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Unpublished work copyright (c) 2000 by Daniel "PhatDan81" Finch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:
[email protected]
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CONTENTS
I. Background
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. BACKGROUND
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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 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.
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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
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.
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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
War Machine opens one of the cannons in his shoulder and shoots out a
small laser. Use it 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. 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
[email protected] 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.
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KICKS
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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.
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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.
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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 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.
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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 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.
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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 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.
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VI. COMBOS
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MAGIC SERIES
Zigzag, anywhere on the screen
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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
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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
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COMBO TREE
Thanks to 3pwood (
[email protected]) 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
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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.
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.
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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 + 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.
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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.
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Any comments, questions or suggestions? E-mail me at
[email protected].
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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 combos
Capcom for making such a cool game
Cayr Desanea (
[email protected]) for the info about War Machine's C.Fierce
and C.Roundhouse attacks
3pwood (
[email protected]) for the Combo Tree concept
JPlatt (
[email protected]) and shoryuken.com for the combos
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UPDATES
1.1 fixed a few typos, touched up some things, added more info about
his C.Fierce attack, thanks to
[email protected]
1.2 added a Combo Tree to all my FAQ's—a special thanks to 3pwood
(
[email protected]) for the concept
1.3 added more combos thanks to JPlatt (
[email protected]) 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
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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 all registered trademarks of
Capcom.