cr.hp > st.lk+mp
st.lp > st.lk > st.mp, cr.hp > st.lk+mp
st.lp > st.lk > st.mk, cr.hp > st.lk+mp


Flight Mode Dash Infinite Not to be confused with the Air Juggle we all love, this one is just turning on Flight Mode and then hitting the opponent with normals then cancelling it to Flight Mode, you can rack up to 16-17 hits before Flight Mode ends, and then you could continue the combo by doing a string to launcher if you time it right.





Variations
j.lk > j.mk > f.AIRDASH
j.lp > j.mp > f.AIRDASH
j.lp > j.mk > f.AIRDASH
j.lk > j.mp > j.mk > f.AIRDASH
j.lp > j.mp > j.mk > f.AIRDASH

Unfly

War Machine also has Unfly and the good thing is, his Unfly combos are very similar to how Iron Man does things in MvC2, but the difference in this game is that you gotta delay things a bit unlike in MvC2 where u gotta do the inputs as fast as you could.

Video Note
Here's an example of the Unfly being done.

Here are some strings you could use.

Variations
j.lp > j.8hp xx qcb.k j.8hp > uf/u.AIRDASH, j.lp > j.8hp > qcb.k, j.lk > j.mp > j.8hp
j.lk > j.8hp xx qcb.k j.8hp > uf/u.AIRDASH, j.lp > j.8hp > qcb.k, j.lk > j.mp > j.8hp
j.lp > j.mp > j.8hp xx qcb.k j.8hp > uf/u.AIRDASH, j.lp > j.8hp > qcb.k, j.lk > j.mp > j.8hp
j.lk > j.mp > j.8hp xx qcb.k j.8hp > uf/u.AIRDASH, j.lp > j.8hp > qcb.k, j.lk > j.mp > j.8hp

If you wanna step it up and make things harder, you can try these corner only variations.

Variations
j.lp > j.8hp xx qcb.k j.8hp > qcb.k j.lk > j.mp > j.8hp
j.lp > j.8hp xx qcb.k j.8hk > u.AIRDASH, j.p, j.8hp, qck, j.lp, j.8hp
j.lk > j.8hp xx qcb.k j.8hp > qcb.k j.lk > j.mp > j.8hp
j.lk > j.mp > j.8hp xx qcb.k j.8hp > qcb.k j.lk > j.mp > j.8hp
j.lp > j.mp > j.8hp xx qcb.k j.8hp > qcb.k j.lk > j.mp > j.8hp
j.lp > j.mk > j.8hp xx qcb.k j.8hk > u.AIRDASH, j.lp > j.8hp, qcb.k, j.lp > j.8hp

Traditional Refly

War Machine still has the traditional refly in MvC2 but just like refly in MvC2, it is ballsy hard so it has been unexplored territory with Knee Dive Refly being a thing, outside of TrinNY DAD's Refly Combo which is posted in like years ago.

With traditional refly, you could do links like

Variations
j.8hp > qcb.k xx qcb.k, j.8hp
j.8hp > qcb.k xx qcb.k, j.lp > j.8hp
j.8hp > qcb.k xx qcb.k, j.lk > j.8hp


Probably the hardest thing to pull out with War Machine to be honest due to how fast u gotta turn flight mode on and off.

Pseudo Iron Man MvC2 Infinite

War Machine has alot of Pseudo Iron Man MvC2 Infinite routes, I couldn't say Pseudo Iron Man infinites because at the end of the day, War Machine is a palette swap of Iron Man with some added gizmos. Nonetheless, these links are really tough to do and if you do it in a real match, you're actually a beast in terms of execution, only player I've seen doing it in a real match is Vice-Versa and that man is a monster.

Cr.mp Carries

This is a pretty ballsy loop to do, very stylish though, the hardest part is hitting a Superjump j.lp or j.mk to df/uf/f.Airdash to j.lp j.8hp without accidentally doing a tiger knee shoulder cannon. Very hard string to do but very stylish.


Video Note
Here's an example of it being done in action.
Here's another example of it being done, this time it is done with j.lp instead of j.mk.

You would see this combo being done alot on MotM WM Combo Videos and it is in no way easy to pull off. Which is why only Vice-Versa to my knowledge is the only guy who has done these combos in a live match and maybe Mr.Reset aswell.

Variations
cr.mp xx sj.lp xx df.AIRDASH xx j.lp > j.8hp > cr.mp
cr.mp xx sj.mk xx df.AIRDASH xx j.lp > j.8hp > cr.mp
cr.mp > sj.lp > j.mk xx f.AIRDASH xx j.lp > j.mk > j.8hp > cr.mp Best Used after First Rep
cr.mp xx sj.lp xx df.AIRDASH xx j.lp > j.mk > j.8hp > cr.mp Big Character only
cr.mp xx sj.mk xx df.AIRDASH xx j.lp > j.mk > j.8hp > cr.mp Big Character only

Superjump Carries

These are also pretty hard to execute but what makes this harder is that you got no cr.mp to balance out the positioning, which means you have to angle your super jump and time it precisely or else it won't work at all.

Here's an example of it being done.

Refer to 1:46-1:56

Variations
xx sj.lp xx df.AIRDASH xx j.lp > j.8hp xx sj.lp
*xx sj.mk xx df.AIRDASH xx j.lp > j.8hp xx sj.mk
*xx sj.lp > j.mk xx f.AIRDASH xx j.lp > j.mk > j.8hp xx sj.lp Best Used after First Rep
*xx sj.lp xx df.AIRDASH xx j.lp > j.mk > j.8hp xx sj.lp Big Character only
*xx sj.mk xx df.AIRDASH xx j.lp > j.mk > j.8hp xx sj.mk Big Character only


OTG Hop Infinite

This one is the closest to what we know as the Iron Man Infinite. You could do two reps of it without it coming from OTG but that makes you stuck at two reps only because after that, you have to cancel to Flight Mode or else it will drop. Unless if you will synchronize it with the Superjump/cr.mk Carries or use it as OTG filler.

Examples are referred to here

Refer to 3:24-3:46

This video is full of it, start from 1:49

Variations
(OTG) j.lp > j.mp > j.8hp
(OTG) j.lk > j.mp > j.8hp
(OTG) j.lk > j.mk > j.8hp
(OTG) j.lp > j.mk > j.8hp

Conclusion

Now I guess that is all what is known to War Machine's combo game and just overall briefing of it, try him out, come up with some cool combos, make your opponent bored as hell by turning it into a 1-Man-Combo-Video, and enjoy. War Machine is definitely a character that is fun to learn if you're up for a challenge and that is why he is my fave character of all time to play at this game, and playing this character gave me appreciation and love for Iron Man in MvC2. That is all, I hope you all have fun being a tank with this flying suit of armor.

- WhereisTekken




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