hide results

    War Machine by PhatDan81

    Version: 1.5 | Updated: 07/21/00 | Printable Version | Search This Guide

    WAR MACHINE
    
    =======================================================================
    Game: Marvel vs. Capcom 2: New Age of Heroes
    War Machine character FAQ, Version 1.5, 7/21/00
    Unpublished work copyright (c) 2000 by Daniel "PhatDan81" Finch
    E-Mail: dan@finch.com
    =======================================================================
    CONTENTS
    
    I.	Background
    II.	Legend
    III.	Regular Moves
    IV.	Special Moves
    V.	Supers
    VI.	Combos
    VII.	General Strategy
    VIII.	Misc. Stuff
    IX.	Legal Stuff
    =======================================================================
    I.	BACKGROUND
    =======================================================================
    
    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 indus-
    trialist, who is known for having 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 both Iron Man and Avengers 
    comics.
    
    =======================================================================
    II.	LEGEND
    =======================================================================
    
    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
    
    ----------------------------------------
    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).
    
    =======================================================================
    III.	REGULAR ATTACKS
    =======================================================================
    -----------------------------------------------------------------------
    PUNCHES
    -----------------------------------------------------------------------
    JAB
    
    1.	Standing
    
    A conventional 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, except a small flashy thing appears in 
    front of his fist—he also angles his arm down slightly.  This is for 
    starting air combos and only for that.
    
    -----------------------------------------------------------------------
    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
    
    War Machine opens one of the cannons in his shoulder and shoots out a 
    small laser.  Use it as an AC filler.
    
    -----------------------------------------------------------------------
    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.  Use it to counter dash-ins, 
    neutralize fireballs and to combo into a Shoulder Cannon in the corner.
    
    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.  If it gets jumped 
    over, quickly cancel into a Repulsor Blast to avoid punishment.
    
    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.
    
    -----------------------------------------------------------------------
    KICKS
    -----------------------------------------------------------------------
    SHORT
    
    1.	Standing
    
    A basic shin kick, it's used for starting combos.  The range isn't 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
    
    Same as the standing version, use it as an AC filler and only for that.
    
    -----------------------------------------------------------------------
    FORWARD
    
    1.	Standing
    
    War Machine turns around and extends his leg straight 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.
    
    -----------------------------------------------------------------------
    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 or a C.Strong.  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 and folds his 
    other leg--a flashy thingy appears in front of the bottom of his foot.  
    It hits twice and will knock the opponent across the screen.  It has 
    pretty good range--use it to counter dash-ins.  It basically has the 
    same priorities as a S.Fierce, except it has better range yet a slower 
    recovery delay.  Just like his S.Fierce, this attack will neutralize 
    fireballs.
    
    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 to 
    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.
    
    =======================================================================
    IV.	SPECIAL MOVES
    =======================================================================
    
    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 missiles 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 hit either 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 backward 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 into either one of his supers though, or you can also OTG 
    afterwards.
    
    FLIGHT MODE D, DB, B + 2K (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 and 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.
    
    =======================================================================
    V.	SUPERS (HYPER COMBOS)
    =======================================================================
    
    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 a little tricky to connect.  The best way to 
    get this to connect is off of an assist attack, Repulsor Blast or a jab 
    Shoulder Cannon in the corner.  Unlike Iron Man's version, War Machine 
    cannot combo into his off of any regular attacks.  However, just like 
    Iron Man's version, you can OTG afterwards in the corner if it 
    connects.
    
    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.  If it connects in the corner, you can 
    OTG afterwards.
    
    =======================================================================
    VI.	COMBOS
    =======================================================================
    -----------------------------------------------------------------------
    MAGIC SERIES
    
    Zigzag, anywhere on the screen
    -----------------------------------------------------------------------
    Launchers         C.Strong (mini-launcher), S.Roundhouse
    Knockdown         C.Forward
    Strikes           S.Fierce, C.Roundhouse
    Snapback          S.Fierce
    AC Finishers      SJ.Fierce, SJ.D.Fierce, SJ.Roundhouse, Knee Stomp 
                      Shoulder Cannon, Fierce Air Throw
    Assists/Crossover Counter     Crossover Combination				
      A   jab Shoulder Cannon     Proton Cannon
      B   jab Repulsor Blast      War Destroyer
      C   short-range Smart Bombs War Destroyer
    
    -----------------------------------------------------------------------
    War Machine should start combos with a jump-in attack.  J.D.Fierce may 
    be replaced with J.Roundhouse or J.Jab, J.Strong.  S.Fierce may be 
    replaced with C.Roundhouse.  When a jump-in attack connects, you will 
    usually need to dash, then continue the combo accordingly.  Combos 1 
    through 6 may start with a jump-in attack.  Whenever you combo into a 
    Shoulder Cannon, always use the jab version, unless you're comboing it 
    off of a C.Fierce.  To start a jump-in with Smart Bombs, you must be 
    super jumping so you can do a J.D.Fierce afterwards.
    
    1.  S.Jab, Snapback
    2.  S.Jab, S.Strong, Snapback
    3.  S.Jab, S.Strong, S.Fierce
    4.  C.Short, C.Strong, Snapback
    5.  C.Short, C.Strong, S.Fierce
    6.  C.Short, C.Strong, Repulsor Blast
    7.  C.Fierce, Shoulder Cannon
    8.  C.Fierce, Smart Bombs
    9.  J.D.Fierce, S.Short, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, 
        [AC Finisher])
    10. J.D.Fierce, S.Roundhouse, War Destroyer
    11. J.Short, J.Forward, S.Roundhouse, War Destroyer
    12. J.D.Fierce, C.Short, C.Strong, S.Roundhouse, War Destroyer
    13. Opponent Jumps In: S.Roundhouse, War Destroyer
    14. Opponent Jumps In: Repulsor Blast, Proton Cannon
    15. Opponent Jumps In: Repulsor Blast, War Destroyer
    16. J.D.Fierce, C.Short, C.Strong, Repulsor Blast, S.Short(OTG), 
        S.Roundhouse, War Destroyer
    17. C.Short, C.Strong, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, 
        U.Fierce, U.Roundhouse, Shoulder Cannon)
    18. C.Short, C.Strong, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, 
        U.Fierce), Flight Mode (Jab, Strong, U.Fierce, U.Roundhouse, 
        Shoulder Cannon)
    19. C.Short, C.Strong, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, 
        U.Fierce), Air Dash (Jab, Strong, U.Fierce), Flight Mode (Jab, 
        Strong, U.Fierce, U.Roundhouse, Shoulder Cannon)
    20. Opponent Jumps In: S.Roundhouse, SJ.(Jab, Short, Strong, Forward, 
        U.Fierce), Air Dash (Jab, Strong, U.Fierce), Flight Mode (Jab, 
        Strong, U.Fierce, U.Roundhouse, Shoulder Cannon)
    21 J.D.Fierce, C.Short, C.Strong, Repulsor Blast, S.Short(OTG), 
        C.Strong, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, U.Fierce), 
        Air Dash (Jab, Strong, U.Fierce), Flight Mode (Jab, Strong, 
        U.Fierce, U.Roundhouse, Shoulder Cannon)
    
    CORNER COMBOS
    
    War Machine has quite a few combo possibilities in corner.  Always take 
    advantage of this.
    
    22. Air Smart Bombs, J.D.Fierce, C.Short, C.Strong, S.Fierce, Shoulder 
        Cannon
    23. Air Smart Bombs, J.D.Fierce, C.Short, C.Strong, S.Fierce, Shoulder 
        Cannon, Proton Cannon, C.Short(OTG), C.Roundhouse
    24. Air Smart Bombs, J.D.Fierce, S.Short, S.Roundhouse, War Destroyer, 
        S.Short(OTG), S.Fierce, Shoulder Cannon
    25. Air Smart Bombs, J.D.Fierce, C.Short, C.Strong, Repulsor Blast, 
        Proton Cannon, C.Short(OTG), C.Roundhouse
    26. Air Smart Bombs, J.D.Fierce, C.Short, C.Strong, Repulsor Blast, War 
        Destroyer, S.Short(OTG), S.Fierce, Shoulder Cannon
    
    -----------------------------------------------------------------------
    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 
    attacks that will combo into other attacks.  It's also to give you an 
    idea of how to combo with War Machine.
    
        START
    
                           [Air Smart Bombs (in corner)]
                                         |
                                         |
        Repulsor Blast        J.D.Fierce, J.Roundhouse             C.Fierce
               |                         |                             |
               |                         |                            _|
               |           -----------------------------             |
               |          |                             |            |
               |          |                             |         Shoulder
               |--->S.Jab/S.Short                    C.Short<-    Cannon,
               | |        |                             |     |    Smart  
               | |        |                             |     |    Bombs,
           ____| |  S.Roundhouse<-------------------C.Strong  | (in corner)
          |  ____|        |                             |      ---Repulsor
          | |             |                             |          Blast
          | |  -----------------------            ------------------                    
          | | |                       |          |                  |
          | | |                       |          |                  |
       War Destroyer               SJ.Jab    S.Fierce            Repulsor 
              |                   SJ.Short       |                Blast
              |                   SJ.Strong      |                  |
           S.Short               SJ.Forward  (in corner)            |
              |                  SJ.U.Fierce  Shoulder------>Proton Cannon,
              |                       |        Cannon        War Destroyer
          C.Strong                 Air Dash                         |
              |                       |                             |
              |                    SJ.Jab                        S.Short
          S.Fierce                SJ.Strong                         |
              |                  SJ.U.Fierce                        |
              |                       |                         C.Strong
           Shoulder                   |                             |
            Cannon               Flight Mode                        |
                                      |                         S.Fierce
                                      |                             |
                                   SJ.Jab                           |
                                  SJ.Strong                      Shoulder
                                 SJ.U.Fierce                      Cannon
                               SJ.U.Roundhouse
                                      |
                                      |
                                Shoulder Cannon
    
    -----------------------------------------------------------------------
    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
    
    =======================================================================
    VII.	GENERAL STRATEGY
    =======================================================================
    
    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.
    
    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 either an OTG or your super of choice 
    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 or Smart Bombs.
    
    Both of War Machine's supers are very useful.  Both of them can be used 
    in combos and they do very good damage and block damage.  Proton Cannon 
    does very good damage—the missiles will do the same amount of damage 
    anywhere on the screen.  Although it can't be comboed into off of any 
    regular attacks like Iron Man's, it's still effective and you should 
    use it as much as possible.
    
    It combos off of a Repulsor Blast.  It can also be cancelled into 
    immediately after a S.Fierce, Shoulder Cannon combo.  If it connects in 
    the corner, you can OTG afterwards.  Don't throw this super out at 
    random.  It has a slight startup and an awful recovery delay.
    
    War Destroyer is also a good super and you should also take advantage 
    of this as much as possible also.  It combos off of a S.Roundhouse or 
    off of a Repulsor Blast.  You can also OTG after this in the corner.  
    Although it doesn't do as much damage as Proton Cannon, it does better 
    block damage and is much more difficult for your opponent to avoid it.  
    It also has a quick startup and recovery so you can afford to throw it 
    out at random against a distanced or airborne opponent.  Use it to 
    finish off an opponent with almost nothing left on their life bar.
    
    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.Roundhouse or Knee Stomp.  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.
    
    =======================================================================
    VIII.	MISC. STUFF
    =======================================================================
    -----------------------------------------------------------------------
    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
    
    -----------------------------------------------------------------------
    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 + 2K) 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.
    
    -----------------------------------------------------------------------
    IRON MAN AND WAR MACHINE, THE DIFFERENCES
    
    There are some differences between Iron Man and War Machine and I'm not 
    just talking beams and missiles either.  Below are some primary 
    differences between the two.  Thanks to KMegura for this info.
    
    1.  Iron Man's C.Fierce makes him fire a missile that travels across 
        the entire screen, which neutralizes single-hitting projectile  
        attacks and does the same amount of damage from any range.  War 
        Machine's C.Fierce makes him fire a beam that covers about three-
        quarters of the screen.  It neutralizes both fireballs and [non-
        super] beams and weakens the farther away it is from War Machine.
        The overall damage is higher than Iron Man's version.
    
    2.  Iron Man's primary projectile attack (Unibeam) makes him fire a 
        beam, which weakens the farther away it is from him.  War Machine's 
        primary projectile (or projectiles, rather) attack makes him fire 
        missiles, which do the same amount of damage anywhere on the 
        screen, but do less overall damage than the Unibeam.  War Machine's 
        fierce Shoulder Cannon starts up faster than Iron Man's fierce 
        Unibeam.
    
    3.  When Iron Man's Unibeam connects in the corner, it sets him up for 
        a mini-air combo to air combo combination.
    
    4.  Iron Man's Proton Cannon starts up faster, does more overall damage 
        and can be comboed into off of a C.Strong--his Proton Cannon shoots 
        out a beam, which weakens the farther away it is from Iron Man.  
        War Machine's Proton Cannon does not combo off of a C.Strong.  His  
        Proton Cannon shoots out missiles which do the same amount of 
        damage from any range.  It also starts up slower than Iron Man's 
        version.
    
    5.  War Machine has an additional super, War Destroyer, while Iron Man 
        has only a Proton Cannon super.
    
    6.  Iron Man is faster and can combo more easily on the ground than War 
        Machine can--Iron Man can do S.Short, S.Forward, S.Roundhouse, 
        while this doesn't work for War Machine.
    
    7.  Iron Man's C.Jab, S.Roundhouse and C.Roundhouse all do less damage 
        than War Machine's versions.
    
    -----------------------------------------------------------------------
    Any comments, questions or suggestions?  E-mail me at dan@finch.com.
    -----------------------------------------------------------------------
    ACKNOWLEDGEMENTS
    
    KMegura for info about War Machine and the differences between Iron Man 
          and War Machine
    MVCMasters (members.tripod.com/mvc_central) for some combos
    Capcom for making such a cool game
    Cayr Desanea (cayr@yahoo.com) for the info about War Machine's C.Fierce 
          and C.Roundhouse attacks
    3pwood (mayfield_john@hotmail.com) for the Combo Tree concept
    JPlatt (tetsuo1@home.net) and shoryuken.com for the combos 
    
    -----------------------------------------------------------------------
    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's—a special thanks to 3pwood 
        (mayfield_john@hotmail.com) for the concept
    1.3 added more combos thanks to JPlatt (tetsuo1@home.net) and 
        shoryuken.com
    1.4, 1.41 Revised the combos section, fixed a few typos, touched up a 
        few things
    1.5 Added info about War Machine's C.Roundhouse, added a list of  
        differences between War Machine and Iron Man
    
    =======================================================================
    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 all registered trademarks of 
    Capcom.