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The anti WarM/GoldWarM strat for MvsC

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Yangsing

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Jun 23, 1999, 3:00:00 AM6/23/99
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After playing against very skilled WM/GWM players on MvC numerous of times. I
found out who kicks the crap out of both WM/GWM (The duo cheese), but GWM the
most.

Chun Li coupled with Colossus. It's very simple when you go up against GWM,
just time the helper attack with Collossus that it freezes GWM in hit stun.
GWM might super jump and smart bomb, or start doing that hoping foward fierce
crap just to avoid Collossus but Chun Li is the master of the air. All you
have to do is get on top of GWM and do the stomp kick into double rh's in the
air. GWM can't do anything about it especially if he's getting hit by
Collosssus while Chun-Li attacks. In desperation a WM/GWM might activate a
duo. I learned to see it coming and as soon as you see the 2nd character tag in
to start the duo block it and do a two on one. See Chun-Li's fireball super
(forgot the name) will take off 1/2 of WM's life and depending on your partners
super will kill off what is remaining of GWM's life (I would suggest Jin,
Strider, Ryu, or anyone with a short delay after there two in one super). And
you won't take any damage either since the ball of energy protects both Chun-Li
and her partner from say war destroyers. With GWM possably dead and WM with
half a life bar then Chun-Li and the 2nd character has a commanding lead to
win.

Let's say the opponent started off with WM. Chun-Li can stay in the air just
as long as War Machine, and air stomp him into the ground. It's just all about
positioning in the air battle. I see Chun-Li with the advantage since she has
a triple jump and War Machine is vunerable in flight mode. Another alternative
is just to keep getting closer to WM while buidling up the super meter and look
for the duo activation. Block it then two on one. Anyways most people start
out with GWM.

There are many variable's invovled. First GWM will get pounded into the ground
no matter what. He just doesn't have anything to match up with Chun-Li even if
she doesn't use Collossus. All she needs to do is that air stomp, double rh
jump in. The key is how good of a WM are you up against? If it's a tourney
quality WM then expect a tough fight just to kill WM off, but if it's just
anything else below that then it should be a easy win. WM can't knee
dive/smart bomb against Chun-Li because of her air superiority. One last thing
is the duo itself. Let's say you can't get the two on one off against WM/GWM.
Sometimes WM/GWM starts the war destroyers at the same time. Just look for the
brief opening when both WM/GWM finish the war destroyer's and rip WM apart.

I tested this theory out and it does indeed work against GWM, but be VERY
careful of the duo activation since experts look for an opening. This also
works with Strider/WM, but it would be a tougher match since you can't exploit
any weaknesses. Just get on top of the opponent and do the air stomp. I'm
still testing this out and I would like to hear what you people think. Chun-Li
just man handles almost everyone on MvC except good ol Gief.


Simon aka Yangsing
"Achooo"

pnt

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Jun 23, 1999, 3:00:00 AM6/23/99
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:There are many variable's invovled. First GWM will get pounded into the

ground
:no matter what. He just doesn't have anything to match up with Chun-Li
even if
:she doesn't use Collossus. All she needs to do is that air stomp, double
rh


I dont think so..

:I tested this theory out and it does indeed work against GWM, but be VERY


:careful of the duo activation since experts look for an opening. This also
:works with Strider/WM, but it would be a tougher match since you can't
exploit
:any weaknesses. Just get on top of the opponent and do the air stomp. I'm
:still testing this out and I would like to hear what you people think.
Chun-Li
:just man handles almost everyone on MvC except good ol Gief.


Actually chun has one of the best fighting chances against gief since she
can
leap on him without being afraid fo getting thrown when she lands.


Yangsing

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Jun 23, 1999, 3:00:00 AM6/23/99
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>
>I dont think so..

Hmmm...and why don't you think so?

WhoaMoses

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Jun 23, 1999, 3:00:00 AM6/23/99
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>Chun Li coupled with Colossus. It's very simple when you go up against GWM,
>just time the helper attack with Collossus that it freezes GWM in hit stun.

It doesn't, at least not for long. Besides, if you're facing a good GWM player,
he'll be on the way up (jumping) since GWM is best played in the air. So the
most I ever get out of a Collosus is one or two hits....then he continues
jumping up.
However...
I did find a good use for Collosus. As soon as they go for the dual attack,
block as the other WM comes out, then call out the helper. Usually if it's
regular WM, they'll go for a low sweep to try to combo you into countless War
Destroyers....so this totally takes them off guard. If it's GWM, well, he's
stuck in hit stun anyway. So if you have Chun-Li, go for the Kikosho and take
lots of damage off of the War Machine closest to you. The only disadvantage is
that sometimes the other War Machine blocks, or already had the War Destroyer
going, and you end up taking some damage. But it's a small price to pay for
taking 1/2 of a War Machine's life, right?

>All you
>have to do is get on top of GWM and do the stomp kick into double rh's in the
>air.

I'll try it....but I think I've tried this before. The problem is that GWM can
just use that damned jumping Fierce Punch and hit you even after the
stomp-into-RH.

>See Chun-Li's fireball super
>(forgot the name) will take off 1/2 of WM's life and depending on your
>partners
>super will kill off what is remaining of GWM's life (I would suggest Jin,
>Strider, Ryu, or anyone with a short delay after there two in one super). And
you won't take any damage either since the ball of energy protects both Chun-Li
and her partner from say war destroyers.

This is NOT necessarily true. If they block right after they activate the dual
attack (if it's regular War Machine, that is) and you do your two-on-one,
you'll be wide open for major damage. This strategy will only work if it's GWM
that's coming out, and if you're playing on a machine that's good enough to get
two-on-ones every time. The ones that I play on usually switch characters by
accident (arg!).

> The key is how good of a WM are you up against? If it's a tourney
>quality WM then expect a tough fight just to kill WM off, but if it's just
>anything else below that then it should be a easy win.

Oh sure, of course I have to play against Rob Aponte, who won 2nd at ECC4. Oh
well....we just had a local tourney and I got 2nd (Rob got first but we both
fought down to the wire). I used Chun-Li and Wolverine. By the way, Wolverine
is pretty good against normal War Machine, since his Fatal Claw goes through
his knee dive....oh darn, half of WM's strategy is gone.


>Let's say you can't get the two on one off against WM/GWM.
>Sometimes WM/GWM starts the war destroyers at the same time.

Hardly ever, if you're playing Rob.

>I'm
>still testing this out and I would like to hear what you people think.
>Chun-Li
>just man handles almost everyone on MvC except good ol Gief.

Shyeah right! If there's anything I've learned, it's that nobody really
manhandles anybody if you know what you're doing. If you don't believe me, go
around the country and play all the competition. I guarantee you you'll find
people who can take some of the worst characters (like Morrigan and Gambit) and
whup Chun-Li's ass. This is why this game has amazing longevity....how long has
it been out now, two years? Even longer I think. But people still play it
because the game is so deep that you just keep coming back for more. In fact I
fear the release of Capcom's next versus game....if SNK versus Capcom is
anything like the previous VS series, I can guarantee that it won't be as good
as MvsC, but you know that everybody's going to play it anyway. Oh
well.....back to Guitar Freaks for me!

Yangsing

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Jun 23, 1999, 3:00:00 AM6/23/99
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hi,

>
>It doesn't, at least not for long. Besides, if you're facing a good GWM
>player,
>he'll be on the way up (jumping) since GWM is best played in the air.

Doesn't matter if u use Collossus but it helps. The key is the air stomp into
double rh's. Chun-Li can out jump GWM and get on top of him.

>I'll try it....but I think I've tried this before. The problem is that GWM
>can
>just use that damned jumping Fierce Punch and hit you even after the
>stomp-into-RH.

That's not possible since you land after the RH's, and GWM would have to jump
up to do the fierce. It's a matter of timing the air stomp.

>This is NOT necessarily true. If they block right after they activate the
>dual
>attack (if it's regular War Machine, that is) and you do your two-on-one,
>you'll be wide open for major damage.

You won't be wide open since after the two in one Chun Li jumps off the screen
and she can't be hit while doing this. So basically shes invunerable during
the two in one. And the 2nd character would be ready to block whatever came
there way. It's like a tag in, you can't hit the person jumping off the
screen. Then the 2nd characters super in the two in one like say ryu's shinkuu
Hadooken would finish whatever is left of GWM. Then it's just WM left to deal
with.

>If there's anything I've learned, it's that nobody really
>manhandles anybody if you know what you're doing. If you don't believe me, go
>around the country and play all the competition.

In general if you follow what I'm saying you will beat GWM. I'm not saying do
the lightning kicks like how some people suggested, that would be suicide
against GWM.

Simon
"Achooo"

MagicOtaku

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Jun 23, 1999, 3:00:00 AM6/23/99
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I thought one of the best people to use against GWM was Megaman?

Maybe it's the scrubs I play here, but I just slowly eat their life with
ducking fierces when they do the cannon super, then beam them to death.

--Peter Nguyen: J-Pop Fan, AnimeOtaku, DoramaFreak, Manipulator/Close-up --
~PanDa PeTe In Da HoUsE!~
Check out Otaku Panda Nation :: http://members.aol.com/magicotaku ::
ICQ: 29277128


lord...@my-deja.com

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Jun 24, 1999, 3:00:00 AM6/24/99
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Sounds pretty good. Small problem with the fact that usually, it's
going to be MWM coming in, and WM will probably be out of range, but
that still is trouble for MWM, assuming you're fast enough to call out
the Kikosho before the first wave of War Destroyers connects (Depends on
how close you are to WM, as if you're farther away, you'll spend more
time blocking MWM's enterance), not to mention if MWM ends up close to
Chun, he may have a chance to smack her out of it before it come out, as
it's pretty slow to come out. In all honesty, Chun is probably the
better back-up, as it'll keep MWM in hit stun with the Lighting kick
super, while her partner smacks WM out of his. (IE, Jin, with the Bloda
Punch, will hit WM (If he goes for the War Destroyer off the bat) and
MWM, keeping MWM in hit stun long enough for Chun-Li to jump in and pull
the LK super, (also picking up WM if he doesn't roll) dealing about 90%
to MWM, and at least 40-50% to WM, and about 60% to WM if he doesn't
roll. The problem is that MWM can smack Chun-Li after the LK super, but
it's far better than playing the 50-50% game with the Kikosho.

I find that good characters to fight WM/MWM are Mega Man (Rush Drill,
Hyper Megaman), Hulk (Gamma Wave/Crush), Cap. America (Hyper Charging
Star, or Final Justice, if it hits WM, to drain the 2-on-1 timer),
Strider (Legion, Ouribos), Jin (Bloda Vulcan, Great Cyclone), and
suprisingly, Roll (Rush Drill, throw range that's longer than the War
Destroyer 'aura field'). The key is invincibility, or near
invincibility. The longer you are invincible, the more of the timer you
drain, the less chance WM/MWM can drain you with many, many War
Destroyers.Especially against Mega, Hulk, or Cap, the double War
Destroyer combo is diffiult to start. Roll can also rapi-throw the WM's
if they keep trying to War Destoryer (it's cheap, but if they're near
eachother, she can throw them faster than one can start the WD), and
once they stop, do a Rush Drill.

Hope this helps...

From your friendly, neighborhood LORDLOCKE


Sent via Deja.com http://www.deja.com/
Share what you know. Learn what you don't.

NaUtiCaZuN

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Jun 24, 1999, 3:00:00 AM6/24/99
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Didn't Viscant post something like Captain Commando can take out all of the
missles from the war detroyer supers with the captain sword super and then
smack them at the end.

n00body

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Jun 24, 1999, 3:00:00 AM6/24/99
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NaUtiCaZuN <nauti...@aol.com> wrote in message
news:19990624022555...@ng-fi1.aol.com...
Yeah, but then I went and brought that up on IRC and he's like "Nah, it
doesn't eliminiate all of the missiles" or something like that...basically
that strategy was somehow refuted.

WhoaMoses

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Jun 24, 1999, 3:00:00 AM6/24/99
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>> Didn't Viscant post something like Captain Commando can take out all of
>the
>> missles from the war detroyer supers with the captain sword super and then
>> smack them at the end.
> Yeah, but then I went and brought that up on IRC and he's like "Nah, it
>doesn't eliminiate all of the missiles" or something like that...basically
>that strategy was somehow refuted.

Hmmm.....I'm not sure why, because it does work. The only problem is you need
perfect timing (as in, wait 2-3 seconds, so the missiles are overhead, then do
the Captain Sword). If you mistime.....well, kiss Cap goodbye. And the only
other problem is that both War Machines have to be on the same side of you. But
this strategy is useless against skilled War Machine players, who either cross
up with the duo, or attempt to sweep you and juggle with the War Destroyer
(which puts them way too close for you to safely do the Captain Sword).


Viscant

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Jun 24, 1999, 3:00:00 AM6/24/99
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The Captain Sword, when done vs. staggered War Destroyers has around a 10%
chance of eating all the missiles. The 10% being that if perchance GWM is just
finishing up and WM is just starting up. That would not be very well
staggered, but work with me here. Basically, CapSword is an effective way to
deal around 20-25% damage, take around 10% damage, and KILL TIME (most
important). You save yourself a good 30% net in damage because the sword
disrupted their timing and actually knocked War Machine down.

But...it does no damage, sometimes can be all but impossible to get off (in
cases of perfectly staggered, with the incoming doing a fierce as the caller
starts his WD, it IS impossible to Sword and be safe). The best thing to do
vs. double WDs is still CapSword/Soul Eraser team super. Works best when
Morrigan is the initiator. This will actually do damage and keep you fairly
safe.

There are lots of ways to survive double WDs in theory. Particularly
noteworthy.
1.) The Alex Valle way. Team Strider/Ryu. Ryu shoryukens the incoming
partner, then counterduos. Strider turns on Ouroboros, teleports between them.
Ryu blocks (missiles are aimed at him), or goes suicidal and starts throwing
out Shinkuu Hadokens. Strider (who should be perfectly free, with no missiles
aimed at him) legions to his heart's content, wrecking whoever is standing
behind him, bothering whoever is in front of him.
Comment: Too hard. With this team, I would just get Strider in, have him
activate Ouroboros, stand next to GWM and block. Or if you happen to get WM
stuck in the orbs, Ragnarok to kill time, keep you safe and damage WM. But,
I'm not going to argue with Alex, because it works when he's doing it.

2.) My way. I posted this earlier. With CapAm/Megaman (or roll). MM/Roll is
in v. GWM. GWM calls WM, you IMMEDIATELY counter-duo (knocking WM down) and do
QCF+KK. Captain America slams into GWM with Hyper Charging Stars, Roll/MM does
the Rush drill, which will OTG WM into where GWM is being bothered, if Megaman
is doing it. If Roll is doing it, she won't start up in time, but will still
push WM (who SHOULD be blocking) into GWM. What will happen is, unless
PERFECTLY timed (and I've only done this a couple of times in many attempts),
CapAm will take damage. But WM will be taking hefty blocking damage and GWM
will be getting hammered.
Why: Missiles are focused on MM/Roll. Even when they get out of the Rush
Drill, CapAm is so much taller, that if he is not doing the HCS, he'll take the
hit, leaving Roll/MM free to start another Rush Drill. Then CapAm comes back
and does another HCS. This really hurts GWM. You will come out ahead. Mass
bonus if you have your HCS staggered so that CapAm takes minimal damage, but
even if he gets hit by every missile drop, your team comes out ahead. =)
Comment: Eh. It's my favorite way. Not too hard, fairly idiot proof.

3.) CapCom/Morrigan team super. Discussed above.
Comment: You'll still take some blocking damage, but you'll do good damage as
well. Actually, this team works well if you know Morrigan. She has the chance
to beat WM and Commando can beat GWM (at least he has a better chance than
most). If you know these two characters decently, this is your anti-double WM
team.

4.) Old fashioned way. Let 'em have it! Particular favorites, Hulk's Gamma
Wave, any large projectile super. If GWM is fairly low on power as in less
than 20%, let off a suicide shot. Gamma Wave is my favorite, because even
after you get hit, it moves a bit. I saw some guy at ECC do 2 Gamma Waves,
taking off 50% each on WM and GWM, saving his life, whereas he only was setback
around 40%. You probably won't be so lucky, but if you're going to die, go
down with your boots on.
Comment: FAB also works OK, if you can land it. Why did you pick Gief v.
double WMs though?

That's about all for now. Adios.

--Viscant, The Icy Rose
"The mark of my dignity shall scar thy DNA."

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