War Machine
"No...not Iron Man: War Machine!"
Tony Stark was a rich inventor with a bad heart. To remedy his problem, he designed a suit of armor that helped sustain his weakened body. The armor got progressively advanced and he soon became the bucket-headed hero, Iron Man. Tony got really sick one day and decided to give the suit over to his chief of security, Jim Rhodes. Rhodes took over as Iron Man until Tony got better. In gratitude, a brand new suit of armor was designed and given to Rhodes. From that day on, he fought side by side with Iron Man as the mobile weapons platform known as War Machine. The game version of War Machine is almost exactly like Iron Man with a few advantages. An easy character to pick up on but difficult to master.
Knee Stomp (air)
+MK
While in the air, War Machine bends his knees, fires his boot rockets and quickly stomps on his opponent with his knees. A good surprise move to pull off because he falls at a much faster rate than his jump. Watch out though cause he bounces off of his opponent if blocked and is vulnerable to counter attack
Missile Shot
+HP
While crouching, War Machine fires out a single missile at his opponent. It comes out quite quickly and it is extremely easy to pull off. It's great for cancelling out fireballs and for setting up the Shoulder Cannon. The problem with this move is that it's often blocked if not done by surprise. Treat it like Cyke's Optic Bullet from the previous games.
Shoulder Cannon 

+P
A small cannon pops out of War Machine's shoulder and fires a beam at his opponent. It goes all the way across the screen and hits multiple times. It's a great keep away move and it does ok block damage. The button used determines the number of hits, recovery delay and startup lag. Jab does few hits but comes out instantly and recovers instantly, while Fierce is the complete opposite. Use your judgement when using this move.
Low Shoulder Cannon 

+K
This is the low version of the Shoulder Cannon. War Machine gets down on his knees before firing the beam from his gun. This is useful against the smaller characters that like to duck under the high version. Watch out for jumping opponents though because he is extremely vulnerable to jump attacks while firing the cannon. Mix it up with the standing version to keep em blocking.
Repulsor Blast 



+P
War Machine releases a throbbing energy beam from his palms. It's a great defense move because it protects him from air attacks and dashing opponents. It'll juggle War Machine's opponent in the air for a few hits before knocking them down. On certain occasions, War Machine will recover fast enough to OTG his opponents after this move. Watch out if it misses cause he'll be left vulnerable to projectiles and crouching attacks. It's a good idea to use this move in conjunction with his Shoulder Cannons when they get too close.
Smart Bomb LP + MK
War Machine's shoulder pads open up and release two spiked bombs that fall and explode on impact. The bombs come out very quickly and do a lot of damage. The problem with this move is that the bombs are blocked most of the time. However, it's extremely difficult to for your opponent to counter attack, making this a very good keep away/chipping move. It can be done in the air as well, letting War Machine air strike his opponents from above.
Flight 

+3K
War Machine fires his boot rockets and flies into the sky. While flying he is more maneouverable and can stay in the air for an extended period of time. Use his added mobility to bomb his opponents freely from above or to escape from supers that are waiting for him on the ground. Watch out though cause he can't block while flying and could possibly eat super if the opponent has one that will reach him. To end War Machine's little joy ride, either repeat the motion or get hit.
Proton Cannon 

+2P(Level One)
War Machine shouts, "Here's my Sunday best! Proton Cannon!", as a big, bad cannon appears out of nowhere. War Machine supports it on his shoulders and fires a huge throbbing beam of death at his opponent. It does lots of hits and lots of damage if it connects. However, the cannon takes forever to start up, making it hard to actually connect with it. One way of setting this move up is to make your opponent hit the barrel of the gun as it's forming. It'll knock them right into the beam for some good damage. Also, you could use one of the charging helpers to hold your opponent in the air while War Machine starts up the beam. Be careful when using this super, because even though it does good chipping damage, it takes forever for War Machine to recover from it. If blocked, this super usually gets War Machine killed by a fast counter attack.
War Destroyer 

+2K(Level One)
War Machine shouts, "Geronimo! War Destroyer" as a huge backpack appears, launching a whole bunch of missiles straight up. The missiles are heat seeking and will track your opponent, falling roughly on their position. It's best to use this super as an air counter or in a combo. It chains off of his launcher for some extreme damage. You can also try it when your opponent is directly over War Machine's head. Usually, they'll get confused about which way to block and end up getting hit.
Repulsor Blast 

HP+HK(Level One)
A great move for single hit attacks that are done up close. Multi hitting attacks will often hit War Machine because of the start up delay.
Proton Cannon 

HP+HK(Level Two)
When paired with a character with a character that can combo his team super, War Machine simply kills as a backup character. The Proton Cannon is simply one of the best team supers in the game because of it's damage factor and range. However, using War Machine's team super as a switching tactic would not be very smart. If blocked, he will be left vulnerable to counter attack.
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