Mega War Machine
"Superior technology triumphs again!"
Mega War Machine is a tough character to get a handle on. I don't know whether to call him a crappy character or a great character. In case you didn't know, he's basically War Machine but with Mega Armor. This means that he cannot be made to flinch and he takes damage very slowly. However, he cannot block and it takes a lot of mind games and skill to win with him. Definitely not a character for the inexperienced.
Advantages
- Mega War Machine can still play a pretty mean game of keep away. He's lost War Machine's Repulsor Blast and ability to fly, but his missiles and smart bombs should be enough to keep any opponent away from him. His armor also allows him to trade hits with any opponent while super jumping.
- Most of Mega War Machine's moves have extreme recovery delay. If an opponent manages to dodge a Proton Cannon or Shoulder Cannon, they'll be able to hit War Machine freely until he recovers. What makes this so bad is the fact that Mega War Machine slows down when he is being attacked. Don't get predictable or stupid. Always make sure that your attacks connect or are at least blocked.
- Remember that War Machine can OTG after a Fierce throw into the corner. Tack on some extra hits for some easy extra damage.
- War Machine's Knee Stomp and J.Fierce are his best jump in attacks. You could also use a Smart Bomb beforehand to score some additional damage and to prevent him from getting hit by anti air moves. When jumping in, never use anything but a Knee Stomp, J.DN.Fierce combo. It's all you'll ever need.
- Never pull out the Proton Cannon out of nowhere. Make sure it connects or War Machine will be as good as dead. Why? Well, the recovery delay on that move is horrible and it gives the opponent a big opportunity to counter attack. The best way to set this move up is with a helper attack. It's cheesy but effective.
- If you must do block damage, the War Destroyer is a better choice. It leaves him very safe and chips just as much lifebar as the Proton Cannon. Try to catch em in the air for maximum damage.
- Mega War Machine's worst enemies are definitely beam supers. For some reason that I can't figure out, beam supers seem to do twice as much damage on him. Avoid em at all costs! As soon as you see your opponent doing the super, super jump and start dropping those Smart Bombs. The extra hang time should be enough to prevent him from getting hit and the bombs might even hit his opponent.
- If you find yourself getting comboed by a pesky dialer, then it's best to stop his attack with a quick jab or short. Anything else will take too long and too much damage will be done. If you think that your opponent is brain dead, then try pulling off a War Destroyer at the beginning of their combo.
Second Form - This is an even tougher fight! Whenever you see an opening, hit him with either of War Machine's supers. The Proton Cannon is recommended because it does more damage. When you don't have a super meter charged, just jump and hit him with an air combo. Don't try any Shoulder Cannons cause he won't be able to attack while recovering from it. When possible, try to anticipate and doge the eye beams. At the end of the fight, you get that "You won with a secret character" screen which, in my humble opinion, is better than regular War Machine's ending.
- Don't try to jump in on him too much. Mega War Machine has very effective anti air attacks. Also, his armor will prevent even the highest priority jump ins from penetrating. If you get hit by that launcher, you'll be in for a War Destroyer.
- Don't try too many long combos against him cause he'll be able to interrupt them with a jab and follow up with a combo of his own. Dash in, hit him with your safest attack or combo and then run.
- Learn to tech hit. War Machine's throws are very painful and will set up OTG combos. However, his Fierce throw is very easy to tech hit out of because he has to hold you for so long.
- If you've got a beam super, use it! Most Mega War Machine players will be aware of what you've got in your arsenal and ready to jump away from it. Force him to jump by using normal projectiles and then pull off the super as he's coming down. There won't be much that he can do to dodge it from then.
- If you see him pull off a Proton Cannon, wait it out and immediately pull off your best counter attack when the beam stops. War Machine is unable to move for a full half second after the super. leaving him extremely vulnerable.
| Combos | Moves |
� 1998 Migs Rustia: [email protected]
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