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Marvel vs Capcom/War Machine

From SuperCombo Wiki
Mvc1warmachine.gif

Introduction

Pros Cons
  • Excellent zoning specials
  • Damaging normals
  • Flight Command Move
  • Big Target
  • Hyper Combos can be evaded or countered easily at the correct distance

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
Capcom Characters
Captain Commando
Chun Li
Jin
Lilith
Mega Man
Morrigan
Roll
Ryu
Shadow Lady
Strider
Zangief
Marvel Characters
Captain America
Gambit
Gold War Machine
Hulk
Hyper Venom
Orange Hulk
Spider Man
Venom
War Machine
Wolverine