Marvel vs Capcom/War Machine/Combos

From SuperCombo Wiki

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

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