I’m not so sure IM’s AAA does more damage than WM’s, since WM’s does like 25% damage by itself if you can get all hits to connect. IM’s has much bigger range, though.
IM has a much better DHC, and a better standing Roundhosue. People don’t want to risk jumping at IM or coming down on top of him after a super jump, since they don’t wanna get launched. And while both IM/WM can launch into a nice air combo or go into the infinite, IM has the better launcher.
Also, while WM’s infinite obviously does a lot of damage, he’s less likely to be able to kill someone without a DHC. To end the infinite, WM can cancel either a standing Roundhouse or a Jab Repulsor Blast (hcb+P anti-air move) to the War Destroyer super (Repulsor Blast is a bit harder to time, but usually better for DHCs). But, since IM’s Proton Cannon is like 40 hits, it’s the better super after the infinite, because of damage scaling.
Also, there are a few differences in the speed of their moves, so IM ends up having the easier guard breaks.
IM can combo to Proton Cannon off of a crouching Strong, but if you can land that you can cancel it to the infinite anyway, and since both of them can do that, it’s sorta moot. WM can combo to War Destoryer for the same damgae BTW (c.SP xx JP Repulsor Blast xx War Destroyer).
WM’s Smart Bombs are a little faster (air combo to Smart Bombs actually connects with WM for example, and not with IM), and his movement is a little faster, though some of his normals are a little slower.
About WM’s Proton Cannon not comboing correctly, it actually does, it’s just a lot harder to combo. You can cancel to Jab Repulsor Blast into Proton Cannon, though the timing is tight. Also, PC causes knockdown, so even if you don’t hit for full damage, they fly up and come back down, they don’t recover out of it. Maybe the writer meant after the hit where the cannon first appears…?
J360- Great combos, that first combo was waaaay too buff. Does that one work on everybody, or just Sent?