Mega War Machine
"You can chalk up that loss to experience!"
War Machine's been tinkering with his armor. He's become an unstoppable powerhouse like Mega Zangief! Like Mega Gief, he takes very little damage, he cannot be tripped or launched and auto combo supers will not work on him. However, he cannot block, so you've got to be constantly attacking in order to win with him. He's got different specials and supers from regular War Machine and he's a lot slower but he basically plays the same way.
For the code to play as Mega War Machine and other secret characters, click here!
Knee Stomp (air)
+MK
While in the air, Mega War Machine bends his knees, fires his boot rockets and quickly stomps on his opponent. It's a good surprise move to pull off because he falls at a much faster rate than normal. It's a good idea to always cancel this move into a J.Fierce to prevent War Machine from bouncing off of his opponent.
Short Beam
+HP
Mega War Machine crouches down and shoots out a little beam from his shoulder mounted cannon. It only goes about a third of the screen and doesn't do too much damage. However, it is extremely quick and is useful for surprising his opponents.
Shoulder Cannon 

+P
Instead of having a long range beam attack like the regular version, Mega War Machine fires out powerful missiles at his opponents. Use them like you would Ryu's Hadokens. They can be shot out in the air making them effective AC finishers. They're not that great at keep away, but attack power makes them very useful in combos.
Low Shoulder Cannon 

+K
This acts just like the normal standing Shoulder Cannon except Mega War Machine gets down on his knees before firing the missile. This is useful against the smaller characters that like to duck under the high version. Watch out for jumping opponents though.
Smart Bomb LP + MK
Mega War Machine's shoulder pads open up and he releases a few spiked bombs that fall downward and explode on impact doing a lot of damage. Mix em up with his other moves to keep your opponents blocking and on their toes. This can be done in the air as well, letting Mega WM air strike his opponents from above.
Proton Cannon 

+2P(Level One)
Mega War Machine shouts, "Here's my Sunday best! Proton Cannon!" as a big, bad cannon appears out of nowhere. He then supports it on his shoulders and fires several powerful missiles at his opponent. If his opponent hits the barrel as it's forming, they'll bounce into the missiles for some easy damage. However, it takes forever to form and will be blocked almost every time. Try to set it up with a helper attack or in a team super. Don't use this super to do chipping damage because it takes him forever to recover, giving his opponent an opportunity to attack if they block it.
War Destroyer 

+2K(Level One)
Mega WM shouts, "Geronimo! War Destroyer" as a huge backpack appears behind him which launches a whole bunch of missiles straight up. The missiles track your opponent and fall on their position. Your opponent can dodge them if they're quick though. This super is best used as a surprise tactic, an air counter or after a launcher.
Shoulder Cannon 

HP+HK(Level One)
Similar in effectiveness to Ryu's Hadoken. Use it one single hit attacks or close range projectiles. Normally, it would be suicide to try this counter against multi hitting supers, but since Mega War Machine is unstoppable, he should be able to take a few hits and then hit his opponent with the missile. Don't try it on beam supers though cause those things just kill MWM.
Proton Cannon 

HP+HK(Level Two)
This super will support and complement just about anything else when paired up. Watch out though because if Gold War Machine is the second character, he'll be vulnerable cause of it's horrible recovery delay. Set up his team super with a helper attack.
| Combos | Strategies |
� 1998 Migs Rustia: [email protected]
I need your feedback, contributions and suggestions! Help me out so we can make the best MVC site on the net!
Capcom characters trademark of Capcom, Marvel characters trademark of Marvel Comics