War Machine

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Game: Marvel vs. Capcom 2: New Age of Heroes
War Machine character FAQ, Version 1.1 (first version), 6/19/00
Unpublished work copyright (c) 2000 by Daniel "PhatDan81" Finch
Updates: 1.1 fixed a few typos, touched up some things, added more 
             info about his C.Fierce attack, thanks to cayr@yahoo.com
         1.2 added a Combo Tree to all my FAQ'sa special thanks to 
             3pwood (mayfield_john@hotmail.com) for the concept
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CONTENTS

I.	Introduction
II.	Legend
III.	Regular Moves
IV.	Special Moves
V.	Supers
VI.	Combos
VII.	General Strategy
VIII.	Misc. Stuff
IX.	Legal Stuff
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I.	INTRODUCTION
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Who is War Machine?  Jim Rhodes (a.k.a. Rhodey) is War Machine.  He 
wears a suit equipped with high tech weapons, used for combat.  The 
suit was given to him from Tony Stark (Iron Man), a wealthy 
industrialist who is known for founding status of The Avengers.  Rhodey 
wore the Iron Man suit when Tony became ill.  When Tony returned, he 
awarded Jim with the suit that he wears now for doing a good job.

War Machine's suit is a little more technologically advanced than Iron 
Man's.  War Machine has made appearances in Iron Man and Avengers 
comics.

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II.	LEGEND
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U     Up
D     Down
B     Backward
F     Forward
N     Neutral Position on Joystick
C     Crouching
S     Standing
J     Jump/Jumping
SJ    Super Jump/Jumping
P     Punch
K     Kick
AC    Air Combo
OTG   On The Ground; an attack being performed while the opponent is  
      lying down
LP    Light Punch      Jab
MP    Medium Punch     Strong
HP    Heavy/Hard Punch Fierce
LK    Light Kick       Short
MK    Medium Kick      Forward
HK    Heavy/Hard Kick  Roundhouse

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UNIVERSAL COMMANDS

LP + LK     Calls in second partner
HP + HK     Calls in third partner
Assist 1    Calls in second partner, who steps in and does an attack
Assist 2    Calls in third partner, who steps in and does an attack
Snapback    D, DF, F + Assist, forces the opponent out if they get hit 
            (one HC level)
Variable Counter B, DB, D + Assist (while blocking); tags in partner 
                 who jumps in and does a designated attack
Crossover Combination  Assist 1 + Assist 2

All three characters do one specific super (Hyper Combo) at the same 
time (one to three levels)--two levels causes only two players to come 
out while one level has just the primary character do his super).

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III.	REGULAR ATTACKS
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PUNCHES
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JAB

1.  Standing

An average standing jab, use it to start combos

2.	Crouching

Same as the standing version, use it like almost any other low jab.

3.	Jumping

Same as the standing version, this is for starting air combos.

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STRONG

1.	Standing

It looks a lot like his S.Jab, except it has better range and does more 
damage.  Use it as a ground combo filler.

2.	Crouching

War Machine does a basic uppercut while crouching.  It is a mini-
launcher and combos into a couple of special moves or his real 
launcher.

3.	Jumping

Same as the standing version, this is used as an AC filler.

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FIERCE

1.	 Standing

War Machine extends his arms out, looking as if he is trying to push 
something.  A purple aura appears in front of him.  If it connects, it 
knocks the opponent across the screen.

2.	 Crouching

War Machine fires a purple beam while crouching that covers about 
three-quarters of the screen (thanks to cayr@yahoo.com for clearing 
this up).  It combos into projectile special moves.  It doesn't have a 
very good recovery, so be careful about using it.  It will however 
neutralize both fireballs and [non-super] beams!  Also, the closer the 
opponent is to the beam, the more damage it will do.

3.	 Jumping (use joystick to determine which way he punches)

War Machine extends his arm out and a small beam appears.  You can use 
the joystick to determine which way he punches.  Holding the joystick 
neutral makes him punch straight ahead.  The upward version can be used 
to extend an air combo and the downward and regular versions can be 
used as jump-in attacks.  The upward and regular versions can both be 
used for aerial confrontations.

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KICKS
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SHORT

1.	Standing

A basic shin kick, it's used for starting combos.  The range is as good 
as his S/C.Jab, but it comes out a little faster.

2.	Crouching

A basic low LK, it has about the same range as the standing version and 
it hits low.  Use this to start combos.

3.	Jumping

A basic jumping LK, this is used only as an AC filler.

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FORWARD

1.	Standing

War Machine turns around and extends his leg out.  It has pretty good 
range and is used as a ground combo filler.

2.	Crouching

This is War Machine's knockdown attack.  It has good range but a bad 
recovery.  He extends his leg out and slides forward.

3.	Jumping

War Machine does a funky kick with decent range and is used as an AC 
filler and to combo into a J.U.Fierce or J.U.Roundhouse.

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ROUNDHOUSE

1.	Standing

This is War Machine's launcher.  It has poor horizontal range, but can 
be comboed into off of any jab or short.  It's also his best anti-air 
attack and this also combos into a War Destroyer.

2.	Crouching

War Machine extends his leg straight out while crouching.  It hits 
twice and will knock the opponent across the screen.  It has pretty 
good range.  Use it to counter dash-ins.

3.	Jumping

War Machine does an inverted version of the standing version.  Use this 
as a jump-in attack.

4.	Up (in air)

Same as the standing version, this is used to continue an AC or combo 
into an AC finisher.

5.	Down (Knee Stomp, in air)

War Machine travels downward at about a 45-degree angle, using his 
knees to hit his opponent.  This is used as an overhead attack.  It no 
longer has the priority that it did in the first MVC.  You can't combo 
it into anything anymore.

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IV.	SPECIAL MOVES
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A (*) means that the move can be done in the air.
A (H) means that the move can be cancelled into a super.

AIR DASH (in air) Any direction + 2P

This is a good move for getting across the screen in the air quickly or 
to escape a tough situation.  This can also be used to prolong an air 
combo.

SHOULDER CANNON (*)(H) D, DF, F + P (high version) or K (low version)

In the first MVC, this move caused War Machine to fire a beam.  Now, he 
fires missiles.  The missiles have an advantage over beams: unlike 
beams, missiles do the same amount of damage anywhere on the screen.  
The punch versions make War Machine fire the missiles while standing.  

The kick versions make War Machine fire the missiles while kneeling 
down.  The stronger the attack button used, the more missile War 
Machine will fire, which will also inflict more damage.  Use the kick 
versions for opponents that like to crouch under the high version.  Be 
careful about doing this move because if the opponent jumps over the 
missiles, you could be in trouble.

SMART BOMBS (*)(H) LK + HP 
(Hold B for short-range, N for mid-range and F for long-range)

War Machine fires a bomb out of each shoulder that travel downwards, 
exploding as they either hit the opponent(s) or the ground.  They do a 
pretty good amount of damage and can be comboed into on the ground via 
C.Fierce.  The direction held on the joystick while doing the move 
determines how far across the screen the bombs will travel.

Hold backwards to make them travel short range, neutral position to 
travel mid range and forward to travel long range.  It is easy for the 
opponent to jump over the bombs on the ground.  If they do, you could 
get punished severely.  The recovery time on this move is not very 
good.  Only use the ground version in combos.

REPULSOR BLAST (H) F, DF, D, DB, B + P

War Machine holds out an orb, that has sort of a vacuuming effect.  
This should mainly be used as an anti-air/anti-jump-over attack.  Be 
careful about when to do this move.  It leaves you open to a lot of 
supers.  It does cancel easily into a War Destroyer though.

FLIGHT MODE D, DB, B + K (repeat the motion to end)

War Machine floats around while being able to attack.  There are many 
different uses for this.  It main uses are for hit-and-run for 
prolonging AC's.  Another use for this is throwing out Smart Bombs at 
your grounded opponent.  Be careful when using this because War Machine 
cannot block while he's doing this.

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V.	SUPERS (HYPER COMBOS)
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PROTON CANNON D, DF, F + 2P

A giant gun appears above War Machine and War Machine supports it on 
his shoulder and fires a bunch of missiles at the opponent.  It does 
very good damage but is very difficult to connect.  The best way to get 
this to connect is off of an assist attack.  Unlike Iron Man's version, 
War Machine cannot combo into his.  

Never throw this out at random.  It has a slow start up and recovery 
delay.  Plus, the opponent has plenty of time to super jump over the 
whole thing and make you take it from behind.  The best time to use 
this is in a Crossover Combination or as a THC filler.  If you find an 
effective way to get this to connect, e-mail me and I'll put it up and 
give you credit for it as well.

WAR DESTROYER D, DF, F + 2K

Now this super is much more useful.  War Machine pulls out a giant 
missile launcher mounted on his back and fires missiles straight up and 
then fall down to where your opponent is.  This super is much better 
because it can be comboed into via S.Roundhouse and it does more block 
damage.  Plus it has a very quick recovery to it and can be cancelled 
into off of a Repulsor Blast.

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VI.	COMBOS
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MAGIC SERIES

Zigzag, anywhere on the screen
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Launchers         C.Strong/DF.Fierce (mini-launcher), S.Roundhouse
Knockdown         C.Forward
Strikes           S.Fierce, C.Roundhouse
AC Finishers      SJ.F.Fierce, SJ.D.Fierce, SJ.F.Roundhouse, 
                  SJ.D.Roundhouse Shoulder Cannon, Fierce Air Throw, 
                  Roundhouse Air Throw
Assists				
  A   jab Shoulder Cannon     Proton Cannon
  B   jab Repulsor Blast      War Destroyer
  C   short-range Smart Bombs War Destroyer

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War Machine should start combos with a jump-in attack.  J.Fierce may be 
replaced with J.Jab, J.Strong.  When a jump-in attack connects, you 
will usually need to dash, then continue the combo accordingly.  Combos 
1 through 5 and 8 may start with a jump-in attack.  U.Roundhouse may be 
replaced with U.Fierce in the air.

1.	S.Jab, Snapback
2.	S.Jab, S.Short, S.Fierce, Shoulder Cannon
3.	C.Short, C.Strong, S.Fierce
4.	C.Short, C.Strong, Snapback
5.	C.Short, C.Strong, Repulsor Blast
6.	C.Fierce, Shoulder Cannon
7.	C.Fierce, Smart Bombs
8.	S.Short, S.Roundhouse, War Destroyer
9.	J.Fierce, S.Jab, S.Roundhouse, War Destroyer
10.	In Corner: J.Fierce, S.Jab, S.Roundhouse, War Destroyer, S.Short 
      (OTG), C.Strong, S.Fierce, Shoulder Cannon
11.	J.Fierce, C.Short, C.Strong, Repulsor Blast, War Destroyer
12.	In Corner: J.Fierce, C.Short, C.Strong, Repulsor Blast, War 
      Destroyer, S.Short (OTG), C.Strong, S.Fierce, Shoulder Cannon
13.	J.Fierce, S.Jab, S.Roundhouse, SJ (Jab, Short, Strong, Forward,  
      U.Roundhouse, Shoulder Cannon)
14.	J.Fierce, S.Jab, S.Roundhouse, SJ (Jab, Short, Strong, Forward,  
      U.Roundhouse), Flight Mode (Jab, Short, Strong, Forward,  
      U.Roundhouse, Shoulder Cannon)
15.	J.Fierce, S.Jab, S.Roundhouse, SJ (Jab, Short, Strong, Forward, 
      U.Roundhouse), Air Dash (Jab, Short, Strong, Forward,  
      U.Roundhouse), Flight Mode (Jab, Short, Strong, Forward, 
      U.Roundhouse, Shoulder Cannon)
16.	J.Fierce, C.Short, C.Strong, S.Roundhouse, War Destroyer
17.	J.Fierce, C.Short, C.Strong, S.Roundhouse, SJ (Jab, Short, 
      Strong, Forward, U.Roundhouse), Air Dash (Jab, Short, Strong,  
      Forward, U.Roundhouse), Flight Mode (Jab, Short, Strong, Forward, 
      U.Roundhouse, Shoulder Cannon)
18.	In Corner: Air Smart Bombs, J.Fierce, C.Short, C.Strong, 
      S.Roundhouse, War Destroyer, S.Short (OTG), C.Strong, S.Fierce, 
      Shoulder Cannon
19.	In Corner: Air Smart Bombs, J.Fierce, C.Short, C.Strong, 
      S.Roundhouse, SJ (Jab, Short, Strong, Forward, U.Roundhouse), Air 
      Dash (Jab, Short, Strong, Forward, U.Roundhouse), Flight Mode 
      (Jab, Short, Strong, Forward, U.Roundhouse, Shoulder Cannon)

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COMBO TREE

Thanks to 3pwood (mayfield_john@hotmail.com) for this concept.  This is 
basically a tree of what attacks combo into other attacks.  This does 
not list every possibility but is basically to give you an idea of what 
attacks to do according to the attacks you start with.

    START

                       [Air Smart Bombs (in corner)]
                                     |
                                     |
    Repulsor Blast        J.Fierce, J.Roundhouse               C.Fierce
           |                         |                             |
           |                         |                             |
           |           -------------------------------          ___|
           |          |                               |        |
           |          |                               |     Shoulder
           |--->S.Jab/S.Short                      C.Short  Cannon,
           | |        |                               |      Smart  
           | |        |                               |      Bombs
       ____| |  S.Roundhouse<---------------------C.Strong
      |  ____|        |                               |
      | |             |                               |
      | |  -----------------------            ------------------                    
      | | |                       |          |                  |
      | | |                       |          |                  |
   War Destroyer               SJ.Jab    S.Fierce            Repulsor 
                              SJ.Short       |                Blast
                              SJ.Strong      |                  |
                             SJ.Forward   Shoulder              |
                             SJ.U.Fierce   Cannon         War Destroyer
                                  |
                               Air Dash
                                  |
                               SJ.Jab
                              SJ.Short
                              SJ.Strong
                             SJ.Forward
                             SJ.U.Fierce
                                  |
                             Flight Mode
                                  |
                               SJ.Jab
                              SJ.Short
                              SJ.Strong
                             SJ.Forward
                             SJ.U.Fierce
                                  |
                                  |
                            Shoulder Cannon

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TEAM HYPER COMBOS

Both of War Machine's supers do well in THC's.  War Destroyer can set 
your partner up for any vertical super, while Proton Cannon can set a 
partner up for a whole bunch of supers.  They can also be good fillers 
and finishers for THC's.  IF you find any possibilities for THC's and 
it isn't listed here, e-mail me and I'll put it up and give you credit 
for it as well.

A.	1. (War Machine) Proton Cannon 2. Any beam super, Captain Storm, 
      Weapon X, Venom Web, Head Crush, Maximum Spider or Blodia Vulcan; 
      if close or in corner: any rushing super, any dragon punch super,  
      Final Justice, Crossfire Blitz (Charlie's version), Omega 
      Destroyer, Fatal Claw, Ultimate Web Throw, Gamma Wave, Gamma 
      Quake, Gamma Crush (in corner), Blodia Punch, Saotome Cyclone (in 
      corner) 3. Third partner's super

B.	1. (War Machine) War Destroyer 2. Any vertical super, Captain 
      Sword, Blodia Vulcan, Shinkuu-Hadouken (Sakura's version), Omega 
      Destroyer, Super Optic Blast, Fatal Claw or Venom Web 3. Third 
      partner's super

C.	1. Any beam super, any rushing super, and dragon punch super, 
      Omega Destroyer, Blodia Punch, Gamma Quake or Venom Web 2. (War 
      Machine) Proton Cannon 3. Any beam super, Captain Storm, Weapon 
      X, Venom Web, Head Crush, Maximum Spider or Blodia Vulcan; if 
      close or in corner: any rushing super, any dragon punch super, 
      Final Justice, Crossfire Blitz (Charlie's version), Omega 
      Destroyer, Fatal Claw, Ultimate Web Throw, Gamma Wave, Gamma 
      Quake, Gamma Crush (in corner), Blodia Punch, Saotome Cyclone (in 
      corner)

D.	1. Any vertical super, any dragon punch super, Darkness Illusion 
      (while opponent is in air), Ragnarok (while opponent is in air), 
      Gamma Crush, Gamma Quake, Fatal Claw, Venom Web, Final Atomic 
      Buster, Final Justice, Crossfire Blitz (Guile's version) or  
      Carbonadium Smash; in corner: any rushing super or any beam super 
      2. (War Machine) War Destroyer 3. Any vertical super, Captain 
      Sword, Blodia Vulcan, Shinkuu-Hadouken (Sakura's version), Omega 
      Destroyer, Super Optic Blast, Fatal Claw or Venom Web

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VII.	GENERAL STRATEGY
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War Machine is an air combo/keep-away character.  He strives on long, 
nasty air combos and keep-away.  He plays great close up or far away.  
When playing far away, don't keep throwing out Shoulder Cannons, hoping 
you will cheese your opponent to death or think that they'll be dumb 
enough not to block, jump over or crouch under the missiles.  You'll 
just find yourself inserting two more quarters by doing this.

Instead, when you're playing at a distance, mix up your high and low 
Shoulder Cannons, C.Fierce and air Smart Bombs.  Don't ever throw 
ground Smart Bombs out at random.  If they get jumped over, you'll be 
in serious trouble.  If an opponent jumps over a C.Fierce, cancel into 
a Repulsor Blast.  One thing you should do often is super jump 
backwards so that your back is against the wall and throw out some 
Smart Bombs out.  There really isn't much that can be done to counter 
this attack.

If the opponent tries to jump in, use Repulsor Blast or S.Roundhouse.  
Counter dash-ins with a S.Fierce or C.Roundhouse. Use Flight Mode to 
stay above your opponent.  While using Flight Mode, use your Smart 
Bombs while they are on the ground.  If they jump, use Shoulder Cannon.  
If you see them starting up a super that may hit you, cancel out of 
Flight Mode immediately.

When playing close, mix up your high attacks, low attacks, jab/short 
Shoulder Cannons, air Smart Bombs and your launcher attack.  Always 
start your attacks with a jump-in with War Machine.  Focus on 
connecting air combos and War Destroyer as much as possible.

War Machine's ground combos are not very effective.  His air combos and 
War Destroyer do much more damage.  The advantage War Machine has with 
air combos is that he can do up to three sets of air combos as one air 
combo.

Repulsor Blast and S.Roundhouse are very good anti-air attacks.  
Repulsor Blast usually confuses the opponent and they end up getting 
hit by it, setting you up for an OTG afterwards.  S.Roundhouse will set 
you up for an air combo or War Destroyer if it connects.  If a 
S.Roundhouse gets blocked, cancel into a jab Shoulder Cannon.

War Machine does well in aerial confrontations.  J/SJ.Fierce should be 
the most commonly used attack for aerial confrontations.  For opponents 
that are above you, use J/SJ.U.Roundhouse.  For opponents that are 
below you, use J/SJ.D.Roundhouse.  Shoulder Cannon can be used for 
opponents that are above you or are at the same level.

Assists A and B are War Machine's best assists.  Assist A can be used 
to help out characters that don't play well from a distance or to 
surprise your opponent.  War Machine is usually safe while he's doing 
this.  Assist B is a mostly defensive assist.  It's used to set your 
partner up for a super, as an anti-air attack or to help your partner 
out of corner pressure.  It can also be used as a decoy.  Throw it out 
at random and if your opponent tries attacking War Machine, dash up to 
your opponent and punish them.

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VIII.	MISC. STUFF
============================================================================
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ADVANTAGES AND DISADVANTAGES

ADVANTAGES

1.	Excellent keep-away character
2.	Plays well close
3.	Plays well offensively and defensively
4.	High-priority, high-damaging air combos
5.	High-damaging, combinable super
6.	Good confuser
7.	Good anti-air attacks
8.	Good mid-air priority
9.	Multi-directional air dash
10.	Flight Mode
11.	Good versatility

DISADVANTAGES

1.	Recovery delays on all his special moves
2.	Low-priority ground combos
3.	Slightly difficult to learn
4.	Poor variety in terms of combos
5.	Cannot block during Flight Mode
6.	Poor dash-in priority

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SPECIAL FEATURES

I already mentioned these earlier, but I'll put them here anyway.  War 
Machine has a multi-directional air dash (any direction + 2P).  He can 
dash in any direction in the air.  It can be used to prolong an air 
combo, to escape an attack or to get across the screen in the air.  He 
can also use this to go off the screen.  Just super jump and dash 
upward.

He also has a Flight Mode (D, DB, B + K) which can be activated 
anywhere on the screen.  It is used as a keep away move and can also be 
used to prolong air combos.  However, he cannot block so be careful 
about using it.  If you want to end it, do a Knee Stomp or do the 
command again.

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Any comments, questions or suggestions?  E-mail me at dan@finch.com.
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ACKNOWLEDGEMENTS

Kmegura for info about War Machine and the differences between Iron Man 
      and War Machine
MVCMasters (members.tripod.com/mvc_central) for some of the combos
Capcom for making such a cool game
Cayr Desanea (cayr@yahoo.com) for the info about War Machine's C.Fierce
3pwood (mayfield_john@hotmail.com) for the Combo Tree concept

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IX.	LEGAL STUFF
============================================================================

This FAQ is copyright (C) 2000 by Daniel Finch.  No part of this FAQ 
may be reproduced or redistributed in any way, shape or form.  It can-
not be displayed publicly or on the Internet in its original, unedited, 
unaltered format.  It may not be used in any publications whatsoever.  
Any commercial, Internet or any other public use of this document is 
prohibited without written permission from the author, Daniel Finch.  
Any type of profit from this FAQ is also prohibited as well as any pro-
motional use of this FAQ.  War Machine, Iron Man and The Avengers are 
registered trademarks of Marvel Comics.  Sakura, Charlie, Guile and 
Marvel vs. Capcom 2: New Age of Heroes are registered trademarks of 
Capcom.
