War (TF): Difference between revisions

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=='''Strategies'''==
=='''Strategies'''==
'''Aight, Real Deal Holyfield Fellas, you're going to have to be creative to stand a chance against some of the toughest Fighters out there and to do that you'll need to exploit the insane quirks of War's moves.Standing [[File:HK.png]] is a Sweep, unbeknownst to any poor sucker going against War and close [[File:LK.png]] (or a crouching [[File:LK.png]]) acts as an unblockable on Armmaggon,Aska,and Shredder. who are crouch blocking.Abuse these two attacks to the best of your abilities.In addition, War's pressure is solid enough that you can actually build meter while cornering your opponent into what would ''seem'' like a good situation to block in but is in fact an invitation to be punished for practicality.Heavy Pressure,building meter, and impracticality is War's go-to strategy.When this doesn't work, bust out the Flyin' Hawaiian and hope it works(you'll have enough meter because your health will be low, and your health will definitely be low because why else would you be using The Flyin' Hawaiian?How would you have gotten that much meter unless you were winning but then if you were winning you wouldn't bust out the Flyin' Hawaiian now,''would you??'')'''
'''Aight, Real Deal Holyfield Fellas, you're going to have to be creative to stand a chance against some of the toughest Fighters out there and to do that you'll need to exploit the insane quirks of War's moves.Standing [[File:HK.png]] is a Sweep, unbeknownst to any poor sucker going against War and close [[File:LK.png]] (or a crouching [[File:LK.png]]) acts as an unblockable on Armmaggon,Aska,and Shredder. who are crouch blocking.Abuse these two attacks to the best of your abilities.In addition, War's pressure is solid enough that you can actually build meter while cornering your opponent into what would ''seem'' like a good situation to block in but is in fact an invitation to be punished for practicality.Heavy Pressure,building meter, and impracticality is War's go-to strategy.When this doesn't work, bust out the Flyin' Hawaiian and hope it works(you'll have enough meter because your health will be low, and your health will definitely be low because why else would you be using The Flyin' Hawaiian?How would you have gotten that much meter unless you were winning but then if you were winning you wouldn't bust out the Flyin' Hawaiian now,''would you??'')'''
[[File:Unblockables.gif]]
[[File:Unblockables.gif]]
'''Lightning Notes For War'''
'''Lightning Notes For War'''
*Flyin' Hawaiian is a faulty super because of its incredibly specific pattern.Mastering its timing and the spacing of each ricochet is tough, but if done at the right section of the screen it can chip,tear up an unblocking combatant, or just keep them honest while you stay safe from a distance.Once War lands back down you can have him attack right out of his invincibility frames or block.
*Flyin' Hawaiian is a faulty super because of its incredibly specific pattern.Mastering its timing and the spacing of each ricochet is tough, but if done at the right section of the screen it can chip,tear up an unblocking combatant, or just keep them honest while you stay safe from a distance.Once War lands back down you can have him attack right out of his invincibility frames or block.

Revision as of 19:42, 28 December 2017

  This article is nice, but could use a little cleanup.

This article currently could benefit from some organization: moveset notations, strategies, etc. We'd be pleased if you could contribute!


War, Infernal Combatant
Height 6'00"
Weight 350 lbs.
Eyes Green
Age ?
Birthplace Underworld
Weapons 6-inch talons
Favorite Activities Anything nasty
Ultimate Goals Destruction

Introduction

Originally a member of the Four Horsemen in the Archie Comics, War's origins are a bit muddy in the TF continuity but for the most part he's accurately depicted as menacingly violent and brutal.

Unfortunately that doesn't translate to him being a good character to fight as since most of his tools are severely lacking. He's slow, his jump arc is awkward, his moves can't be canceled to allow for advantageous combos, said moves also have terrible recovery and can easily be punished if allowed the opportunity, his headbutt special technique can only work against airborne opponents on a good day, and for lack of a better word his super attack (The Flyin' Hawaiian Disco-tech Edition) just plain STINKS.

However, with enough determination and understanding of the fact that you've just handicapped yourself against every other character in the game (including another War) you can definitely (kinda sorta) stand a chance.

Colors

Player 1
Player 2


Exclusive to Championship Edition

Death
(TMNT Adventures)
Pestilence
(TMNT Adventures)
Rocksteady
TMNT Adventures cover Bone Slash
(TMNT Adventures)
Doppleganger Doppleganger
(Alternate)
Mirage Comics
Coming Soon Coming Soon Coming Soon

Data Arsenal

Movelist

  • Revela-a-ton STOMP (Charge attack)
    • Charge link, link + link
  • Mach Slash (Charge attack)
    • Charge link, link + link
  • Impaler (Headbutt):
    • link + link
  • Flyin' Hawaiian Disco-Tech Edition (Super):
    • link + link when Ultimate Attack Meter is full

Hitbox Info (Where War's Goofy Traits Rear Their Ugly Heads)

  • War's Close link On the first and second hits

  • War's Close link

  • War's Close link

](The Same As His Standing link)

  • War's Close (This Is An Overhead)

  • War's Crouching link
  • War's Crouching link
  • War's Crouching link
  • War's Crouching
  • War's Standing link

THIS IS A SWEEP, I DON'T CARE WHAT YOU THINK.BLOCK LOW OR DIE.

  • War's Standing link
  • War's Standing link
  • War's Standing
  • War's Jumping link
  • War's Jumping link
  • War's Jumping link
  • War's Jumping
  • THE FLYIN' HAWAIIAN~!!! (The Guy Just Becomes A HitBox For A Time)
  • War's Headbutt
  • War's Revela-a-ton STOMP
  • Mach Slash

Strategies

Aight, Real Deal Holyfield Fellas, you're going to have to be creative to stand a chance against some of the toughest Fighters out there and to do that you'll need to exploit the insane quirks of War's moves.Standing is a Sweep, unbeknownst to any poor sucker going against War and close (or a crouching ) acts as an unblockable on Armmaggon,Aska,and Shredder. who are crouch blocking.Abuse these two attacks to the best of your abilities.In addition, War's pressure is solid enough that you can actually build meter while cornering your opponent into what would seem like a good situation to block in but is in fact an invitation to be punished for practicality.Heavy Pressure,building meter, and impracticality is War's go-to strategy.When this doesn't work, bust out the Flyin' Hawaiian and hope it works(you'll have enough meter because your health will be low, and your health will definitely be low because why else would you be using The Flyin' Hawaiian?How would you have gotten that much meter unless you were winning but then if you were winning you wouldn't bust out the Flyin' Hawaiian now,would you??)

Lightning Notes For War

  • Flyin' Hawaiian is a faulty super because of its incredibly specific pattern.Mastering its timing and the spacing of each ricochet is tough, but if done at the right section of the screen it can chip,tear up an unblocking combatant, or just keep them honest while you stay safe from a distance.Once War lands back down you can have him attack right out of his invincibility frames or block.

  • Instant Air is a solid way to counter a good number of opponents in the air and a solid way to jump in on a grounded opponent for an intense block string, ESPECIALLY on wakeup.
  • Pokes while low on Health with to build meter on block or on hit is a good way to stall for the flying Hawaiian, just don't forget to watch out for the super meter's gradual degeneration.
  • War's throw is immensely useful for close encounters and using it often will remind an advancing foe to watch out or be tossed.
  • War's Mach Slash is good as an anti-air and good for dizzying after 2-3 hits.Once dizzied,War's best option is to throw the dizzied victim onto the floor and start it all over again.
  • Standing is a good poke just like standing but with that oh-so delicious benefit of causing a knockdown if blocked standing.Make sure your opponent doesn't keep this in mind and use it as a backup poke instead of your go-to.
  • Buffering inputs is important for any charge character, but it's always good to have that fundamental reminder for a character like War no matter what.

  • Death From Above is incredibly effective in dodging Aska's Super without taking any damage whatsoever so long as its execution is well-timed.It won't hurt Aska but as soon as War is near her,He's got to start attacking immediately before the recovering Aska is out of her invincibility frames,lest he be downed with an attack unwittingly.

  • Wingnut's air game can be whittled down slowly and carefully with a well-timed Instant Air, giving War the opportunity to corner him and start an insane block string provided that War do his best to avoid being tossed into the Bat's infamous loops.
  • War's Standing overhead trick is perfect for disrupting the buffers of a crouching charge character(i.e.Armaggon's especially damaging Shark Upper).
  • If P1 is playing as War, then their Death From Above will be treated as an overhead to a blocking second player opponent but the reverse will not occur for the 2nd player.
  • Mach Slash's variant is incredibly fast and goes pretty far across the screen in a decent amount of time, as does Death From Above and its variants.
  • Death From Above will bounce War back into his original position before the jump on and will send him on the opposite side of the opponent on (This won't occur when War is doing this to an opponent in the corner however, and War will just land back to where he was before the jump). This can be punished in the right circumstances so be careful.




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