War (TF)
War, Infernal Combatant | |
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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
Data Arsenal
Movelist
- Death From Above (Charge attack)
- Charge
,
+
- Charge
- Mach Slash (Charge attack)
- Charge
,
+
- Charge
- Impaler (Headbutt):
+
- Flyin' Hawaiian Disco-Tech Edition (Super):
+
when Ultimate Attack Meter is full
Hitbox Info (Where War's Goofy Traits Begin To Rear Their Ugly Heads)
- War's Close
On the first and second hits
- War's Close
- War's Close
This normal is a weird one. Since it pushes you so far, it doesn’t see much use in neutral as you’ll lose most of the space you worked so hard for. It is a move that shines as a jump-in follow-up. Since proximity is extended after jumping in, you can get seemingly impossible two-piece combos because of its impressive range. It is one of the farthest-reaching close normals in the game. You can also use this in two-piece jump-in combos when you know it will stun or kill.
- War's Close
Not as fast as you’d like, and the priority is hideous, but it is special cancelable. It sets up a crouching unblockable against Aska, Shredder, and Armaggon when canceled into Mach Slash (Turning Uppercut).
- War's Crouching
Disappointedly enough, just like crouching light kick, this has NO range. This sets up the notorious unblockable when done after crouching light kick against Shredder, Aska and Armaggon. Oddly enough, during this move’s recovery, its hurtboxes get shifted back a little, allowing some moves like Chest Buster to whiff when timed right.
- War's Crouching
Crouching heavy punch: Great range, and decently fast. Good for pressure and calling out button presses. When fighting characters with lackluster reversals, or none at all, doing two crouching light kicks into it will not only grant you a good amount of meter, but an alright fake string that is capable of punishing sloppy attempts to escape it and steal your turn.
- War's Crouching
Fast, but has NO range. Once again good for up-close combat against more aggressive characters. Like close standing light kick, it is capable of beating non-invincible moves on startup. Also not a bad idea to throw it out in neutral against greedy players or throw fishers.
- War's Crouching
Good scramble button. When used into itself, it won’t combo or string, but is good for calling out sloppy button presses.
- War's Standing
THIS IS A SWEEP, I DON'T CARE WHAT YOU THINK. BLOCK LOW OR DIE.
- War's Standing
War’s longest-ranged normal, and one of the farthest-reaching normals (that don’t move the character, of course) in the game. Decent for trading with fireballs when far standing heavy kick is out of range, and an okay poke.
From HoopsTheWaffleBurner: When I get a lucky knockdown, I like to jump over characters with violent forward reversals that aren’t invincible on recovery like Raph’s Chestbuster. Since it doesn’t knock over like it’s heavy kick counterpart, I recommend using it in panic situations like when the opponent is close to being stunned or is almost dead, because keep in mind that you WILL lose space which is good for the opponent and bad for War. If the opponent respects the jump there are a few things you can do as a follow up. These include but are definitely not limited to, sitting there and trying to fish for panic reversals, throwing out some buttons, tick throwing, or simply throwing right after the jump.
- War's Standing
Pretty fast. Good non-committal button for keeping aggressive characters at bay.
- War's Standing
USELESS. It kind of looks like an anti-air, but is abysmal as one. Never use this normal.
- War's Jumping
- War's Jumping
Cool looking punch with a lot of swagger. Unfortunately, it’s mediocre priority isn’t as cool. It’s an okay jump-in button, but keep in mind that you will trade A LOT. This is best used for jumping dizzy punishes.
- War's Jumping
War’s best jumping normal due to its good priority. Because of War’s jump arc, it works as a fantastic instant air-to-air; especially against Wing Nut and Armaggon. When jumping in, this is the recommended jumping normal to use. Because it’s a light normal, it won’t do as much damage or stun as you’d like, but being able to beat and trade with moves makes it more than worth it.
- War's Jumping
Funny looking normal. It’s capable of setting up corner throws as well as corner unblockables when done as a string into crouching light kick. Despite this, it doesn’t see much use due to its underwhelming priority. Its usefulness is up to interpretation; experiment with it.
- THE FLYIN' HAWAIIAN~!!!
(The Guy Just Becomes A HitBox For A Time)
- War's Headbutt
- Death From Above
- 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.That especially means Wingnut's air dives, but it has to be done at the right time.
- 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.
Shoutouts to Kosheh,Rockforge, and the Fellas in the TF Discord for doin' their best,keepin' the brawl lively and jammin
Teenage Mutant Ninja Turtles Tournament Fighters | |||
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Aska | Chrome Dome | Donatello | Armaggon |
Karai | Leonardo | Michelangelo | Raphael |
Rat King | Shredder | War | Wingnut |
List of Fighting Games | |||
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