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	<updated>2026-10-16T03:52:41Z</updated>
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		<id>http://newchallenger.net/w/index.php?title=Raphael_(TF)&amp;diff=7848</id>
		<title>Raphael (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Raphael_(TF)&amp;diff=7848"/>
		<updated>2023-11-13T17:30:45Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Raphael&lt;br /&gt;
|image=[[Image:RTFp.png]]&lt;br /&gt;
|charheight=5&#039;8&amp;quot;&lt;br /&gt;
|charweight=170 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=15&lt;br /&gt;
|birthplace=Shelly&#039;s Pet City, New Hampshell&lt;br /&gt;
|weapons=Sai&lt;br /&gt;
|activities=Solitude, sarcastic joking with friends&lt;br /&gt;
|goals=He wants to purchase gifts for all of his friends. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Being an M.Bison with a fireball, Raphael is in no doubt one of the better characters in the game and is prevalent in the meta. With a top tier projectile game with Jamboree that is only rivaled by the likes of Armaggon, a swift &amp;amp; deadly Chestbuster that clips through projectiles and a Power Drill that can threaten to trap opponents who lack effective reversals such as Donatello, Wingnut, War &amp;amp; C.dome, Raphael is able to dominate a match in little time! Packed with great normals as well, particularly his cr.LK, Raphael is equipped to turn on the offensive pressure at practically all times and confirm into his game-winning blows. Do keep in mind however, Raphael does have a few minor weaknesses to watchout for, as similar to Michelangelo, he gets dizzied rather easily. He is also rather limited when backed into a corner, as he lacks the options Michelangelo &amp;amp; Leonardo have in their abilities to mixup their reversals. A Chestbuster reversal against a seasoned opponent will be readily blocked and punished with a throw right back in the corner where Raphael doesn&#039;t want to be in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech ==&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Power Drill tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As stated below, Power Drill is a deadly offensive attack that allows you to get safe damage and keep a lot of turns. Here are some ways to really take advantage of it:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Drill throw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A correctly spaced Drill will net you the ability to swiftly throw most opponents for free afterwards. &lt;br /&gt;
&lt;br /&gt;
[[ File:RPDT.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Power Drill Charge Oddity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you do a correctly spaced Power Drill, then hold back immediately, you can do any of Raph&#039;s charge moves without pressing forward if you time the button press perfectly. Doing Chest Buster will lead to an unblockable against Shredder, Aska, and Armaggon. It is theorized that this happens because the charge doesn&#039;t freeze when the game does. This doesn&#039;t seem to happen in the left corner.&lt;br /&gt;
&lt;br /&gt;
[[ File:RCNF.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Cheap Stuff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Being a character with a lot of top-tier privilege, it is no surprise that Raph has many cheesy tricks up his sleeve. Here are some:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Throw Loop&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On a downed cornered opponent, throw a Jamboree slightly before they wake-up. It should be done in a way that if they block it, it should appear to collide in the middle or behind them. After this is blocked, it becomes impossible to reverse properly, as you will be throwing them OUT of blockstun. This can only be escaped if you mistime a Jamboree or throw, the opponent does an invincible reversal before the Jamboree hits them, or the opponent takes the hit. The thing that makes this setup nasty, is that Raph will have time to simply sweep the opponent if they try to take the hit because of Jamboree&#039;s fantastic recovery, allowing the sequence to start over again. Abuse this to master the timing, as you can easily take rounds from this alone!&lt;br /&gt;
&lt;br /&gt;
[[ File:RFBOS.gif  ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Drill Cross-up&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re familiar with Dictator in some iterations of SF2, this should be pretty familiar. If Power Drill is timed correctly and causes a side switch before the opponent wakes-up, it will have to be blocked in the opposite direction, otherwise, it will be unblockable. This is much easier to set up in the corner, and can get you some cheap free damage against players who don&#039;t know it&#039;s coming. From HoopsTheWaffleBurner: I play a lot of experienced players who still forget to look out for this one. On top of that, it&#039;s hard to reverse out of properly, and if you don&#039;t, Raph is completely safe. It&#039;s just plain unfair! Be mindful of its inconsistencies, though. The turtles are immune to this cross-up in the corner and can block it either way, but are vulnerable in neutral. Shredder is vulnerable to this in neutral, and in the right corner, but is immune to it in the left corner. Wing Nut is immune to the cross-up in neutral but is vulnerable in the right corner. Aska is immune to this in neutral and in the left corner but is vulnerable in the right corner. Chrome Dome is vulnerable in neutral and in the right corner but is immune to it in the left corner. War is 100% immune to this cross-up. This is possible in the corner with light Drill, but it is MUCH harder to pull off due to picky timing and the fact that it has to be stored.&lt;br /&gt;
&lt;br /&gt;
[[ File:RPDCU.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;&amp;quot;Overheads&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Raph has a handful of useful &amp;quot;overheads&amp;quot; against crouching Askas and Armaggons. These are not to be confused with the unlockables that are possible on Aska, Armaggon, AND Shredder. All of these can be canceled into Chest Buster for deadly dizzy opportunities. &lt;br /&gt;
&lt;br /&gt;
[[ File:RSOHG.gif ]]&lt;br /&gt;
&lt;br /&gt;
The overheads are: Cr.lp into st.lp, two cr.lps into st.lp, cr.lp into CPS chained cr.hp, and cr.lk into CPS chained cr.hp respectively &lt;br /&gt;
&lt;br /&gt;
[[ File:RAOHG.gif ]]&lt;br /&gt;
&lt;br /&gt;
The overheads are: Cr.lp into st.lp, close st.lk into st.lp, and cr.lk into CPS chained standing lp respectively. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  2 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :   576 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph far st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Identical to Mike&#039;s far standing light punch. It&#039;s a slow hook with decent priority. Most of its usage comes from the overheads and unblockables it can cause on Shredder, Aska, and Armaggon.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Raph close st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close standing light punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C//N/S&lt;br /&gt;
 |description=A quick elbow. This is a mostly forgotten normal, mainly because of its relatively strict proximity. Its quick startup allows this to be a niche non-commital anti-air in some situations, but Raph has better options. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph far st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N&lt;br /&gt;
 |description=Raph shares this normal with Leo. This a great poke up-close, and a good button to keep aggressive characters at bay in neutral.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph close st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C?N&lt;br /&gt;
 |description=A chainable low attack that is decent for tick throws. Raph gets more mileage out of this normal than Leo and Don because of his better offense. From HoopsTheWaffleBurner: This is a great sneaky move. After dizzy punishing my opponent, I like to jump with a normal and time it so it LOOKS like it will hit, but doesn&#039;t. This can elicit a high-guard from the opponent, preventing them from blocking this normal, and allowing you to start another combo.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=-2/+1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Raph&#039;s best far anti-air. Raph&#039;s lowered hurtbox and range allow you to get lucky trades, it also makes this good as a last-second poke. Something to keep note of is that because of this normal, Raph is one of the few characters who has little trouble punishing Chrome Dome&#039;s dive with a trade anti-air when zoning.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=7&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=Your go-to up-close pressure tool. Canceling it into Powerdrill and Jamboree nets you a lot of chances to keep pressure going and harass the opponent. This is also a great anti-air to deal with close jumps. When right next to other turtles, Chrome Dome, and Armaggon facing right, this will grant you a true string when canceled into heavy Power Drill.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=-3/0&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=A working anti-air that every turtle has. Although the priority is average, it is one of Raph&#039;s most consistent anti-airs. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=2[1]5&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=192/160/336&lt;br /&gt;
 |hitadvan=	+5/+8&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A weird two hitting normal. This doesn&#039;t see much usage, but you don&#039;t get punished for having it blocked. This sets up an unblockable against a crouching Aska and Armaggon when done into cr.hk. Regardless, Raph has better options. The hitstun listed above is the stun of the first hit, second hit, and both hits respectively. Keep in mind that this move only hits once against crouhcers and War, the only exceptions to this are Shredder and Wing Nut, who will always get hit twice no matter how they&#039;re standing.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=Disturbingly underrated move. Although this normal isn&#039;t a low, has less range, and is slower than cr.lk, it has much better priority (Raph&#039;s arm and sai are completely invincible) stun, and has a higher-positioned hitbox. This makes it a better non-commital normal for punishing advances and attacks. It is especially good at calling out Aura Crusher. Although the move doesn&#039;t combo into itself on HS1, it can chain into cr.lk, allowing you to rack up high-stun combos from afar if need be. The cr.lk propaganda is easy to get lost in, but DO NOT sleep on this normal!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Raph cr.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=Raph&#039;s infamous hyper normal. This is an amazing poke in neutral because it allows you to call out moves and button presses and end the combo with a swift Chest Buster. Never be afraid to abuse this move to catch the opponent when they&#039;re not blocking. The only lackluster things about this normal are its below-average stun and very mediocre priority. From HoopsTheWaffleBurner: When getting an advantaged airborne hit in the corner, I like to wait at the bottom, start cr.lk&#039;ing as soon the opponent lands, then finish it off with a heavy Chest Buster if they don&#039;t block. If done successfully (and without the opponent reversing), it will grant you a nice amount of stun but will put you in the corner, the opponent&#039;s knockdown will give you enough time to jump out, but keep that in mind. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=Fantastic anti-air with amazing priority. The priority on this normal is so good that at worst, the opponent will trade after jumping in. This is similar to Ryu&#039;s cr.hp in the various versions of Street Fighter 2 in the sense that it&#039;s great at controlling vertical space, but not so good at controlling horizontal space. Make sure to always switch this up with other anti-airs depending on where you are, and where the opponent jumps. Since this is special cancelable move, you can bee sneaky and cancel it into Jamboree when need be.&lt;br /&gt;
}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph cr.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitstun=192&lt;br /&gt;
 |hitadvan=KD/+1&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=A sweep he shares with Leo. Not as much range as you&#039;d like, BUUUT canceling it into Power Drill offers an immense amount of pressure and offensive advantage. Canceling this into Jamboree is also a good option, but the inputs required to pull it off are a bit strict.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph j.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=Infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Universal turtle normal. This move has infinite frames despite the animation implying that it ends.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph BF.png &lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Belly Flop (Down+LP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=Infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The universal command aerial all turtles have. It&#039;s the best lingering aerial they have though its priority can be questioned. Raph gets a lot more usage out of this normal due to his far-reaching cr.lk, but remember to switch it up with his other jumping normals.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph dj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=Infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A short-range move with low priority that all the turtles have. JHK, JHP, and belly flop should be used instead.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=Infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Tons of active frames, but belly flop should be used over this due to its longer range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph j.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=192&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=This is a good jump-in for dizzy punishes and stun fishing. It is also a good air-to-air in certain situations, but its priority can definitely be questioned. From HoopsTheWaffleBurner: This normal is a weird one. Its priority is good enough, most of Raph&#039;s arm is completely invincible. Despite this, it is a rather picky normal. Because of this, I think it&#039;s best to use it as an offensive jump-in as opposed to something you want to just throw out immediately after jumping.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph dj.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Great as a crossup move. Because it has higher stun than j.hp, it can be a better combo starter.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=160&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=This move&#039;s high hitbox makes it a very situational normal, working in situations like beating War&#039;s DFA&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph LH Chest Buster.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chest Buster &lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitstun=384&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A swift and deadly move that works great to clip through fireballs, reversal, and end combos. The only difference between light and heavy Chest Buster is the trajectory: heavy has a much farther vertical trajectory than light. Generally, you want to use light Buster for safe strings and when you want to stay out of the corner for dizzy punishes. Heavy Buster is for far combo-enders and reversals. Up close, this is only punishable via a throw, but be careful. Characters like Armaggon and Chrome Dome can end the match after blocking it once. Luckily, they are the only characters who can really punish it hard, but never get too greedy with this move regardless. Blocked Chest Busters can put you in the corner, or BACK in it depending on the situation and where you used it. This is a place Raph doesn&#039;t want to be in, as he&#039;ll be forced to guess again. Avid Raph&#039;s should absolutely make Chest Buster a big part of their game plan, but know when and when not to use it. This is an amazing move, but seasoned players will know when to look out for it, and how and exploit it. Be smart with it. From HoopsTheWaffleBurner: As much as I hate to say it, yes, throwing this move out randomly will work sometimes and will put you in an extremely advantaged state. Do I recommend it? Only in these two situations: When you know for a fact that the opponent is close to being stunned, or when you have a good amount of health left and are in a bad situation. Both of these do not apply when you&#039;re facing Armaggon and Chrome Dome, but sometimes risky plays can work out (if you&#039;re really, really lucky). As hinted at before, Chest Buster is NOT punishable from all ranges, and this applies even when you&#039;re close. I like to string normals into each other and end it off with a Chest Buster positioned just right to the point where it&#039;s just outside of my opponent&#039;s throw range. After this, I usually throw out a normal to call out their button press as a result of their failed throw attempt. Mastering this requires throw range knowledge; remember that War and Armaggon have above-average throw range, making this strategy a lot riskier and harder to do against them. It is much safer to pull this off with light Chest Buster. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph Jamboree.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jamboree&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=19&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitstun=320&lt;br /&gt;
 |hitadvan=+13/+16&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Commonly regarded as one of the best fireballs in the game, and for good reason. It has a great hit advantage and insanely good recovery, making it work great as both a defensive AND offensive fireball. Raph&#039;s plan with this fireball is to function as sort of a sniper: stay near fullscreen, chuck them safely, and bait approaches. The fireball is too small for it to carry you to victory alone, so always make sure to abuse your anti-airs in case the opponent jumps in on you. Up close, you want to use this to solidify your pressure. Cancel normals into it, walk forward, and continue the harassment. One of the infamous problems with Jamboree is that it has very slow startup. To work around this, only use it when you&#039;re advantaged or far away. Using it mid-screen will be too risky most of the time.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph LH Powerdrill.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Power Drill (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=8[1]*2&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=KD/+6&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The light Psycho Crusher. This is good as a subtle way to advance across the screen while having a hitbox to back you up. Keep in mind that his doesn&#039;t cause a side-switch crossup like heavy Power Drill. From HoopsTheWaffleBurner: In general, this move is outclassed by heavy Power Drill. However, it may work better as a pressure tool in certain situations as it doesn&#039;t cross up. I tend to use this after a crouching light kick done close, start stringing with lk again, do PD again, then start more pressure.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph LH Powerdrill.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Power Drill (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=8[1]*4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=KD/+6&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The heavy Psycho Crusher. This is your main pressure tool in neutral, and it is great for closing the gap and harassing. Like its light counterpart, the drawback of this move is its lackluster priority. Most normals can beat Raph out of it easily, and because of this, you want to cancel normals into it rather than throw it out. The side switch leaves Raph very advantageous, and when done right, he&#039;ll be able to throw for free; allowing you to continue your pressure. From HoopsTheWaffleBurner: As mentioned before, this move&#039;s priority isn&#039;t the best. When canceled from normals, seasoned players will be able to identify the gap and punish you accordingly. HOWEVER, characters with lackluster reversals (or none at all) will be forced to poke you out with a normal. Most of the time, this will lead to a trade and put you both fullscreen. This allows you to start zoning automatically. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Energy Spray&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=32&lt;br /&gt;
 |active=42&lt;br /&gt;
 |recovery-whiff=34&lt;br /&gt;
 |hitstun=384 for every fireball&lt;br /&gt;
 |hitadvan=Dizzy/+9&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=One of the better supers in the game. Similar to Leo&#039;s super in the sense that it&#039;s very setup-heavy. Every fireball counts, and you want to position it in a way that you&#039;re close enough to allow all or most of the fireballs to hit, but too far for the opponent to punish you when landing. Never throw this out in the opponent&#039;s face. Experienced opponents will be able to walk forward, dodge the fireballs, and punish you when you land. Knowledge of the roster&#039;s ways to dodge it is required to make this super work best. The turtles are immune to this super from everywhere because they are capable of stringing backflips together, and when positioned just right, Shredder can either reflect the fireballs, then Aura Crusher, or just Aura Crusher right through the fireballs. From HoopsTheWaffleBurner: Because this super is punishable, I recommend holding onto it unless you really need the chip damage (or dizzy if you&#039;re playing against a greedy opponent). You want to really use this super when you&#039;re in advantaged states like reacting to a bad fireball or when the opponent is knocked over. My favorite thing to do against a downed opponent is throw an early Jamboree to set them up in blockstun, then throw out the super. This will do serious chip damage. Against characters with violent reversals, you can wait after the Jamboree, bait the reversal, then time the super just right so you can punish their recovery. This WILL stun all legal characters no matter what and is even capable of redizzying.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes =&lt;br /&gt;
&lt;br /&gt;
Body Slam (Begin holding back) &amp;gt; 3Xcr.LKs &amp;gt; Chestbuster/Powerdrill (The staple base combo game most can be familiar with. The plan is simple: Abuse Raph&#039;s great cr.LKs to create a &amp;quot;buffer&amp;quot; and react to the situation accordingly. If the opponent is being hit by the cr.LKs, confirm into a Chestbuster. If the opponent is blocking, you can most likely chain into a Powerdrill and keep the pressure, even being able to link a Jamboree after the blocked drill.)&lt;br /&gt;
&lt;br /&gt;
J.HK (Begin holding back) &amp;gt; close HP &amp;gt; Chestbuster (This is a staple and very consistent dizzy punish. Redizzies Mike &amp;amp; other Raphs.)&lt;br /&gt;
&lt;br /&gt;
Cross up J.HK (Begin holding forward since you&#039;re ending up on other side) &amp;gt; close LK &amp;gt; standing LK &amp;gt; standing LK &amp;gt; cr.LK &amp;gt; Chestbuster ( A very challenging dizzy punish to master, but very rewarding unlike Leo&#039;s LK punish due to allowing Raph to redizzy the ENTIRE CAST. You will see many Raphs attempt and fail this punish. Please remember that since this requires a cross up, perform the punish above this one if crossing up the dizzy opponent is not possible.) https://www.twitch.tv/yartarr42/clip/ColdbloodedSullenPeppermintHassaanChop-oBQh3g_xM69PtPub?filter=clips&amp;amp;range=7d&amp;amp;sort=time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Strategies =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know your Strings (And how to build Meter)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Below are optimal safe strings you can use to call out sloppy button presses and build meter. These have variations, but end in cr.hk because it&#039;s special-cancelable, allowing you to end most of the strings with a Jamboree, Chest Buster, or Power Drill to gain even more meter depending on the situation:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Close st.lk into two far st.lks into CPS chained cr.hk: Worth 10 meter points at 0 health, and it works on everyone (Has to be done as three st.lks into CPS chained sweep VS War)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[ File:LKSC.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Close st.lk into three far st.lks into CPS chained cr.hk: Worth 12 meter points at 0 health, and it works on Armaggon only&lt;br /&gt;
&lt;br /&gt;
[[ File:ARSG.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Point-blank cr.hp/hk into Power Drill: Worth 13 meter points at 0 health, and it works on the turtles and Wing Nut (Only works Vs CD and Aska in the right corner, and it;&#039;s still fairly inconsistent. It&#039;s inconsistent for Aska because it&#039;s a crouch unblockable sequence for her in most situations) &lt;br /&gt;
&lt;br /&gt;
[[ File:HNIPDG.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Cross-up j.hk into close st.lk into two far st.lks into CPS chained cr.hk into heavy Power Drill: Worth 26 meter points at 0 health, and it works on everyone (Has to be done as three far lks VS War) The Power Drill will not string, but if the opponent respects it, it will grant you a huge amount of meter (And a free throw!).&lt;br /&gt;
&lt;br /&gt;
[[ File:HPDSG.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Raphael || Startup || Active || Recovery || Advantage&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 7 || 3 || 12 || -7/-4&lt;br /&gt;
|-&lt;br /&gt;
| clLP || 6 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| clLK || 5 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 8 || 4 || 13 || -2/+1&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 7 || 7 || 8 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 7 || 5 || 13 || -3/0&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 10 || 2[1]5 || 5 || +5/+8&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 6 || 1 || 11 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 5 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 7 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 5 || 12 || KD/+1&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 6 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| BFlop || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLK || 3  || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 5 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 5 || 5 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHK || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Jamboree || 19 || N/A || 16 || +13/+16&lt;br /&gt;
|-&lt;br /&gt;
| Chest Buster || 5 || 3 || 16 || KD/-1&lt;br /&gt;
|-&lt;br /&gt;
| L Drill || 16 || 8[1]*2 || 10 || KD/+6&lt;br /&gt;
|-&lt;br /&gt;
| H Drill || 16 || 8[1]*4 || 10 || KD/+6&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| UM || 32 || 42 || 34 || Dizzy/+9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Raphael_(TF)&amp;diff=7847</id>
		<title>Raphael (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Raphael_(TF)&amp;diff=7847"/>
		<updated>2023-11-13T17:28:09Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Raphael&lt;br /&gt;
|image=[[Image:RTFp.png]]&lt;br /&gt;
|charheight=5&#039;8&amp;quot;&lt;br /&gt;
|charweight=170 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=15&lt;br /&gt;
|birthplace=Shelly&#039;s Pet City, New Hampshell&lt;br /&gt;
|weapons=Sai&lt;br /&gt;
|activities=Solitude, sarcastic joking with friends&lt;br /&gt;
|goals=He wants to purchase gifts for all of his friends. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Being an M.Bison with a fireball, Raphael is in no doubt one of the better characters in the game and is prevalent in the meta. With a top tier projectile game with Jamboree that is only rivaled by the likes of Armaggon, a swift &amp;amp; deadly Chestbuster that clips through projectiles and a Power Drill that can threaten to trap opponents who lack effective reversals such as Donatello, Wingnut, War &amp;amp; C.dome, Raphael is able to dominate a match in little time! Packed with great normals as well, particularly his cr.LK, Raphael is equipped to turn on the offensive pressure at practically all times and confirm into his game-winning blows. Do keep in mind however, Raphael does have a few minor weaknesses to watchout for, as similar to Michelangelo, he gets dizzied rather easily. He is also rather limited when backed into a corner, as he lacks the options Michelangelo &amp;amp; Leonardo have in their abilities to mixup their reversals. A Chestbuster reversal against a seasoned opponent will be readily blocked and punished with a throw right back in the corner where Raphael doesn&#039;t want to be in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech ==&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Power Drill tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As stated below, Power Drill is a deadly offensive attack that allows you to get safe damage and keep a lot of turns. Here are some ways to really take advantage of it:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Drill throw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A correctly spaced Drill will net you the ability to swiftly throw most opponents for free afterwards. &lt;br /&gt;
&lt;br /&gt;
[[ File:RPDT.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Power Drill Charge Oddity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you do a correctly spaced Power Drill, then hold back immediately, you can do any of Raph&#039;s charge moves without pressing forward if you time the button press perfectly. Doing Chest Buster will lead to an unblockable against Shredder, Aska, and Armaggon. It is theorized that this happens because the charge doesn&#039;t freeze when the game does. This doesn&#039;t seem to happen in the left corner.&lt;br /&gt;
&lt;br /&gt;
[[ File:RCNF.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Cheap Stuff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Being a character with a lot of top-tier privilege, it is no surprise that Raph has many cheesy tricks up his sleeve. Here are some:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Throw Loop&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On a downed cornered opponent, throw a Jamboree slightly before they wake-up. It should be done in a way that if they block it, it should appear to collide in the middle or behind them. After this is blocked, it becomes impossible to reverse properly, as you will be throwing them OUT of blockstun. This can only be escaped if you mistime a Jamboree or throw, the opponent does an invincible reversal before the Jamboree hits them, or the opponent takes the hit. The thing that makes this setup nasty, is that Raph will have time to simply sweep the opponent if they try to take the hit because of Jamboree&#039;s fantastic recovery, allowing the sequence to start over again. Abuse this to master the timing, as you can easily take rounds from this alone!&lt;br /&gt;
&lt;br /&gt;
[[ File:RFBOS.gif  ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Drill Cross-up&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re familiar with Dictator in some iterations of SF2, this should be pretty familiar. If Power Drill is timed correctly and causes a side switch before the opponent wakes-up, it will have to be blocked in the opposite direction, otherwise, it will be unblockable. This is much easier to set up in the corner, and can get you some cheap free damage against players who don&#039;t know it&#039;s coming. From HoopsTheWaffleBurner: I play a lot of experienced players who still forget to look out for this one. On top of that, it&#039;s hard to reverse out of properly, and if you don&#039;t, Raph is completely safe. It&#039;s just plain unfair! Be mindful of its inconsistencies, though. The turtles are immune to this cross-up in the corner and can block it either way, but are vulnerable in neutral. Shredder is vulnerable to this in neutral, and in the right corner, but is immune to it in the left corner. Wing Nut is immune to the cross-up in neutral but is vulnerable in the right corner. Aska is immune to this in neutral and in the left corner but is vulnerable in the right corner. Chrome Dome is vulnerable in neutral and in the right corner but is immune to it in the left corner. War is 100% immune to this cross-up. This is possible in the corner with light Drill, but it is MUCH harder to pull off due to picky timing and the fact that it has to be stored.&lt;br /&gt;
&lt;br /&gt;
[[ File:RPDCU.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;&amp;quot;Overheads&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Raph has a handful of useful &amp;quot;overheads&amp;quot; against crouching Askas and Armaggons. These are not to be confused with the unlockables that are possible on Aska, Armaggon, AND Shredder. All of these can be canceled into Chest Buster for deadly dizzy opportunities. &lt;br /&gt;
&lt;br /&gt;
[[ File:RSOHG.gif ]]&lt;br /&gt;
&lt;br /&gt;
The overheads are: Cr.lp into st.lp, two cr.lps into st.lp, cr.lp into CPS chained cr.hp, and cr.lk into CPS chained cr.hp respectively &lt;br /&gt;
&lt;br /&gt;
[[ File:RAOHG.gif ]]&lt;br /&gt;
&lt;br /&gt;
The overheads are: Cr.lp into st.lp, close st.lk into st.lp, and cr.lk into CPS chained standing lp respectively. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  2 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :   576 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph far st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Identical to Mike&#039;s far standing light punch. It&#039;s a slow hook with decent priority. Most of its usage comes from the overheads and unblockables it can cause on Shredder, Aska, and Armaggon.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Raph close st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close standing light punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C//N/S&lt;br /&gt;
 |description=A quick elbow. This is a mostly forgotten normal, mainly because of its relatively strict proximity. Its quick startup allows this to be a niche non-commital anti-air in some situations, but Raph has better options. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph far st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N&lt;br /&gt;
 |description=Raph shares this normal with Leo. This a great poke up-close, and a good button to keep aggressive characters at bay in neutral.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph close st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C?N&lt;br /&gt;
 |description=A chainable low attack that is decent for tick throws. Raph gets more mileage out of this normal than Leo and Don because of his better offense. From HoopsTheWaffleBurner: This is a great sneaky move. After dizzy punishing my opponent, I like to jump with a normal and time it so it LOOKS like it will hit, but doesn&#039;t. This can elicit a high-guard from the opponent, preventing them from blocking this normal, and allowing you to start another combo.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=-2/+1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Raph&#039;s best far anti-air. Raph&#039;s lowered hurtbox and range allow you to get lucky trades, it also makes this good as a last-second poke. Something to keep note of is that because of this normal, Raph is one of the few characters who has little trouble punishing Chrome Dome&#039;s dive with a trade anti-air when zoning.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=7&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=Your go-to up-close pressure tool. Canceling it into Powerdrill and Jamboree nets you a lot of chances to keep pressure going and harass the opponent. This is also a great anti-air to deal with close jumps. When right next to other turtles, Chrome Dome, and Armaggon facing right, this will grant you a true string when canceled into heavy Power Drill.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=-3/0&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=A working anti-air that every turtle has. Although the priority is average, it is one of Raph&#039;s most consistent anti-airs. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=2[1]5&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=192/160/336&lt;br /&gt;
 |hitadvan=	+5/+8&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A weird two hitting normal. This doesn&#039;t see much usage, but you don&#039;t get punished for having it blocked. This sets up an unblockable against a crouching Aska and Armaggon when done into cr.hk. Regardless, Raph has better options. The hitstun listed above is the stun of the first hit, second hit, and both hits respectively. Keep in mind that this move only hits once against crouhcers and War, the only exceptions to this are Shredder and Wing Nut, who will always get hit twice no matter how they&#039;re standing.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=Disturbingly underrated move. Although this normal isn&#039;t a low, has less range, and is slower than cr.lk, it has much better priority (Raph&#039;s arm and sai are completely invincible) stun, and has a higher-positioned hitbox. This makes it a better non-commital normal for punishing advances and attacks. It is especially good at calling out Aura Crusher. Although the move doesn&#039;t combo into itself on HS1, it can chain into cr.lk, allowing you to rack up high-stun combos from afar if need be. The cr.lk propaganda is easy to get lost in, but DO NOT sleep on this normal!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Raph cr.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=Raph&#039;s infamous hyper normal. This is an amazing poke in neutral because it allows you to call out moves and button presses and end the combo with a swift Chest Buster. Never be afraid to abuse this move to catch the opponent when they&#039;re not blocking. The only lackluster things about this normal are its below-average stun and very mediocre priority. From HoopsTheWaffleBurner: When getting an advantaged airborne hit in the corner, I like to wait at the bottom, start cr.lk&#039;ing as soon the opponent lands, then finish it off with a heavy Chest Buster if they don&#039;t block. If done successfully (and without the opponent reversing), it will grant you a nice amount of stun but will put you in the corner, the opponent&#039;s knockdown will give you enough time to jump out, but keep that in mind. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=Fantastic anti-air with amazing priority. The priority on this normal is so good that at worst, the opponent will trade after jumping in. This is similar to Ryu&#039;s cr.hp in the various versions of Street Fighter 2 in the sense that it&#039;s great at controlling vertical space, but not so good at controlling horizontal space. Make sure to always switch this up with other anti-airs depending on where you are, and where the opponent jumps. Since this is special cancelable move, you can bee sneaky and cancel it into Jamboree when need be.&lt;br /&gt;
}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph cr.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitstun=192&lt;br /&gt;
 |hitadvan=KD/+1&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=A sweep he shares with Leo. Not as much range as you&#039;d like, BUUUT canceling it into Power Drill offers an immense amount of pressure and offensive advantage. Canceling this into Jamboree is also a good option, but the inputs required to pull it off are a bit strict.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph j.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=Infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Universal turtle normal. This move has infinite frames despite the animation implying that it ends.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph BF.png &lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Belly Flop (Down+LP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=Infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The universal command aerial all turtles have. It&#039;s the best lingering aerial they have though its priority can be questioned. Raph gets a lot more usage out of this normal due to his far-reaching cr.lk, but remember to switch it up with his other jumping normals.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph dj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=Infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A short-range move with low priority that all the turtles have. JHK, JHP, and belly flop should be used instead.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=Infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Tons of active frames, but belly flop should be used over this due to its longer range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph j.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=192&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=This is a good jump-in for dizzy punishes and stun fishing. It is also a good air-to-air in certain situations, but its priority can definitely be questioned. From HoopsTheWaffleBurner: This normal is a weird one. Its priority is good enough, most of Raph&#039;s arm is completely invincible. Despite this, it is a rather picky normal. Because of this, I think it&#039;s best to use it as an offensive jump-in as opposed to something you want to just throw out immediately after jumping.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph dj.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Great as a crossup move. Because it has higher stun than j.hp, it can be a better combo starter.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=160&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=This move&#039;s high hitbox makes it a very situational normal, working in situations like beating War&#039;s DFA&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph LH Chest Buster.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chest Buster &lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitstun=384&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A swift and deadly move that works great to clip through fireballs, reversal, and end combos. The only difference between light and heavy Chest Buster is the trajectory: heavy has a much farther vertical trajectory than light. Generally, you want to use light Buster for safe strings and when you want to stay out of the corner for dizzy punishes. Heavy Buster is for far combo-enders and reversals. Up close, this is only punishable via a throw, but be careful. Characters like Armaggon and Chrome Dome can end the match after blocking it once. Luckily, they are the only characters who can really punish it hard, but never get too greedy with this move regardless. Blocked Chest Busters can put you in the corner, or BACK in it depending on the situation and where you used it. This is a place Raph doesn&#039;t want to be in, as he&#039;ll be forced to guess again. Avid Raph&#039;s should absolutely make Chest Buster a big part of their game plan, but know when and when not to use it. This is an amazing move, but seasoned players will know when to look out for it, and how and exploit it. Be smart with it. From HoopsTheWaffleBurner: As much as I hate to say it, yes, throwing this move out randomly will work sometimes and will put you in an extremely advantaged state. Do I recommend it? Only in these two situations: When you know for a fact that the opponent is close to being stunned, or when you have a good amount of health left and are in a bad situation. Both of these do not apply when you&#039;re facing Armaggon and Chrome Dome, but sometimes risky plays can work out (if you&#039;re really, really lucky). As hinted at before, Chest Buster is NOT punishable from all ranges, and this applies even when you&#039;re close. I like to string normals into each other and end it off with a Chest Buster positioned just right to the point where it&#039;s just outside of my opponent&#039;s throw range. After this, I usually throw out a normal to call out their button press as a result of their failed throw attempt. Mastering this requires throw range knowledge; remember that War and Armaggon have above-average throw range, making this strategy a lot riskier and harder to do against them. It is much safer to pull this off with Light Chest Buster. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph Jamboree.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jamboree&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=19&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitstun=320&lt;br /&gt;
 |hitadvan=+13/+16&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Commonly regarded as one of the best fireballs in the game, and for good reason. It has a great hit advantage and insanely good recovery, making it work great as both a defensive AND offensive fireball. Raph&#039;s plan with this fireball is to function as sort of a sniper: stay near fullscreen, chuck them safely, and bait approaches. The fireball is too small for it to carry you to victory alone, so always make sure to abuse your anti-airs in case the opponent jumps in on you. Up close, you want to use this to solidify your pressure. Cancel normals into it, walk forward, and continue the harassment. One of the infamous problems with Jamboree is that it has very slow startup. To work around this, only use it when you&#039;re advantaged or far away. Using it mid-screen will be too risky most of the time.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph LH Powerdrill.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Power Drill (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=8[1]*2&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=KD/+6&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The light Psycho Crusher. This is good as a subtle way to advance across the screen while having a hitbox to back you up. Keep in mind that his doesn&#039;t cause a side-switch crossup like heavy Power Drill. From HoopsTheWaffleBurner: In general, this move is outclassed by heavy Power Drill. However, it may work better as a pressure tool in certain situations as it doesn&#039;t cross up. I tend to use this after a crouching light kick done close, start stringing with lk again, do PD again, then start more pressure.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph LH Powerdrill.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Power Drill (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=8[1]*4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=KD/+6&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The heavy Psycho Crusher. This is your main pressure tool in neutral, and it is great for closing the gap and harassing. Like its light counterpart, the drawback of this move is its lackluster priority. Most normals can beat Raph out of it easily, and because of this, you want to cancel normals into it rather than throw it out. The side switch leaves Raph very advantageous, and when done right, he&#039;ll be able to throw for free; allowing you to continue your pressure. From HoopsTheWaffleBurner: As mentioned before, this move&#039;s priority isn&#039;t the best. When canceled from normals, seasoned players will be able to identify the gap and punish you accordingly. HOWEVER, characters with lackluster reversals (or none at all) will be forced to poke you out with a normal. Most of the time, this will lead to a trade and put you both fullscreen. This allows you to start zoning automatically. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Energy Spray&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=32&lt;br /&gt;
 |active=42&lt;br /&gt;
 |recovery-whiff=34&lt;br /&gt;
 |hitstun=384 for every fireball&lt;br /&gt;
 |hitadvan=Dizzy/+9&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=One of the better supers in the game. Similar to Leo&#039;s super in the sense that it&#039;s very setup-heavy. Every fireball counts, and you want to position it in a way that you&#039;re close enough to allow all or most of the fireballs to hit, but too far for the opponent to punish you when landing. Never throw this out in the opponent&#039;s face. Experienced opponents will be able to walk forward, dodge the fireballs, and punish you when you land. Knowledge of the roster&#039;s ways to dodge it is required to make this super work best. The turtles are immune to this super from everywhere because they are capable of stringing backflips together, and when positioned just right, Shredder can either reflect the fireballs, then Aura Crusher, or just Aura Crusher right through the fireballs. From HoopsTheWaffleBurner: Because this super is punishable, I recommend holding onto it unless you really need the chip damage (or dizzy if you&#039;re playing against a greedy opponent). You want to really use this super when you&#039;re in advantaged states like reacting to a bad fireball or when the opponent is knocked over. My favorite thing to do against a downed opponent is throw an early Jamboree to set them up in blockstun, then throw out the super. This will do serious chip damage. Against characters with violent reversals, you can wait after the Jamboree, bait the reversal, then time the super just right so you can punish their recovery. This WILL stun all legal characters no matter what and is even capable of redizzying.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes =&lt;br /&gt;
&lt;br /&gt;
Body Slam (Begin holding back) &amp;gt; 3Xcr.LKs &amp;gt; Chestbuster/Powerdrill (The staple base combo game most can be familiar with. The plan is simple: Abuse Raph&#039;s great cr.LKs to create a &amp;quot;buffer&amp;quot; and react to the situation accordingly. If the opponent is being hit by the cr.LKs, confirm into a Chestbuster. If the opponent is blocking, you can most likely chain into a Powerdrill and keep the pressure, even being able to link a Jamboree after the blocked drill.)&lt;br /&gt;
&lt;br /&gt;
J.HK (Begin holding back) &amp;gt; close HP &amp;gt; Chestbuster (This is a staple and very consistent dizzy punish. Redizzies Mike &amp;amp; other Raphs.)&lt;br /&gt;
&lt;br /&gt;
Cross up J.HK (Begin holding forward since you&#039;re ending up on other side) &amp;gt; close LK &amp;gt; standing LK &amp;gt; standing LK &amp;gt; cr.LK &amp;gt; Chestbuster ( A very challenging dizzy punish to master, but very rewarding unlike Leo&#039;s LK punish due to allowing Raph to redizzy the ENTIRE CAST. You will see many Raphs attempt and fail this punish. Please remember that since this requires a cross up, perform the punish above this one if crossing up the dizzy opponent is not possible.) https://www.twitch.tv/yartarr42/clip/ColdbloodedSullenPeppermintHassaanChop-oBQh3g_xM69PtPub?filter=clips&amp;amp;range=7d&amp;amp;sort=time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Strategies =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know your Strings (And how to build Meter)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Below are optimal safe strings you can use to call out sloppy button presses and build meter. These have variations, but end in cr.hk because it&#039;s special-cancelable, allowing you to end most of the strings with a Jamboree, Chest Buster, or Power Drill to gain even more meter depending on the situation:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Close st.lk into two far st.lks into CPS chained cr.hk: Worth 10 meter points at 0 health, and it works on everyone (Has to be done as three st.lks into CPS chained sweep VS War)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[ File:LKSC.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Close st.lk into three far st.lks into CPS chained cr.hk: Worth 12 meter points at 0 health, and it works on Armaggon only&lt;br /&gt;
&lt;br /&gt;
[[ File:ARSG.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Point-blank cr.hp/hk into Power Drill: Worth 13 meter points at 0 health, and it works on the turtles and Wing Nut (Only works Vs CD and Aska in the right corner, and it;&#039;s still fairly inconsistent. It&#039;s inconsistent for Aska because it&#039;s a crouch unblockable sequence for her in most situations) &lt;br /&gt;
&lt;br /&gt;
[[ File:HNIPDG.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Cross-up j.hk into close st.lk into two far st.lks into CPS chained cr.hk into heavy Power Drill: Worth 26 meter points at 0 health, and it works on everyone (Has to be done as three far lks VS War) The Power Drill will not string, but if the opponent respects it, it will grant you a huge amount of meter (And a free throw!).&lt;br /&gt;
&lt;br /&gt;
[[ File:HPDSG.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Raphael || Startup || Active || Recovery || Advantage&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 7 || 3 || 12 || -7/-4&lt;br /&gt;
|-&lt;br /&gt;
| clLP || 6 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| clLK || 5 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 8 || 4 || 13 || -2/+1&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 7 || 7 || 8 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 7 || 5 || 13 || -3/0&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 10 || 2[1]5 || 5 || +5/+8&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 6 || 1 || 11 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 5 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 7 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 5 || 12 || KD/+1&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 6 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| BFlop || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLK || 3  || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 5 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 5 || 5 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHK || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Jamboree || 19 || N/A || 16 || +13/+16&lt;br /&gt;
|-&lt;br /&gt;
| Chest Buster || 5 || 3 || 16 || KD/-1&lt;br /&gt;
|-&lt;br /&gt;
| L Drill || 16 || 8[1]*2 || 10 || KD/+6&lt;br /&gt;
|-&lt;br /&gt;
| H Drill || 16 || 8[1]*4 || 10 || KD/+6&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| UM || 32 || 42 || 34 || Dizzy/+9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7808</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7808"/>
		<updated>2023-08-13T20:24:40Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Cyber Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Balrog (Boxer) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= Fast light normal. This will be your go-to unorthodox anti-air to get jumpers off of you when you don&#039;t have charge. This normal is rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= This normal has a decent speed, but is still on the slow side. It is great in combos and can stop a lot moves when spaced out properly (Namely Chrome Dome&#039;s crouching hp/crouching hk) This normal is also a good tool for whiff punishing if you want to use lights instead of heavy buttons for less risk. The best thing about this normal is it&#039;s priority. Shredder retains his neutral hurtboxes while his leg has no hurtbox. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= One of Shredder&#039;s best normals. Slow startup but has high potential when used properly. Has far reach and is one of the go-to moves for whiff punishing. This normal is best used for whiff punishing, as you can buffer it into both aura crusher and knee crush. Be careful when throwing this move out, though. Although this move is great for nabbing whiff punishes, its slow startup makes it vulnerable to whiff punishes as well.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of Shredder&#039;s go-to combo starters from a jump in. Has slow startup, being a heavy move, but leads to heavy combo damage. HoopsTheWaffleBurner: For those with violent forward reversals, you can stand outside of its range, bait said reversal, punish it on recovery with this normal, then cancel into Aura or Knee Crusher. This is especially good when pressuring a cornered Raph. I got this from XFORCE!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Slow on startup but can lead to a bit of damage. This normal is good for whiff punishing, but is rarely used in combos. Use this normal safely, as you can get whiff punished for using this normal incorrectly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+3/+6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Very slow on startup and is rarely used in combos. There are better normals to use other than this one, but it is still an ok normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description= Another really good normal that shredder has. Fast on startup, but low on damage being a light normal. This normal is one of Shredder&#039;s the go-to pokes due to it&#039;s speed. It has surprisingly good range, and is great for combos. Amazing normal overall.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=80&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Somewhat fast on startup, and an okay move to poke with. This normal has far range for a crouching move. The biggest downside to this move is that it is slow in general, but you can get some mileage out of max-range Aura and Knee Crusher cancels&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Another one of shredder really good normals. Slow on recovery, but has far reach for a crouching normal and can lead to a lot of damage potential. Can be buffered into Knee Crush or Aura Crusher and is an amazing whiff punish tool.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/0&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Slow on startup and recovery, but can be used as a niche whiff punish tool. This normal has the most range out of all of shredders normal, but is rarely used in combos. An interesting thing to note is that this is the strongest button in the game, dealing 18 damage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Does less damage than the heavy version but when spaced out properly, can beat out certain normals and special moves. This move is one of the go-to normals for jump in combos. Good air-to-air as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Both versions have the same range but the light one does less damage. This normal is rarely used because the heavy version is overall better. HoopsTheWaffleBurrner: As a Blanka main, I can&#039;t help but compare this to his neutral jumping heavy punch in  the various Street Fighter 2s. Overall, it has the same purpose, a snazzy read-air-to-air that you can use to catch jumpers.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=144&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast light air normal. The heavy version is better for jump in combos. Is less used because of the heavy version, but has still has some uses.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=240&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= One of the go-to normals for a jump in combo. This normal can be a good air-to-air normal when spaced out properly as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Has far reach and can beat out a lot of jump in attacks when spaced properly. Both versions can be used as combo starters, but are less commonly used for that. This serves the same purpose as neutral jumping light punch: a snazzy read-air-to-air. This one is stronger, but doesn&#039;t have infinite active frames, making it slightly more read-based.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The go-to normal for jump in attacks. Has great combo potential and can beat out moves when spaced out properly. Oddly enough, this does LESS stun than jumping light kick. Whether or not it&#039;s the better normal is up for debate. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder AC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6-13&lt;br /&gt;
 |active=3+8&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=&lt;br /&gt;
 |hitadvan=-7/-4 -4/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This move is very similar to balrogs dash straight in Street Fighter. This is one of shredders best tools if not his best tool for getting in on the opponent. The fast speed and fast startup of this move makes up for the fact that you can&#039;t really get much off of this move. Aura crusher is best used in neutral when you want to get offensive, and can even get you out of some tight situations on defense. The light version has faster startup, but has shorter range. The heavy version has slightly slower startup, but has farther range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Essentially a worse version of Heavy Knee Crush. Light knee crush launches shredder higher into the air making it easier for the opponent to punish this move. Light knee crush is best used as an anti-air only. There are other situations where this move can be used but the heavy knee crush is way better to use. This move is punishable on recovery. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Another one of shredders best special moves. This move works as a mix-up option, a anti-air, and a combo ender. Every single Knee Crush hit awards a knockdown which can lead to more shenanigans. Heavy Knee Crush is the go-to move for mix-ups and often goes unpunished because of the specific timing needed. Not to be confused with the light Knee Crush, Heavy Knee launches Shredder further towards the opponent. Heavy Knee Crush is also completely invincible on landing, which means that it is virtually UNPUNISHABLE. The only threat Shredder faces after whiffing one is a timed throw, or a meaty normal. This move is vulnerable on startup, which is its weakness. This means that it isn&#039;t a true reversal. Despite this, it is great for wiggling out of tight situations.   &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder R.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The perfect move for Shredder&#039;s archetype since he doesn&#039;t have a fireball, and it compliments him well. His Aura Reflector allows him to reflect fireballs back towards the opponent. Shredder&#039;s Aura Reflector is one of his best tools against fireball characters. Utilizing it helps when fighting against the onslaught of fireballs coming towards you if you are not in the corner. Aura Reflector&#039;s startup is on the slower side but it&#039;s still an amazing tool to use against fireball characters.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This super is pretty good, and deals quite a bit of chip. The lightning that travels on the ground after Shredder activates his super deals the most damage and chip damage, and needs to be avoided at all cost. This super is amazing because Shredders whole body is covered in lightning which automatically tells the opponent to back up. When this super is activated, your best options are to either jump back away from the super, or jump into the super to land around Shredders waist and above area. Blocking this super on the ground with the lightning bolt that travels on the ground, leads to alot of chip damage and alot of regular damage if you choose not to block the super.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Raphael_(TF)&amp;diff=7807</id>
		<title>Raphael (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Raphael_(TF)&amp;diff=7807"/>
		<updated>2023-08-13T19:51:26Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Raphael&lt;br /&gt;
|image=[[Image:RTFp.png]]&lt;br /&gt;
|charheight=5&#039;8&amp;quot;&lt;br /&gt;
|charweight=170 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=15&lt;br /&gt;
|birthplace=Shelly&#039;s Pet City, New Hampshell&lt;br /&gt;
|weapons=Sai&lt;br /&gt;
|activities=Solitude, sarcastic joking with friends&lt;br /&gt;
|goals=He wants to purchase gifts for all of his friends. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Being an M.Bison with a fireball, Raphael is in no doubt one of the better characters in the game and is prevalent in the meta. With a top tier projectile game with Jamboree that is only rivaled by the likes of Armaggon, a swift &amp;amp; deadly Chestbuster that clips through projectiles and a Power Drill that can threaten to trap opponents who lack effective reversals such as Donatello, Wingnut, War &amp;amp; C.dome, Raphael is able to dominate a match in little time! Packed with great normals as well, particularly his cr.LK, Raphael is equipped to turn on the offensive pressure at practically all times and confirm into his game-winning blows. Do keep in mind however, Raphael does have a few minor weaknesses to watchout for, as similar to Michelangelo, he gets dizzied rather easily. He is also rather limited when backed into a corner, as he lacks the options Michelangelo &amp;amp; Leonardo have in their abilities to mixup their reversals. A Chestbuster reversal against a seasoned opponent will be readily blocked and punished with a throw right back in the corner where Raphael doesn&#039;t want to be in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech ==&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Power Drill tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As stated below, Power Drill is a deadly offensive attack that allows you to get safe damage and keep a lot of turns. Here are some ways to really take advantage of it:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Drill throw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A correctly spaced Drill will net you the ability to swiftly throw most opponents for free afterwards. &lt;br /&gt;
&lt;br /&gt;
[[ File:RPDT.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Power Drill Charge Oddity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you do a correctly spaced Power Drill, then hold back immediately, you can do any of Raph&#039;s charge moves without pressing forward if you time the button press perfectly. Doing Chest Buster will lead to an unblockable against Shredder, Aska, and Armaggon. It is theorized that this happens because the charge doesn&#039;t freeze when the game does. This doesn&#039;t seem to happen in the left corner.&lt;br /&gt;
&lt;br /&gt;
[[ File:RCNF.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Cheap Stuff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Being a character with a lot of top-tier privilege, it is no surprise that Raph has many cheesy tricks up his sleeve. Here are some:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Throw Loop&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On a downed cornered opponent, throw a Jamboree slightly before they wake-up. It should be done in a way that if they block it, it should appear to collide in the middle or behind them. After this is blocked, it becomes impossible to reverse properly, as you will be throwing them OUT of blockstun. This can only be escaped if you mistime a Jamboree or throw, the opponent does an invincible reversal before the Jamboree hits them, or the opponent takes the hit. The thing that makes this setup nasty, is that Raph will have time to simply sweep the opponent if they try to take the hit because of Jamboree&#039;s fantastic recovery, allowing the sequence to start over again. Abuse this to master the timing, as you can easily take rounds from this alone!&lt;br /&gt;
&lt;br /&gt;
[[ File:RFBOS.gif  ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Drill Cross-up&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re familiar with Dictator in some iterations of SF2, this should be pretty familiar. If Power Drill is timed correctly and causes a side switch before the opponent wakes-up, it will have to be blocked in the opposite direction, otherwise, it will be unblockable. This is much easier to set up in the corner, and can get you some cheap free damage against players who don&#039;t know it&#039;s coming. From HoopsTheWaffleBurner: I play a lot of experienced players who still forget to look out for this one. On top of that, it&#039;s hard to reverse out of properly, and if you don&#039;t, Raph is completely safe. It&#039;s just plain unfair! Be mindful of its inconsistencies, though. The turtles are immune to this cross-up in the corner and can block it either way, but are vulnerable in neutral. Shredder is vulnerable to this in neutral, and in the right corner, but is immune to it in the left corner. Wing Nut is immune to the cross-up in neutral but is vulnerable in the right corner. Aska is immune to this in neutral and in the left corner but is vulnerable in the right corner. Chrome Dome is vulnerable in neutral and in the right corner but is immune to it in the left corner. War is 100% immune to this cross-up. This is possible in the corner with light Drill, but it is MUCH harder to pull off due to picky timing and the fact that it has to be stored.&lt;br /&gt;
&lt;br /&gt;
[[ File:RPDCU.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;&amp;quot;Overheads&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Raph has a handful of useful &amp;quot;overheads&amp;quot; against crouching Askas and Armaggons. These are not to be confused with the unlockables that are possible on Aska, Armaggon, AND Shredder. All of these can be canceled into Chest Buster for deadly dizzy opportunities. &lt;br /&gt;
&lt;br /&gt;
[[ File:RSOHG.gif ]]&lt;br /&gt;
&lt;br /&gt;
The overheads are: Cr.lp into st.lp, two cr.lps into st.lp, cr.lp into CPS chained cr.hp, and cr.lk into CPS chained cr.hp respectively &lt;br /&gt;
&lt;br /&gt;
[[ File:RAOHG.gif ]]&lt;br /&gt;
&lt;br /&gt;
The overheads are: Cr.lp into st.lp, close st.lk into st.lp, and cr.lk into CPS chained standing lp respectively. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  2 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :   576 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph far st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Identical to Mike&#039;s far standing light punch. It&#039;s a slow hook with decent priority. Most of its usage comes from the overheads and unblockables it can cause on Shredder, Aska, and Armaggon.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Raph close st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close standing light punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C//N/S&lt;br /&gt;
 |description=A quick elbow. This is a mostly forgotten normal, mainly because of its relatively strict proximity. Its quick startup allows this to be a niche non-commital anti-air in some situations, but Raph has better options. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph far st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N&lt;br /&gt;
 |description=Raph shares this normal with Leo. This a great poke up-close, and a good button to keep aggressive characters at bay in neutral.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph close st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C?N&lt;br /&gt;
 |description=A chainable low attack that is decent for tick throws. Raph gets more mileage out of this normal than Leo and Don because of his better offense. From HoopsTheWaffleBurner: This is a great sneaky move. After dizzy punishing my opponent, I like to jump with a normal and time it so it LOOKS like it will hit, but doesn&#039;t. This can elicit a high-guard from the opponent, preventing them from blocking this normal, and allowing you to start another combo.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=-2/+1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Raph&#039;s best far anti-air. Raph&#039;s lowered hurtbox and range allow you to get lucky trades, it also makes this good as a last-second poke. Something to keep note of is that because of this normal, Raph is one of the few characters who has little trouble punishing Chrome Dome&#039;s dive with a trade anti-air when zoning.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=7&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=Your go-to up-close pressure tool. Canceling it into Powerdrill and Jamboree nets you a lot of chances to keep pressure going and harass the opponent. This is also a great anti-air to deal with close jumps. When right next to other turtles, Chrome Dome, and Armaggon facing right, this will grant you a true string when canceled into heavy Power Drill.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=-3/0&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=A working anti-air that every turtle has. Although the priority is average, it is one of Raph&#039;s most consistent anti-airs. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=2[1]5&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=192/160/336&lt;br /&gt;
 |hitadvan=	+5/+8&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A weird two hitting normal. This doesn&#039;t see much usage, but you don&#039;t get punished for having it blocked. This sets up an unblockable against a crouching Aska and Armaggon when done into cr.hk. Regardless, Raph has better options. The hitstun listed above is the stun of the first hit, second hit, and both hits respectively. Keep in mind that this move only hits once against crouhcers and War, the only exceptions to this are Shredder and Wing Nut, who will always get hit twice no matter how they&#039;re blocking.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=Disturbingly underrated move. Although this normal isn&#039;t a low, has less range, and is slower than cr.lk, it has much better priority (Raph&#039;s arm and sai are completely invincible) stun, and has a higher-positioned hitbox. This makes it a better non-commital normal for punishing advances and attacks. It is especially good at calling out Aura Crusher. Although the move doesn&#039;t combo into itself on HS1, it can chain into cr.lk, allowing you to rack up high-stun combos from afar if need be. The cr.lk propaganda is easy to get lost in, but DO NOT sleep on this normal!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Raph cr.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=Raph&#039;s infamous hyper normal. This is an amazing poke in neutral because it allows you to call out moves and button presses and end the combo with a swift Chest Buster. Never be afraid to abuse this move to catch the opponent when they&#039;re not blocking. The only lackluster things about this normal are its below-average stun and very mediocre priority. From HoopsTheWaffleBurner: When getting an advantaged airborne hit in the corner, I like to wait at the bottom, start cr.lk&#039;ing as soon the opponent lands, then finish it off with a heavy Chest Buster if they don&#039;t block. If done successfully (and without the opponent reversing), it will grant you a nice amount of stun but will put you in the corner, the opponent&#039;s knockdown will give you enough time to jump out, but keep that in mind. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=Fantastic anti-air with amazing priority. The priority on this normal is so good that at worst, the opponent will trade after jumping in. This is similar to Ryu&#039;s cr.hp in the various versions of Street Fighter 2 in the sense that it&#039;s great at controlling vertical space, but not so good at controlling horizontal space. Make sure to always switch this up with other anti-airs depending on where you are, and where the opponent jumps. Since this is special cancelable move, you can bee sneaky and cancel it into Jamboree when need be.&lt;br /&gt;
}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph cr.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitstun=192&lt;br /&gt;
 |hitadvan=KD/+1&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=A sweep he shares with Leo. Not as much range as you&#039;d like, BUUUT canceling it into Power Drill offers an immense amount of pressure and offensive advantage. Canceling this into Jamboree is also a good option, but the inputs required to pull it off are a bit strict.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph j.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=Infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Universal turtle normal. This move has infinite frames despite the animation implying that it ends.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph BF.png &lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Belly Flop (Down+LP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=Infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The universal command aerial all turtles have. It&#039;s the best lingering aerial they have though its priority can be questioned. Raph gets a lot more usage out of this normal due to his far-reaching cr.lk, but remember to switch it up with his other jumping normals.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph dj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=Infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A short-range move with low priority that all the turtles have. JHK, JHP, and belly flop should be used instead.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=Infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Tons of active frames, but belly flop should be used over this due to its longer range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph j.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=192&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=This is a good jump-in for dizzy punishes and stun fishing. It is also a good air-to-air in certain situations, but its priority can definitely be questioned. From HoopsTheWaffleBurner: This normal is a weird one. Its priority is good enough, most of Raph&#039;s arm is completely invincible. Despite this, it is a rather picky normal. Because of this, I think it&#039;s best to use it as an offensive jump-in as opposed to something you want to just throw out immediately after jumping.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph dj.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Great as a crossup move. Because it has higher stun than j.hp, it can be a better combo starter.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=160&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=This move&#039;s high hitbox makes it a very situational normal, working in situations like beating War&#039;s DFA&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph LH Chest Buster.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chest Buster &lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitstun=384&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A swift and deadly move that works great to clip through fireballs, reversal, and end combos. The only difference between light and heavy Chest Buster is the trajectory: heavy has a much farther vertical trajectory than light. Generally, you want to use light Buster for safe strings and when you want to stay out of the corner for dizzy punishes. Heavy Buster is for far combo-enders and reversals. Up close, this is only punishable via a throw, but be careful. Characters like Armaggon and Chrome Dome can end the match after blocking it once. Luckily, they are the only characters who can really punish it hard, but never get too greedy with this move regardless. Blocked Chest Busters can put you in the corner, or BACK in it depending on the situation and where you used it. This is a place Raph doesn&#039;t want to be in, as he&#039;ll be forced to guess again. Avid Raph&#039;s should absolutely make Chest Buster a big part of their game plan, but know when and when not to use it. This is an amazing move, but seasoned players will know when to look out for it, and how and exploit it. Be smart with it. From HoopsTheWaffleBurner: As much as I hate to say it, yes, throwing this move out randomly will work sometimes and will put you in an extremely advantaged state. Do I recommend it? Only in these two situations: When you know for a fact that the opponent is close to being stunned, or when you have a good amount of health left and are in a bad situation. Both of these do not apply when you&#039;re facing Armaggon and Chrome Dome, but sometimes risky plays can work out (if you&#039;re really, really lucky). As hinted at before, Chest Buster is NOT punishable from all ranges, and this applies even when you&#039;re close. I like to string normals into each other and end it off with a Chest Buster positioned just right to the point where it&#039;s just outside of my opponent&#039;s throw range. After this, I usually throw out a normal to call out their button press as a result of their failed throw attempt. Mastering this requires throw range knowledge; remember that War and Armaggon have above-average throw range, making this strategy a lot riskier and harder to do against them. It is much safer to pull this off with Light Chest Buster. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph Jamboree.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jamboree&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=19&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitstun=320&lt;br /&gt;
 |hitadvan=+13/+16&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Commonly regarded as one of the best fireballs in the game, and for good reason. It has a great hit advantage and insanely good recovery, making it work great as both a defensive AND offensive fireball. Raph&#039;s plan with this fireball is to function as sort of a sniper: stay near fullscreen, chuck them safely, and bait approaches. The fireball is too small for it to carry you to victory alone, so always make sure to abuse your anti-airs in case the opponent jumps in on you. Up close, you want to use this to solidify your pressure. Cancel normals into it, walk forward, and continue the harassment. One of the infamous problems with Jamboree is that it has very slow startup. To work around this, only use it when you&#039;re advantaged or far away. Using it mid-screen will be too risky most of the time.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph LH Powerdrill.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Power Drill (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=8[1]*2&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=KD/+6&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The light Psycho Crusher. This is good as a subtle way to advance across the screen while having a hitbox to back you up. Keep in mind that his doesn&#039;t cause a side-switch crossup like heavy Power Drill. From HoopsTheWaffleBurner: In general, this move is outclassed by heavy Power Drill. However, it may work better as a pressure tool in certain situations as it doesn&#039;t cross up. I tend to use this after a crouching light kick done close, start stringing with lk again, do PD again, then start more pressure.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph LH Powerdrill.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Power Drill (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=8[1]*4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=KD/+6&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The heavy Psycho Crusher. This is your main pressure tool in neutral, and it is great for closing the gap and harassing. Like its light counterpart, the drawback of this move is its lackluster priority. Most normals can beat Raph out of it easily, and because of this, you want to cancel normals into it rather than throw it out. The side switch leaves Raph very advantageous, and when done right, he&#039;ll be able to throw for free; allowing you to continue your pressure. From HoopsTheWaffleBurner: As mentioned before, this move&#039;s priority isn&#039;t the best. When canceled from normals, seasoned players will be able to identify the gap and punish you accordingly. HOWEVER, characters with lackluster reversals (or none at all) will be forced to poke you out with a normal. Most of the time, this will lead to a trade and put you both fullscreen. This allows you to start zoning automatically. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Energy Spray&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=32&lt;br /&gt;
 |active=42&lt;br /&gt;
 |recovery-whiff=34&lt;br /&gt;
 |hitstun=384 for every fireball&lt;br /&gt;
 |hitadvan=Dizzy/+9&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=One of the better supers in the game. Similar to Leo&#039;s super in the sense that it&#039;s very setup-heavy. Every fireball counts, and you want to position it in a way that you&#039;re close enough to allow all or most of the fireballs to hit, but too far for the opponent to punish you when landing. Never throw this out in the opponent&#039;s face. Experienced opponents will be able to walk forward, dodge the fireballs, and punish you when you land. Knowledge of the roster&#039;s ways to dodge it is required to make this super work best. The turtles are immune to this super from everywhere because they are capable of stringing backflips together, and when positioned just right, Shredder can either reflect the fireballs, then Aura Crusher, or just Aura Crusher right through the fireballs. From HoopsTheWaffleBurner: Because this super is punishable, I recommend holding onto it unless you really need the chip damage (or dizzy if you&#039;re playing against a greedy opponent). You want to really use this super when you&#039;re in advantaged states like reacting to a bad fireball or when the opponent is knocked over. My favorite thing to do against a downed opponent is throw an early Jamboree to set them up in blockstun, then throw out the super. This will do serious chip damage. Against characters with violent reversals, you can wait after the Jamboree, bait the reversal, then time the super just right so you can punish their recovery. This WILL stun all legal characters no matter what and is even capable of redizzying.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes =&lt;br /&gt;
&lt;br /&gt;
Body Slam (Begin holding back) &amp;gt; 3Xcr.LKs &amp;gt; Chestbuster/Powerdrill (The staple base combo game most can be familiar with. The plan is simple: Abuse Raph&#039;s great cr.LKs to create a &amp;quot;buffer&amp;quot; and react to the situation accordingly. If the opponent is being hit by the cr.LKs, confirm into a Chestbuster. If the opponent is blocking, you can most likely chain into a Powerdrill and keep the pressure, even being able to link a Jamboree after the blocked drill.)&lt;br /&gt;
&lt;br /&gt;
J.HK (Begin holding back) &amp;gt; close HP &amp;gt; Chestbuster (This is a staple and very consistent dizzy punish. Redizzies Mike &amp;amp; other Raphs.)&lt;br /&gt;
&lt;br /&gt;
Cross up J.HK (Begin holding forward since you&#039;re ending up on other side) &amp;gt; close LK &amp;gt; standing LK &amp;gt; standing LK &amp;gt; cr.LK &amp;gt; Chestbuster ( A very challenging dizzy punish to master, but very rewarding unlike Leo&#039;s LK punish due to allowing Raph to redizzy the ENTIRE CAST. You will see many Raphs attempt and fail this punish. Please remember that since this requires a cross up, perform the punish above this one if crossing up the dizzy opponent is not possible.) https://www.twitch.tv/yartarr42/clip/ColdbloodedSullenPeppermintHassaanChop-oBQh3g_xM69PtPub?filter=clips&amp;amp;range=7d&amp;amp;sort=time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Strategies =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know your Strings (And how to build Meter)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Below are optimal safe strings you can use to call out sloppy button presses and build meter. These have variations, but end in cr.hk because it&#039;s special-cancelable, allowing you to end most of the strings with a Jamboree, Chest Buster, or Power Drill to gain even more meter depending on the situation:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Close st.lk into two far st.lks into CPS chained cr.hk: Worth 10 meter points at 0 health, and it works on everyone (Has to be done as three st.lks into CPS chained sweep VS War)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[ File:LKSC.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Close st.lk into three far st.lks into CPS chained cr.hk: Worth 12 meter points at 0 health, and it works on Armaggon only&lt;br /&gt;
&lt;br /&gt;
[[ File:ARSG.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Point-blank cr.hp/hk into Power Drill: Worth 13 meter points at 0 health, and it works on the turtles and Wing Nut (Only works Vs CD and Aska in the right corner, and it;&#039;s still fairly inconsistent. It&#039;s inconsistent for Aska because it&#039;s a crouch unblockable sequence for her in most situations) &lt;br /&gt;
&lt;br /&gt;
[[ File:HNIPDG.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Cross-up j.hk into close st.lk into two far st.lks into CPS chained cr.hk into heavy Power Drill: Worth 26 meter points at 0 health, and it works on everyone (Has to be done as three far lks VS War) The Power Drill will not string, but if the opponent respects it, it will grant you a huge amount of meter (And a free throw!).&lt;br /&gt;
&lt;br /&gt;
[[ File:HPDSG.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Raphael || Startup || Active || Recovery || Advantage&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 7 || 3 || 12 || -7/-4&lt;br /&gt;
|-&lt;br /&gt;
| clLP || 6 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| clLK || 5 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 8 || 4 || 13 || -2/+1&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 7 || 7 || 8 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 7 || 5 || 13 || -3/0&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 10 || 2[1]5 || 5 || +5/+8&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 6 || 1 || 11 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 5 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 7 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 5 || 12 || KD/+1&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 6 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| BFlop || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLK || 3  || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 5 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 5 || 5 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHK || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Jamboree || 19 || N/A || 16 || +13/+16&lt;br /&gt;
|-&lt;br /&gt;
| Chest Buster || 5 || 3 || 16 || KD/-1&lt;br /&gt;
|-&lt;br /&gt;
| L Drill || 16 || 8[1]*2 || 10 || KD/+6&lt;br /&gt;
|-&lt;br /&gt;
| H Drill || 16 || 8[1]*4 || 10 || KD/+6&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| UM || 32 || 42 || 34 || Dizzy/+9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7801</id>
		<title>Chrome Dome (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7801"/>
		<updated>2023-06-04T01:59:22Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Chrome Dome&lt;br /&gt;
|image=[[Image:CDTFp.png|125px]]&lt;br /&gt;
|charheight=5&#039;10&amp;quot;&lt;br /&gt;
|charweight=200 lbs.&lt;br /&gt;
|eyes=Red&lt;br /&gt;
|age=66 MHZ&lt;br /&gt;
|birthplace=Shredders Metal Shop&lt;br /&gt;
|weapons=Thunder Gauntlets&lt;br /&gt;
|activities=Steel Magnolias&lt;br /&gt;
|goals=He wants to extract the &amp;quot;Warrior&amp;quot; program from his system memory.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Have you ever wondered what you&#039;d get if you threw Dhalsim and Zangief in some vile blender? That&#039;s right! You get an obscenity, but on good days, you get Chrome Dome! Calling Chrome a strange character would be an understatement. He&#039;s a ranged-based grappler who can really do it all. The interesting thing about him, is that he isn&#039;t held back by any specific archetype weaknesses. He&#039;s held back by Chrome Dome &#039;&#039;specific&#039;&#039; weaknesses. He&#039;s capable of zoning, but he has a mediocre fireball and struggles getting in against other fireballers. He has awesome jumping normals, but has a somewhat slow and floaty jump arc. He has great buttons; possibly the best array of normals in the game, but can have a hard time keeping opponents out of the air and has a slow walk speed. These &amp;quot;Cause and Effect&amp;quot; relationships are what make the character so interesting, and he has his fair share of strengths to make up for said weaknesses. He may have a mediocre fireball, but he can work around it with his great long-ranged grounded pokes and Chrome Spark&#039;s invincibility. He&#039;s slow and has a floaty jump arc, but he has a quick dive kick that can move him around the stage safely. He can have a hard time keeping opponents out of the air, but has a ton of things he can do with his specials that can help with that. Like many other characters, knowing Chrome Dome&#039;s quirks and oddities are mandatory if you want to really get good with this strange character. He can redizzy the turtles and War off of one grab, but there&#039;s a lot more to him than that. For one, he probably has the most gimmicky arsenal of special moves in the game. Chrome Spark is secretly a reversal and setup-up tool first and a fireball second; contrary to what is common with most projectiles. EPD is a dangerous command grab that can sneak Chrome Dome out of many bad situations and create a lot of cheap scenarios for any poor cretin who happens to fall in Chrome&#039;s deadly corner traps. All that has been mentioned doesn&#039;t even scratch the surface when it comes to all of Chrome Dome&#039;s odd traits, so the question becomes &amp;quot;What are you waiting for&amp;quot;? Get out there and get creative. His options are almost limitless. &lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Electric Pile Driver tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Electric Pile Driver being an instant grab that requires no diagonal inputs makes it a fantastic option as a punish and instant reversal. There are hundreds of ways to experiment with it, but here are a few important tricks you can do with it to really make your Chrome Dome threatening.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-air EPD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome lacking &amp;quot;The perfect anti-air&amp;quot; is a minor, but very real weakness for Chrome. Electric Pile Driver&#039;s awesome range can (kinda sorta) make up for it! The key is to watch where the opponent lands. Many times, players will make risky full screen jumps that will cause any jump-in normal to whiff. Use this to your advantage and throw them as soon as they land.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDFS.gif ]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Drill EPD Punish&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Drill is super plus, and most of the time you will get thrown for free, but don&#039;t worry! With immaculate timing (and a bit of luck) you can time an Electric Pile Driver after Raph recovers. Whether this is a true punish or not is up for debate, but it&#039;s almost unanimously agreed that it&#039;s worth trying just in case the Raph doesn&#039;t time the throw correctly. &lt;br /&gt;
&lt;br /&gt;
[[File:EPDPDP.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like the Powerdrill setup mentioned before, doing this trick successfully mostly relies on the opponent messing up. In this case, you have to either hope the opponent throws too late if you block the fireball, or; if you don&#039;t block and take the fireball, hope the opponent still attempts to throw after you get hit by it. In the gif, you can see that Raph attempts to throw after Chrome took the fireball. The Raph ended up getting a close heavy punch, and the Chrome Dome was able to throw him before the normal connected. &lt;br /&gt;
&lt;br /&gt;
‎[[File:EPDFB.gif]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Corner Trap&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the deadliest things you can do with EPD is make the opponent to block and then immediately throw them out of blockstun. This is especially viable in the corner; where you can knock the opponent over, throw a Chrome Spark, then either throw them with EPD regularly, or make them block a normal, and throw after that. The example below showcases the latter. Since the properties of Chrome&#039;s close normals vary depending on the character, you can do other setups like a far light kick or heavy kick into EPD if the character you&#039;re fighting allows it.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDC.gif ]]&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Chrome Spark Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark allows for a magnitude of eccentric techniques that will definitely catch your opponents off guard. As mentioned below, Chrome Spark works as a fantastic reversal and anti-air because of its invincibility. Use these tricks to really take advantage of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Anti-Air&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can make up for Chrome Dome&#039;s mostly average anti-air game just like EPD. In fact, it may be an even better one, as it&#039;s much better for countering actual air normals rather than the opponent&#039;s landing. &lt;br /&gt;
&lt;br /&gt;
[[ File:AACS.gif ‎]]&lt;br /&gt;
&lt;br /&gt;
*Buffered Chrome Spark Anti-Air&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can still be buffered after a whiffed normal. Use this to your advantage! &lt;br /&gt;
&lt;br /&gt;
[[File:CSBAA.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome&#039;s best option against fireball traps. There&#039;s no exact timing for this, so try and get a feel for which methods work best in these situations&lt;br /&gt;
&lt;br /&gt;
[[ File:CSDB.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Aska UA Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A neat (and the only) way to avoid Aska&#039;s super with Chrome Dome. It&#039;s possible with both light and heavy Chrome Spark, and it must be done very late.&lt;br /&gt;
&lt;br /&gt;
[[File:CSUAD.gif]] [[ File:HCSUAD.gif]]&lt;br /&gt;
&lt;br /&gt;
Left: Light Chrome Spark&lt;br /&gt;
&lt;br /&gt;
Right: Heavy Chrome Spark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A quick jab with awesome priority. It is capable of beating many attacks clean, so use it as a handy &amp;quot;attack beater&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-6/-3&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=This works great as an up-close anti-air.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3+7&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5 +2/+5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=A risky poke that&#039;s best used to cancel into EPD. It does an insane amount of stun for a light normal, but standing heavy kick should be favored over it. This is also a two part move.  It only hits once, but the initial kick is a hit as well as the extension. Both have different damages. This is a recurring theme with Chrome Dome&#039;s extended limbs.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A fast knee. Although it&#039;s not used much, it&#039;s a decent combo tool. Use it if you want to be fancy.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of Chrome Dome&#039;s main far anti-airs. In certain situations, it can be used as a poke to call out button presses and push the opponent away. This is a very important normal for CD, make sure to use it. Be mindful of its picky hitbox and the fact that CD&#039;s whole arm is venerable.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcsthp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-3/0&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Not much to say about this one. It can work in quick two-piece combos if you know it will stun. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDbst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Back Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-9/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Chrome Dome&#039;s best anti-air. It has awesome priority, and its hitbox has quite a bit of range, making it double as an anti-cross up. Make sure to abuse this against jumpy opponents.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=A surprisingly fast kick. Overall, this is a better poke than standing light kick. It is capable of calling out certain moves, but be mindful of its below average priority. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2[2]3&lt;br /&gt;
 |recovery-whiff=23&lt;br /&gt;
 |hitstun=192/497&lt;br /&gt;
 |hitadvan=-11/-8&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of the highest damaging moves in the game stun-wise if both hits connect. Perhaps the most infamous part about this normal is that it sets up the grab loop combo against the turtles and War. Even when you&#039;re facing characters who aren&#039;t venerable to the loop, use this during jump-in combos to get a quick dizzy. This builds an above-average amount of meter; six points instead of the usual four for heavy normals. Be mindful that it can setup a really specific unblocakble against Shredder in the corner if canceled into light Chrome Spark, but it&#039;s not very consistent. This normal can change the outcome of matches quickly, don&#039;t sleep on it!  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-2/+1&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=VERY similar to crouching light kick, but it&#039;s slightly slower and has less range. It also can&#039;t setup any knock-down CPS chain combos, but keep in mind that it is possible to redizzy the turtles and War by CPS chaining this move three times into crouching heavy punch after a light punch grab, so use it when you want to get creative. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A very quick low kick. This is a great normal that is mostly used in CPS chain combos into crouching heavy kick. It is also a decent close poke, and it is relatively safe to set up EPD grabs with it.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=Similar to crouching light punch in a sense that it&#039;s very similar to its kick counter part. Although crouching heavy kick is mostly the better normal, this can be great for whiff punishes and interrupting fake block strings.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=An awesome sweep that has a startup speed that&#039;s almost unfair. It works great as a cancel into EPD, to call out special and regular moves, and for ending CPS chains. This is not only one of Chrome Dome&#039;s best normals, but arguably one of the best in the game. Use this a lot to solidify Chrome Dome&#039;s ground game.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A very solid normal that should be your go-to air-to-air. It has great priority, and can beat moves even when it seems like it shouldn&#039;t be able to.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Can be used as an instant overhead, but there are better normals to use in general. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An odd pogo jump that is almost useless. It can be used during mind games to confuse the opponent, but you&#039;re better off ignoring it completely in neutral. Its usage comes when jumping in on the opponent. Its above-average priority can be used to beat many anti airs and special moves.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1+10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Great button overall. It&#039;s not only a decent air-to-air, but a great option for instant overheads too.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=13&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An okay normal in general that can call out certain moves. Most of its usage comes from it being the lowest instant overhead Chrome Dome has. This is really important, as it allows the  overhead to work against low crouchers like Armaggon. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=1+14&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=This normal&#039;s long range and awesome startup make it a fantastic air-to-air. Said long range makes matchups like Wingnut far more bearable as Chrome Dome can beat out moves while in the air and control a good amount of space. It gives Chrome Dome the opportunity to combo from a relatively far distance into cr.hk. Keep this in mind against opponents who are predictable with fireballs. Be mindful when throwing this move out though. Since it does not have infinite active frames, experienced opponents will be able to punish it off of a good read.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dive Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A quick dive. When used right, this normal can be a huge threat. It&#039;s incredibly fast, mostly safe, and perhaps the deadliest part: it must be blocked high. Avid Chrome Domes should always establish their gameplan with this move and know when and when not to use it. Dive should be used often, but it only should be abused when the opponent is in the corner. In neutral, it should mostly be used as a gap closer and mixup option. It&#039;s also a great option for getting over fireballs quickly. When the opponent is cornered, mix this up with instant overheads and EPDs to really solidify damage.  &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-10/-7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Possibly the most interesting fireball in the game. It has some bit of invincibility on startup, making it double as a reversal and anti-air. Being a good Chrome Dome player requires utilizing this as more than a fireball. In fact, some might say it&#039;s better as a reversal than a fireball. Yes, it can help Chrome Dome control space and play keep away, but it&#039;s fairly slow on recovery, and it&#039;s completely grounded, allowing fireballs like Dragon Breath to pass right over it. Seasoned Chromes will mostly use this moves as a &amp;quot;get off me&amp;quot; attack. It can help Chrome Dome wiggle out of fireball traps, counter okis, and call out special moves. Against cornered opponents, Chrome Spark mostly becomes a setup for EPD. The process is usually knock down, into canceled Chrome Spark, into EPD. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |hitadvan=-14/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Similar to the light version animation wise, but speed and recovery frames are different stories. This move, unlike the light chrome spark, has slower startup and recovery in exchange for faster speed. In reference to the light chrome spark, heavy Chrome Spark also has invincibility frames. This allows it to be used to get out of of certain fireball loop setups and as a sneaky reversal. Be sure to use this move at safe distances because you can take a bit of damage if this move is thrown out at a bad time. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDEPD.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Electric Pile Driver&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=N/A&lt;br /&gt;
 |startup=None&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The only command grab possessed by a tournament-legal character. This is one of Chrome&#039;s most important moves. It is an instant grab that cannot be jumped out of or blocked, there is no whiff animation, and it has a decent amount of range. These three traits in particular help Electric Pile Driver&#039;s general viability a lot. It allows it to be used as an unorthodox anti-air, fake block string interrupter, and most importantly, an instant reversal. EPD allows for a lot of creativity, and there is no specific way to use it. Don&#039;t be afraid to be expressive with it. Always remember that you can buffer the &amp;quot;down&amp;quot; input indefinitely, and EPD will still come out. Since you can throw out of blockstun in TMNT, it allows you to cancel almost all of his normals into it, including close st.hk and cr.hk. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CBomb.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Bomb&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Unfortunately, Chrome Bomb doesn&#039;t have a lot to offer as it&#039;s one of the worst Ultimate Attacks in the game. It can be used as an anti-air, but it&#039;s terrible as one, as the opponent is rendered airborne after one hit, effectively saving them from the entire super. It is also punishable on recovery; making it&#039;s usage somewhat risky in general.  Because of these drawbacks, you really have to rely on getting good reads to force the opponent to get hit by it without blocking. It&#039;s mostly effective against characters with rush specials like Shredder and his Aura Crusher. This makes it a fairly setup-heavy super that can&#039;t just be thrown out as soon as you gain full meter. Be patient with Chrome Bomb, and take make sure to watch for mistakes from the opponent. It is mostly a bad super, but it does a good amount of damage on hit. Remember that Chrome Bomb is a cancelable super. Canceling into it from a normal is a great option if you know it will chip kill.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos =&lt;br /&gt;
&lt;br /&gt;
== Matchups ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=WarC1.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS War&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[8/2]&lt;br /&gt;
 |This is the rare matchup where Chrome Dome can start zoning immediately. The game plan is to play lame, zone War out, and force force him to approach. If War ever gets close, the game becomes &amp;quot;Who can beat who and get the game-changing read first&amp;quot;. Most Wars will opt to try and use his standing heavy punch and heavy kick to poke you out when they get close. The best thing to do against this is to trade back with your couching heavy kick. It will lead to both of you being knocked over, but don&#039;t worry. War&#039;s options when he&#039;s in this situation are limited. If you ever knock War down, try your best to suffocate him and punish any and all of his attempts to play the game. When he&#039;s knocked over, he HAS to take damage no matter what. If he takes the hit, it will lead to a combo, if he reversal DFA&#039;s, he&#039;ll take damage from whatever jumping normal you used, if he blocks, free EPD. Remember that almost everything War can do in neutral is either punishable or easily countered by Chrome. Heavy and light turning uppercuts can be punished with Electric Pile Driver on block when done close enough. And even if the War does it far to make it safer, there&#039;s almost nothing he can do to capitalize on it. When you&#039;re zoning,  It&#039;s your main opening to knock War down, and once you do, the match flips almost entirely in Chrome Dome&#039;s favor. War will get safe jumped on for the entirety of the match, and even if he does a reversal DFA to counter throw attempts, you can still just jump in on him again to start the process all over. Never give War any chances to play an annoying game with his pokes. Establish a life lead, play lame, and the match is over. Remember that if he&#039;s dizzied once, you can grab loop him to death.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_leo_shiningcutter.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Leo&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[7/3]&lt;br /&gt;
 |The main game plan in this matchup is to make Leo mess up and get unnecessarily aggressive. Try to establish a life lead before he can so you can make Leo come to you, not the other way around. There is almost no reason to get aggressive immediately at round start. Back up and try to analyze whether the Leo plays offensive or defensive. An offensive Leo is what you want. His awesome jumping heavy punch is indeed a threat for Chrome Dome, but if the Leo is just mindlessly jumping in with it, it becomes an opening. Anti-air with a late Chrome Spark and slowly build up his dizzy. If the Leo is dizzied once, the game is over. Grab loop him until death. Take advantage of Leo&#039;s somewhat mediocre DP by purposefully jumping outside of its range and baiting it when he&#039;s in the corner. On the topic of the corner, this is the main place Leo does not want to be. If you&#039;re playing against a defensive Leo, focus on pushing him there and baiting Roto Cutter as mentioned before. &amp;quot;Baiting&amp;quot; it involves safe jumping, and shimmying around. One blocked Cutter can be the round. This match seems easy at a very basic level, but good Leos will definitely be a challenge. Don&#039;t give him any chances.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_don_Hyakuretsuki.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Don&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.8/3.2]&lt;br /&gt;
 |Very similar to the Leo matchup in terms of the general game plan, but you want a defensive Don instead of an offensive one. This is mostly because of Ground Claw and its slow startup which makes it much easier for Chrome to get a good read and push Don into the corner. Against an offensive Don, you want to watch for jump-ins. Most Dons will opt to use j.hp and Belly Flop as their go-to jumping normals. For those, you want to anti-air with b.hp or block so you won&#039;t risk trading. Dance Attack (Headspin) is a threat, and it is the main thing that makes this match slightly better for Don than Leo. Since Chrome&#039;s jump is slow, most of your attempts to pressure Don by jumping in will be punished with a well-timed Headspin. It&#039;s the main reason why you want to avoid jumping in on Don without purpose. Instead, try to figure out how and when the Don is using Headpsin and start baiting them out. With Bo Thrust, make sure to watch out for Don&#039;s overextending it, as it is only punishable when mashed longer than needed. When Don is in the corner, do the same as you would with Leo. Poke him with your buttons and Dive Kick to stop Headpsin attempts, and keep him in block strings with Chrome Spark to fish for a dizzy. Don has no good reversals to escape the corner safely.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_aska_kochounomai.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Aska&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.5/3.5]&lt;br /&gt;
 |The main thing to note about this matchup is Aska&#039;s great Kochou No Mai (DP). Because of its fantastic priority and invincibility, you have to play around it and be patient. You want to do this while also not allowing her to get too close and start her shenanigans. If you do get a knock-down, try not to pressure her too much. Try and analyze how the Aska uses their DP. If they&#039;re greedy with them, bait it and go for a punish. If they respect your advances and let you jump in, take advantage of that and proceed to pressure her. Chrome Dome excels in the middle screen in this matchup because of his good pokes. Keep Aska there and don&#039;t let her get too close. If the Aska gets in and does a close Hyabusa, remember that it can be punished with a well-timed EPD.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph_LH_Chest_Buster.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Raph&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6/4]&lt;br /&gt;
 |Like a lot of Chrome&#039;s other matches, at round start, you want to try to back up and analyze the Raph. What you want is a defensive Raph who jumps back a lot so you can push him in the corner; a place where he doesn&#039;t want to be. Dealing with a defensive Raph can be fairly difficult, though. You can be somewhat aggresive, but make sure not to be so aggresive that you essentially kill yourself. Jumping heavy punch is a good normal for calling out some of his far anti-airs, and jumping light punch is a good normal for trading with Chest Buster if you make an incorrect jump-in. Never jump-in when you&#039;re close to Raph, his amazing cr.hp will beat almost everything you throw out. When you&#039;re that close, the goal is to pressure him into making a mistake. A small one being Power Drill, and a big one being Chest Buster. Since those two moves are an essential part of Raph&#039;s tool kit, a lot of the match involves working around these moves and baiting them to get the advantage. For Power Drill, the safest way to work around it is to neutral jump with a normal like j.lp. but you can also try jump back and try to get a punish which is slightly riskier. If you get a punish on Drill, try your best to close the gap on Raph to increase your chances of putting him in the corner. As mentioned above, blocked Power Drills can be punished with an EPD, but the timing is strict. For Chest Buster, in most scenarios you can simply punish it with a lp throw. This leads into the redizzy, which is the match. If the Raph is ever pushed to the corner, this is your chance to take the round. The plan is to continuously harass Raph and take advantage of his lack of safe reversal options. This involves doing jump back lp or nj.hks to call out Power Drill, cr.hp into Chrome Spark to keep him in block strings, and b.hp to punish his attempts to jump out. Remember that you need to be correctly spaced so Chest Buster will either be blocked, or whiff completely. Keep in mind that if Raph dizzies you from midscreen, he can punish you from the left side with his redizzy, so avoid that at all costs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fair Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDbst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Chrome Dome (self)&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[5/5]&lt;br /&gt;
 |This matchup is basically just a big game of &amp;quot;who wins neutral&amp;quot;. Play patient and let the Chrome Dome come to you. Anti-air him every time and build up small damage this way. Capitalizing on the opponents mistakes is huge in this matchup; a big one is bad Chrome Sparks that allow you to jump in for a quick knock-down combo. Don&#039;t be afraid to utilize some of Chrome&#039;s grounded pokes to punish bad moves. A funny thing to note is that this is the only matchup where EDP can really be challenged, obviously because your opponent has access to the same move. When you go in for okis, make sure to poke around outside of its range with your longer normals. Keep this knowledge in mind for when you&#039;re in disadvantaged states, too. If the opponent ever tries to do EPD setups, you can steal their turn and counter with you own. The match becomes a mess when both Chrome Domes are fighting for EPD, so always change it up a little by taking advantage of Chrome Sparks invincibility, and fighting for the life lead so you can start zoning safely again.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Shredder&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[5/5]&lt;br /&gt;
 |Shredder&#039;s amazing normals and special moves can be a huge problem for Chrome Dome, so this matchup mostly revolves around working around and punishing them. Chrome Dome rarely gets the chance to jump in safely on Shredder because of Knee Crush, so this forces him to play a somewhat defensive game. The crazy thing about this though, is that a defensive Chrome Dome can be very problematic for Shredder. In neutral, you should utilize lp Chrome Sparks, as the slow movement makes it hard for Shredder to properly Aura Crusher through them on reaction. From there, it&#039;s just another one of those matches that involve making the opponent make mistakes and punishing said mistakes. As mentioned before, Chrome Spark in general is very important in this match. It can works as an anti- Aura Crusher move, but be prepared for Shredders to go through it with its invincibility frames. When you have this in mind, you will find out that you can sweep him out of the Crusher and put him back where he doesn&#039;t want to be. Against defensive Shredders who like to reflect your Sparks, remember that every time he does it and you read it, you can jump in for free damage. Despite this, unless you are really in need of extra damage, it is recommended that you stay where you are and throw another Spark to counter the reflection. Make sure to switch between light and heavy Chrome Spark to keep the Shredder guessing, but remember that he can do the same mind games on you. For instance, if you throw out a Chrome Spark, the Shredder reflects it, and then you throw out another one to nullify the first, Shredder can hit you with Aura Crusher during its recovery and start bullying you. This &amp;quot;Rock, Paper, Scissors&amp;quot; aspect of the matchup is what evens it out. Play the smarter game, watch the Shredder&#039;s habits, and play around them.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=TF WN CLSLP.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Wing Nut&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[4/6]&lt;br /&gt;
 |Funny matchup because in theory, it’s bad for BOTH Wingnut and Chrome Dome depending on who has the advantage. At its simplest, the matchup involves WN zoning. Chrome Dome struggles until he gets in, then he can end the round. Your game plan should be to bully your way in and STAY THERE. There are a couple of things Chrome Dome can do to make getting in a lot less miserable. The safest and most common option is to take to the skies and kick him in the face with a jump-forward heavy kick. This is a good option because it does two jobs at once. It moves you forward, and hits WN, granting damage. The problem with this option is that if you are read whatsoever and punished with a trade air-to-air, air-to-air, or anti-air, you have to start all over again. Use it when you’re confident. Dive kicking, jumping over off of a read, Chrome Sparking through, and walking under Moon Busters are important options for patient Chrome Dome players who want to capitalize on sloppy MBs. You get no damage, but you get closer to Wing Nut, which can be round-ending. Be sure to always watch where, and which MBs are being thrown. You can catch many habits and get good positioning whenever you do advance. Never try to forward jump a Moon Buster on reaction. You’ll get hit every time. When you are advantaged, continuously jump in on WN and prevent him from playing the game. There are some pretty nasty option selects you can use on him in this situation, but the best one is probably jumping hp into cr.hp XX EPD. If Wing nut blocks the string, you’ll get EPD for an unavoidable sequence. If he doesn’t block, you get the knockdown and will keep your turn.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf mike UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Mike&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[4/6]&lt;br /&gt;
 |Mike&#039;s standing hp, Dragon Breath, slide (when spaced properly), and well-timed Dynamite Bombers make this a really annoying matchup for Chrome Dome. A lot of times, it will feel like you&#039;re locked down with nothing to do. Contrary to what is normal when up against a zoner, NEVER jump at Mike unless you are 100% confident with a read, standing hp is far too polarizing to do otherwise. Forcing mistakes and capitalizing on them is an extremely important aspect of this match. Whiffed Rising Thunders are the biggest, as they can be round-ending. Most Mike players will opt to use light RT in neutral as it is far less punishable. The good thing about this is that Chrome&#039;s long limbs (namely cr.hk) make it easy to punish from most ranges. If a light RT is whiffed up close, you will have enough time to grab him and take the match, but don&#039;t get greedy. Crafty Mike players will notice this and have enough time to go into another RT, knowing you down and making you start all over again. For Dynamite Bomber (P2), you will need to anticipate them and have fast enough reaction times to see it coming. You can poke him out of it with far lp, and even EPD them on landing if you&#039;re feeling lucky. Far-standing heavy punch and Dragon Breath will definitely be where most of your problems come from. You can take advantage of greedy Mikes who like to throw it a lot by whiff punishing and closing the gap. Another smart thing you can do in this situation is shimmy by making the Mike think you&#039;re in range, walking back to make the button miss, then sweeping. With Dragon Breath, you have to be patient, as CD&#039;s jump is too slow to make any moves on reaction. You can neutral jump the fireballs to make them last longer on screen, and spark back. Keep in mind that sloppy Sparks will be &amp;quot;punished&amp;quot; with the Dragon Breath, as they fly right over, so always make sure to throw them early in order to force a reaction from Mike. Never get overwhelmed. This is a pretty hard match, but one or two good plays can end it quickly. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Serious Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Armaggon&lt;br /&gt;
*Theorized to be 3-7&lt;br /&gt;
&lt;br /&gt;
== Throw Loop ==&lt;br /&gt;
[ LP Grab &amp;gt; jHP 2LK-2LK-2LK-2HK (dizzy) ] x ∞&lt;br /&gt;
&lt;br /&gt;
Chrome Dome has a throw loop vs. the turtles.&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7791</id>
		<title>Chrome Dome (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7791"/>
		<updated>2023-05-18T20:26:56Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Chrome Dome&lt;br /&gt;
|image=[[Image:CDTFp.png|125px]]&lt;br /&gt;
|charheight=5&#039;10&amp;quot;&lt;br /&gt;
|charweight=200 lbs.&lt;br /&gt;
|eyes=Red&lt;br /&gt;
|age=66 MHZ&lt;br /&gt;
|birthplace=Shredders Metal Shop&lt;br /&gt;
|weapons=Thunder Gauntlets&lt;br /&gt;
|activities=Steel Magnolias&lt;br /&gt;
|goals=He wants to extract the &amp;quot;Warrior&amp;quot; program from his system memory.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Have you ever wondered what you&#039;d get if you threw Dhalsim and Zangief in some vile blender? That&#039;s right! You get an obscenity, but on good days, you get Chrome Dome! Calling Chrome a strange character would be an understatement. He&#039;s a ranged-based grappler who can really do it all. The interesting thing about him, is that he isn&#039;t held back by any specific archetype weaknesses. He&#039;s held back by Chrome Dome &#039;&#039;specific&#039;&#039; weaknesses. He&#039;s capable of zoning, but he has a mediocre fireball and struggles getting in against other fireballers. He has awesome jumping normals, but has a somewhat slow and floaty jump arc. He has great buttons; possibly the best array of normals in the game, but can have a hard time keeping opponents out of the air and has a slow walk speed. These &amp;quot;Cause and Effect&amp;quot; relationships are what make the character so interesting, and he has his fair share of strengths to make up for said weaknesses. He may have a mediocre fireball, but he can work around it with his great long-ranged grounded pokes and Chrome Spark&#039;s invincibility. He&#039;s slow and has a floaty jump arc, but he has a quick dive kick that can move him around the stage safely. He can have a hard time keeping opponents out of the air, but has a ton of things he can do with his specials that can help with that. Like many other characters, knowing Chrome Dome&#039;s quirks and oddities are mandatory if you want to really get good with this strange character. He can redizzy the turtles and War off of one grab, but there&#039;s a lot more to him than that. For one, he probably has the most gimmicky arsenal of special moves in the game. Chrome Spark is secretly a reversal and setup-up tool first and a fireball second; contrary to what is common with most projectiles. EPD is a dangerous command grab that can sneak Chrome Dome out of many bad situations and create a lot of cheap scenarios for any poor cretin who happens to fall in Chrome&#039;s deadly corner traps. All that has been mentioned doesn&#039;t even scratch the surface when it comes to all of Chrome Dome&#039;s odd traits, so the question becomes &amp;quot;What are you waiting for&amp;quot;? Get out there and get creative. His options are almost limitless. &lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Electric Pile Driver tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Electric Pile Driver being an instant grab that requires no diagonal inputs makes it a fantastic option as a punish and instant reversal. There are hundreds of ways to experiment with it, but here are a few important tricks you can do with it to really make your Chrome Dome threatening.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-air EPD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome lacking &amp;quot;The perfect anti-air&amp;quot; is a minor, but very real weakness for Chrome. Electric Pile Driver&#039;s awesome range can (kinda sorta) make up for it! The key is to watch where the opponent lands. Many times, players will make risky full screen jumps that will cause any jump-in normal to whiff. Use this to your advantage and throw them as soon as they land.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDFS.gif ]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Drill EPD Punish&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Drill is super plus, and most of the time you will get thrown for free, but don&#039;t worry! With immaculate timing (and a bit of luck) you can time an Electric Pile Driver after Raph recovers. Whether this is a true punish or not is up for debate, but it&#039;s almost unanimously agreed that it&#039;s worth trying just in case the Raph doesn&#039;t time the throw correctly. &lt;br /&gt;
&lt;br /&gt;
[[File:EPDPDP.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like the Powerdrill setup mentioned before, doing this trick successfully mostly relies on the opponent messing up. In this case, you have to either hope the opponent throws too late if you block the fireball, or; if you don&#039;t block and take the fireball, hope the opponent still attempts to throw after you get hit by it. In the gif, you can see that Raph attempts to throw after Chrome took the fireball. The Raph ended up getting a close heavy punch, and the Chrome Dome was able to throw him before the normal connected. &lt;br /&gt;
&lt;br /&gt;
‎[[File:EPDFB.gif]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Corner Trap&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the deadliest things you can do with EPD is make the opponent to block and then immediately throw them out of blockstun. This is especially viable in the corner; where you can knock the opponent over, throw a Chrome Spark, then either throw them with EPD regularly, or make them block a normal, and throw after that. The example below showcases the latter. Since the properties of Chrome&#039;s close normals vary depending on the character, you can do other setups like a far light kick or heavy kick into EPD if the character you&#039;re fighting allows it.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDC.gif ]]&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Chrome Spark Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark allows for a magnitude of eccentric techniques that will definitely catch your opponents off guard. As mentioned below, Chrome Spark works as a fantastic reversal and anti-air because of its invincibility. Use these tricks to really take advantage of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Anti-Air&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can make up for Chrome Dome&#039;s mostly average anti-air game just like EPD. In fact, it may be an even better one, as it&#039;s much better for countering actual air normals rather than the opponent&#039;s landing. &lt;br /&gt;
&lt;br /&gt;
[[ File:AACS.gif ‎]]&lt;br /&gt;
&lt;br /&gt;
*Buffered Chrome Spark Anti-Air&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can still be buffered after a whiffed normal. Use this to your advantage! &lt;br /&gt;
&lt;br /&gt;
[[File:CSBAA.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome&#039;s best option against fireball traps. There&#039;s no exact timing for this, so try and get a feel for which methods work best in these situations&lt;br /&gt;
&lt;br /&gt;
[[ File:CSDB.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Aska UA Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A neat (and the only) way to avoid Aska&#039;s super with Chrome Dome. It&#039;s possible with both light and heavy Chrome Spark, and it must be done very late.&lt;br /&gt;
&lt;br /&gt;
[[File:CSUAD.gif]] [[ File:HCSUAD.gif]]&lt;br /&gt;
&lt;br /&gt;
Left: Light Chrome Spark&lt;br /&gt;
&lt;br /&gt;
Right: Heavy Chrome Spark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A quick jab with awesome priority. It is capable of beating many attacks clean, so use it as a handy &amp;quot;attack beater&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-6/-3&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=This works great as an up-close anti-air.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3+7&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5 +2/+5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=A risky poke that&#039;s best used to cancel into EPD. It does an insane amount of stun for a light normal, but standing heavy kick should be favored over it. This is also a two part move.  It only hits once, but the initial kick is a hit as well as the extension. Both have different damages. This is a recurring theme with Chrome Dome&#039;s extended limbs.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A fast knee. Although it&#039;s not used much, it&#039;s a decent combo tool. Use it if you want to be fancy.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of Chrome Dome&#039;s main far anti-airs. In certain situations, it can be used as a poke to call out button presses and push the opponent away. This is a very important normal for CD, make sure to use it. Be mindful of its picky hitbox and the fact that CD&#039;s whole arm is venerable.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcsthp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-3/0&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Not much to say about this one. It can work in quick two-piece combos if you know it will stun. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDbst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Back Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-9/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Chrome Dome&#039;s best anti-air. It has awesome priority, and its hitbox has quite a bit of range, making it double as an anti-cross up. Make sure to abuse this against jumpy opponents.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=A surprisingly fast kick. Overall, this is a better poke than standing light kick. It is capable of calling out certain moves, but be mindful of its below average priority. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2[2]3&lt;br /&gt;
 |recovery-whiff=23&lt;br /&gt;
 |hitstun=192/497&lt;br /&gt;
 |hitadvan=-11/-8&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of the highest damaging moves in the game stun-wise if both hits connect. Perhaps the most infamous part about this normal is that it sets up the grab loop combo against the turtles and War. Even when you&#039;re facing characters who aren&#039;t venerable to the loop, use this during jump-in combos to get a quick dizzy. This builds an above-average amount of meter; six points instead of the usual four for heavy normals. Be mindful that it can setup a really specific unblocakble against Shredder in the corner if canceled into light Chrome Spark, but it&#039;s not very consistent. This normal can change the outcome of matches quickly, don&#039;t sleep on it!  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-2/+1&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=VERY similar to crouching light kick, but it&#039;s slightly slower and has less range. It also can&#039;t setup any knock-down CPS chain combos, but keep in mind that it is possible to redizzy the turtles and War by CPS chaining this move three times into crouching heavy punch after a light punch grab, so use it when you want to get creative. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A very quick low kick. This is a great normal that is mostly used in CPS chain combos into crouching heavy kick. It is also a decent close poke, and it is relatively safe to set up EPD grabs with it.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=Similar to crouching light punch in a sense that it&#039;s very similar to its kick counter part. Although crouching heavy kick is mostly the better normal, this can be great for whiff punishes and interrupting fake block strings.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=An awesome sweep that has a startup speed that&#039;s almost unfair. It works great as a cancel into EPD, to call out special and regular moves, and for ending CPS chains. This is not only one of Chrome Dome&#039;s best normals, but arguably one of the best in the game. Use this a lot to solidify Chrome Dome&#039;s ground game.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A very solid normal that should be your go-to air-to-air. It has great priority, and can beat moves even when it seems like it shouldn&#039;t be able to.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Can be used as an instant overhead, but there are better normals to use in general. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An odd pogo jump that is almost useless. It can be used during mind games to confuse the opponent, but you&#039;re better off ignoring it completely in neutral. Its usage comes when jumping in on the opponent. Its above-average priority can be used to beat many anti airs and special moves.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1+10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Great button overall. It&#039;s not only a decent air-to-air, but a great option for instant overheads too.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=13&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An okay normal in general that can call out certain moves. Most of its usage comes from it being the lowest instant overhead Chrome Dome has. This is really important, as it allows the  overhead to work against low crouchers like Armaggon. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=1+14&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=This normal&#039;s long range and awesome startup make it a fantastic air-to-air. Said long range makes matchups like Wingnut far more bearable as Chrome Dome can beat out moves while in the air and control a good amount of space. It gives Chrome Dome the opportunity to combo from a relatively far distance into cr.hk. Keep this in mind against opponents who are predictable with fireballs. Be mindful when throwing this move out though. Since it does not have infinite active frames, experienced opponents will be able to punish it off of a good read.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dive Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A quick dive. When used right, this normal can be a huge threat. It&#039;s incredibly fast, mostly safe, and perhaps the deadliest part: it must be blocked high. Avid Chrome Domes should always establish their gameplan with this move and know when and when not to use it. Dive should be used often, but it only should be abused when the opponent is in the corner. In neutral, it should mostly be used as a gap closer and mixup option. It&#039;s also a great option for getting over fireballs quickly. When the opponent is cornered, mix this up with instant overheads and EPDs to really solidify damage.  &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-10/-7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Possibly the most interesting fireball in the game. It has some bit of invincibility on startup, making it double as a reversal and anti-air. Being a good Chrome Dome player requires utilizing this as more than a fireball. In fact, some might say it&#039;s better as a reversal than a fireball. Yes, it can help Chrome Dome control space and play keep away, but it&#039;s fairly slow on recovery, and it&#039;s completely grounded, allowing fireballs like Dragon Breath to pass right over it. Seasoned Chromes will mostly use this moves as a &amp;quot;get off me&amp;quot; attack. It can help Chrome Dome wiggle out of fireball traps, counter okis, and call out special moves. Against cornered opponents, Chrome Spark mostly becomes a setup for EPD. The process is usually knock down, into canceled Chrome Spark, into EPD. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |hitadvan=-14/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Similar to the light version animation wise, but speed and recovery frames are different stories. This move, unlike the light chrome spark, has slower startup and recovery in exchange for faster speed. In reference to the light chrome spark, heavy Chrome Spark also has invincibility frames. This allows it to be used to get out of of certain fireball loop setups and as a sneaky reversal. Be sure to use this move at safe distances because you can take a bit of damage if this move is thrown out at a bad time. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDEPD.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Electric Pile Driver&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=N/A&lt;br /&gt;
 |startup=None&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The only command grab possessed by a tournament-legal character. This is one of Chrome&#039;s most important moves. It is an instant grab that cannot be jumped out of or blocked, there is no whiff animation, and it has a decent amount of range. These three traits in particular help Electric Pile Driver&#039;s general viability a lot. It allows it to be used as an unorthodox anti-air, fake block string interrupter, and most importantly, an instant reversal. EPD allows for a lot of creativity, and there is no specific way to use it. Don&#039;t be afraid to be expressive with it. Always remember that you can buffer the &amp;quot;down&amp;quot; input indefinitely, and EPD will still come out. Since you can throw out of blockstun in TMNT, it allows you to cancel almost all of his normals into it, including close st.hk and cr.hk. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CBomb.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Bomb&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Unfortunately, Chrome Bomb doesn&#039;t have a lot to offer as it&#039;s one of the worst Ultimate Attacks in the game. It can be used as an anti-air, but it&#039;s terrible as one, as the opponent is rendered airborne after one hit, effectively saving them from the entire super. It is also punishable on recovery; making it&#039;s usage somewhat risky in general.  Because of these drawbacks, you really have to rely on getting good reads to force the opponent to get hit by it without blocking. It&#039;s mostly effective against characters with rush specials like Shredder and his Aura Crusher. This makes it a fairly setup-heavy super that can&#039;t just be thrown out as soon as you gain full meter. Be patient with Chrome Bomb, and take make sure to watch for mistakes from the opponent. It is mostly a bad super, but it does a good amount of damage on hit. Remember that Chrome Bomb is a cancelable super. Canceling into it from a normal is a great option if you know it will chip kill.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos =&lt;br /&gt;
&lt;br /&gt;
== Matchups ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=WarC1.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS War&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[8/2]&lt;br /&gt;
 |This is the rare matchup where Chrome Dome can start zoning immediately. The game plan is to play lame, zone War out, and force force him to approach. If War ever gets close, the game becomes &amp;quot;Who can beat who and get the game-changing read first&amp;quot;. Most Wars will opt to try and use his standing heavy punch and heavy kick to poke you out when they get close. The best thing to do against this is to trade back with your couching heavy kick. It will lead to both of you being knocked over, but don&#039;t worry. War&#039;s options when he&#039;s in this situation are limited. If you ever knock War down, try your best to suffocate him and punish any and all of his attempts to play the game. When he&#039;s knocked over, he HAS to take damage no matter what. If he takes the hit, it will lead to a combo, if he reversal DFA&#039;s, he&#039;ll take damage from whatever jumping normal you used, if he blocks, free EPD. Remember that almost everything War can do in neutral is either punishable or easily countered by Chrome. Heavy and light turning uppercuts can be punished with Electric Pile Driver on block when done close enough. And even if the War does it far to make it safer, there&#039;s almost nothing he can do to capitalize on it. When you&#039;re zoning,  It&#039;s your main opening to knock War down, and once you do, the match flips almost entirely in Chrome Dome&#039;s favor. War will get safe jumped on for the entirety of the match, and even if he does a reversal DFA to counter throw attempts, you can still just jump in on him again to start the process all over. Never give War any chances to play an annoying game with his pokes. Establish a life lead, play lame, and the match is over. Remember that if he&#039;s dizzied once, you can grab loop him to death.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_leo_shiningcutter.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Leo&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[7/3]&lt;br /&gt;
 |The main game plan in this matchup is to make Leo mess up and get unnecessarily aggressive. Try to establish a life lead before he can so you can make Leo come to you, not the other way around. There is almost no reason to get aggressive immediately at round start. Back up and try to analyze whether the Leo plays offensive or defensive. An offensive Leo is what you want. His awesome jumping heavy punch is indeed a threat for Chrome Dome, but if the Leo is just mindlessly jumping in with it, it becomes an opening. Anti-air with a late Chrome Spark and slowly build up his dizzy. If the Leo is dizzied once, the game is over. Grab loop him until death. Take advantage of Leo&#039;s somewhat mediocre DP by purposefully jumping outside of its range and baiting it when he&#039;s in the corner. On the topic of the corner, this is the main place Leo does not want to be. If you&#039;re playing against a defensive Leo, focus on pushing him there and baiting Roto Cutter as mentioned before. &amp;quot;Baiting&amp;quot; it involves safe jumping, and shimmying around. One blocked Cutter can be the round. This match seems easy at a very basic level, but good Leos will definitely be a challenge. Don&#039;t give him any chances.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_don_Hyakuretsuki.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Don&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.8/3.2]&lt;br /&gt;
 |Very similar to the Leo matchup in terms of the general game plan, but you want a defensive Don instead of an offensive one. This is mostly because of Ground Claw and its slow startup which makes it much easier for Chrome to get a good read and push Don into the corner. Against an offensive Don, you want to watch for jump-ins. Most Dons will opt to use j.hp and Belly Flop as their go-to jumping normals. For those, you want to anti-air with b.hp or block so you won&#039;t risk trading. Dance Attack (Headspin) is a threat, and it is the main thing that makes this match slightly better for Don than Leo. Since Chrome&#039;s jump is slow, most of your attempts to pressure Don by jumping in will be punished with a well-timed Headspin. It&#039;s the main reason why you want to avoid jumping in on Don without purpose. Instead, try to figure out how and when the Don is using Headpsin and start baiting them out. With Bo Thrust, make sure to watch out for Don&#039;s overextending it, as it is only punishable when mashed longer than needed. When Don is in the corner, do the same as you would with Leo. Poke him with your buttons and Dive Kick to stop Headpsin attempts, and keep him in block strings with Chrome Spark to fish for a dizzy. Don has no good reversals to escape the corner safely.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_aska_kochounomai.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Aska&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.5/3.5]&lt;br /&gt;
 |The main thing to note about this matchup is Aska&#039;s great Kochou No Mai (DP). Because of its fantastic priority and invincibility, you have to play around it and be patient. You want to do this while also not allowing her to get too close and start her shenanigans. If you do get a knock-down, try not to pressure her too much. Try and analyze how the Aska uses their DP. If they&#039;re greedy with them, bait it and go for a punish. If they respect your advances and let you jump in, take advantage of that and proceed to pressure her. Chrome Dome excels in the middle screen in this matchup because of his good pokes. Keep Aska there and don&#039;t let her get too close. If the Aska gets in and does a close Hyabusa, remember that it can be punished with a well-timed EPD.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph_LH_Chest_Buster.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Raph&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6/4]&lt;br /&gt;
 |Like a lot of Chrome&#039;s other matches, at round start, you want to try to back up and analyze the Raph. What you want is a defensive Raph who jumps back a lot so you can push him in the corner; a place where he doesn&#039;t want to be. Dealing with a defensive Raph can be fairly difficult, though. You can be somewhat aggresive, but make sure not to be so aggresive that you essentially kill yourself. Jumping heavy punch is a good normal for calling out some of his far anti-airs, and jumping light punch is a good normal for trading with Chest Buster if you make an incorrect jump-in. Never jump-in when you&#039;re close to Raph, his amazing cr.hp will beat almost everything you throw out. When you&#039;re that close, the goal is to pressure him into making a mistake. A small one being Power Drill, and a big one being Chest Buster. Since those two moves are an essential part of Raph&#039;s tool kit, a lot of the match involves working around these moves and baiting them to get the advantage. For Power Drill, the safest way to work around it is to neutral jump with a normal like j.lp. but you can also try jump back and try to get a punish which is slightly riskier. If you get a punish on Drill, try your best to close the gap on Raph to increase your chances of putting him in the corner. As mentioned above, blocked Power Drills can be punished with an EPD, but the timing is strict. For Chest Buster, in most scenarios you can simply punish it with a lp throw. This leads into the redizzy, which is the match. If the Raph is ever pushed to the corner, this is your chance to take the round. The plan is to continuously harass Raph and take advantage of his lack of safe reversal options. This involves doing jump back lp or nj.hks to call out Power Drill, cr.hp into Chrome Spark to keep him in block strings, and b.hp to punish his attempts to jump out. Remember that you need to be correctly spaced so Chest Buster will either be blocked, or whiff completely. Keep in mind that if Raph dizzies you from midscreen, he can punish you from the left side with his redizzy, so avoid that at all costs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fair Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDbst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Chrome Dome (self)&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[5/5]&lt;br /&gt;
 |This matchup is basically just a big game of &amp;quot;who wins neutral&amp;quot;. Play patient and let the Chrome Dome come to you. Anti-air him every time and build up small damage this way. Capitalizing on the opponents mistakes is huge in this matchup; a big one is bad Chrome Sparks that allow you to jump in for a quick knock-down combo. Don&#039;t be afraid to utilize some of Chrome&#039;s grounded pokes to punish bad moves. A funny thing to note is that this is the only matchup where EDP can really be challenged, obviously because your opponent has access to the same move. When you go in for okis, make sure to poke around outside of its range with your longer normals. Keep this knowledge in mind for when you&#039;re in disadvantaged states, too. If the opponent ever tries to do EPD setups, you can steal their turn and counter with you own. The match becomes a mess when both Chrome Domes are fighting for EPD, so always change it up a little by taking advantage of Chrome Sparks invincibility, and fighting for the life lead so you can start zoning safely again.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Shredder&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[5/5]&lt;br /&gt;
 |Shredder&#039;s amazing normals and special moves can be a huge problem for Chrome Dome, so this matchup mostly revolves around working around and punishing them. Chrome Dome rarely gets the chance to jump in safely on Shredder because of Knee Crush, so this forces him to play a somewhat defensive game. The crazy thing about this though, is that a defensive Chrome Dome can be very problematic for Shredder. In neutral, you should utilize lp Chrome Sparks, as the slow movement makes it hard for Shredder to properly Aura Crusher through them on reaction. From there, it&#039;s just another one of those matches that involve making the opponent make mistakes and punishing said mistakes. As mentioned before, Chrome Spark in general is very important in this match. It can works as an anti- Aura Crusher move, but be prepared for Shredders to go through it with its invincibility frames. When you have this in mind, you will find out that you can sweep him out of the Crusher and put him back where he doesn&#039;t want to be. Against defensive Shredders who like to reflect your Sparks, remember that every time he does it and you read it, you can jump in for free damage. Despite this, unless you are really in need of extra damage, it is recommended that you stay where you are and throw another Spark to counter the reflection. Make sure to switch between light and heavy Chrome Spark to keep the Shredder guessing, but remember that he can do the same mind games on you. For instance, if you throw out a Chrome Spark, the Shredder reflects it, and then you throw out another one to nullify the first, Shredder can hit you with Aura Crusher during its recovery and start bullying you. This &amp;quot;Rock, Paper, Scissors&amp;quot; aspect of the matchup is what evens it out. Play the smarter game, watch the Shredder&#039;s habits, and play around them.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=TF WN CLSLP.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Wing Nut&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[4/6]&lt;br /&gt;
 |Funny matchup because in theory, it’s bad for BOTH Wingnut and Chrome Dome depending on who has the advantage. At its simplest, the matchup involves WN zoning. Chrome Dome struggles until he gets in, then he can end the round. Your game plan should be to bully your way in and STAY THERE. There are a couple of things Chrome Dome can do to make getting in a lot less miserable. The safest and most common option is to take to the skies and kick him in the face with a jump-forward heavy kick. This is a good option because it does two jobs at once. It moves you forward, and hits WN, granting damage. The problem with this option is that if you are read whatsoever and punished with a trade air-to-air, air-to-air, or anti-air, you have to start all over again. Use it when you’re confident. Dive kicking, jumping over off of a read, Chrome Sparking through, and walking under Moon Busters are important options for patient Chrome Dome players who want to capitalize on sloppy MBs. You get no damage, but you get closer to Wing Nut, which can be round-ending. Be sure to always watch where, and which MBs are being thrown. You can catch many habits and get good positioning whenever you do advance. Never try to forward jump a Moon Buster on reaction. You’ll get hit every time. When you are advantaged, continuously jump in on WN and prevent him from playing the game. There are some pretty nasty option selects you can use on him in this situation, but the best one is probably jumping hp into cr.hp XX EPD. If Wing nut blocks the string, you’ll get EPD for an unavoidable sequence. If he doesn’t block, you get the knockdown and will keep your turn.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Vs. Mike&lt;br /&gt;
*Theorized to be 4-6&lt;br /&gt;
&lt;br /&gt;
Mike&#039;s standing hp, Dragon Breath, slide (when spaced properly), and well-timed Dynamite Bombers make this a really annoying matchup for Chrome Dome. A lot of times, it will feel like you&#039;re locked down with nothing to do. Contrary to what is normal when up against a zoner, NEVER jump at Mike unless you are 100% confident with a read, standing hp is far too polarizing to do otherwise. Forcing mistakes and capitalizing on them is an extremely important aspect of this match. Whiffed Rising Thunders are the biggest, as they can be round-ending. Most Mike players will opt to use light RT in neutral as it is far less punishable. The good thing about this is that Chrome&#039;s long limbs (namely cr.hk) make it easy to punish from most ranges. If a light RT is whiffed up close, you will have enough time to grab him and take the match, but don&#039;t get greedy. Crafty Mike players will notice this and have enough time to go into another RT, knowing you down and making you start all over again. For Dynamite Bomber (P2), you will need to anticipate them and have fast enough reaction times to see it coming. You can poke him out of it with far lp, and even EPD them on landing if you&#039;re feeling lucky. Far-standing heavy punch and Dragon Breath will definitely be where most of your problems come from. You can take advantage of greedy Mikes who like to throw it a lot by whiff punishing and closing the gap. Another smart thing you can do in this situation is shimmy by making the Mike think you&#039;re in range, walking back to make the button miss, then sweeping. With Dragon Breath, you have to be patient, as CD&#039;s jump is too slow to make any moves on reaction. You can neutral jump the fireballs to make them last longer on screen, and spark back. Keep in mind that sloppy Sparks will be &amp;quot;punished&amp;quot; with the Dragon Breath, as they fly right over, so always make sure to throw them early in order to force a reaction from Mike. Never get overwhelmed. This is a pretty hard match, but one or two good plays can end it quickly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Armaggon&lt;br /&gt;
*Theorized to be 3-7&lt;br /&gt;
&lt;br /&gt;
== Throw Loop ==&lt;br /&gt;
[ LP Grab &amp;gt; jHP 2LK-2LK-2LK-2HK (dizzy) ] x ∞&lt;br /&gt;
&lt;br /&gt;
Chrome Dome has a throw loop vs. the turtles.&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7790</id>
		<title>Chrome Dome (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7790"/>
		<updated>2023-05-18T20:25:06Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Chrome Dome&lt;br /&gt;
|image=[[Image:CDTFp.png|125px]]&lt;br /&gt;
|charheight=5&#039;10&amp;quot;&lt;br /&gt;
|charweight=200 lbs.&lt;br /&gt;
|eyes=Red&lt;br /&gt;
|age=66 MHZ&lt;br /&gt;
|birthplace=Shredders Metal Shop&lt;br /&gt;
|weapons=Thunder Gauntlets&lt;br /&gt;
|activities=Steel Magnolias&lt;br /&gt;
|goals=He wants to extract the &amp;quot;Warrior&amp;quot; program from his system memory.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Have you ever wondered what you&#039;d get if you threw Dhalsim and Zangief in some vile blender? That&#039;s right! You get an obscenity, but on good days, you get Chrome Dome! Calling Chrome a strange character would be an understatement. He&#039;s a ranged-based grappler who can really do it all. The interesting thing about him, is that he isn&#039;t held back by any specific archetype weaknesses. He&#039;s held back by Chrome Dome &#039;&#039;specific&#039;&#039; weaknesses. He&#039;s capable of zoning, but he has a mediocre fireball and struggles getting in against other fireballers. He has awesome jumping normals, but has a somewhat slow and floaty jump arc. He has great buttons; possibly the best array of normals in the game, but can have a hard time keeping opponents out of the air and has a slow walk speed. These &amp;quot;Cause and Effect&amp;quot; relationships are what make the character so interesting, and he has his fair share of strengths to make up for said weaknesses. He may have a mediocre fireball, but he can work around it with his great long-ranged grounded pokes and Chrome Spark&#039;s invincibility. He&#039;s slow and has a floaty jump arc, but he has a quick dive kick that can move him around the stage safely. He can have a hard time keeping opponents out of the air, but has a ton of things he can do with his specials that can help with that. Like many other characters, knowing Chrome Dome&#039;s quirks and oddities are mandatory if you want to really get good with this strange character. He can redizzy the turtles and War off of one grab, but there&#039;s a lot more to him than that. For one, he probably has the most gimmicky arsenal of special moves in the game. Chrome Spark is secretly a reversal and setup-up tool first and a fireball second; contrary to what is common with most projectiles. EPD is a dangerous command grab that can sneak Chrome Dome out of many bad situations and create a lot of cheap scenarios for any poor cretin who happens to fall in Chrome&#039;s deadly corner traps. All that has been mentioned doesn&#039;t even scratch the surface when it comes to all of Chrome Dome&#039;s odd traits, so the question becomes &amp;quot;What are you waiting for&amp;quot;? Get out there and get creative. His options are almost limitless. &lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Electric Pile Driver tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Electric Pile Driver being an instant grab that requires no diagonal inputs makes it a fantastic option as a punish and instant reversal. There are hundreds of ways to experiment with it, but here are a few important tricks you can do with it to really make your Chrome Dome threatening.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-air EPD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome lacking &amp;quot;The perfect anti-air&amp;quot; is a minor, but very real weakness for Chrome. Electric Pile Driver&#039;s awesome range can (kinda sorta) make up for it! The key is to watch where the opponent lands. Many times, players will make risky full screen jumps that will cause any jump-in normal to whiff. Use this to your advantage and throw them as soon as they land.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDFS.gif ]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Drill EPD Punish&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Drill is super plus, and most of the time you will get thrown for free, but don&#039;t worry! With immaculate timing (and a bit of luck) you can time an Electric Pile Driver after Raph recovers. Whether this is a true punish or not is up for debate, but it&#039;s almost unanimously agreed that it&#039;s worth trying just in case the Raph doesn&#039;t time the throw correctly. &lt;br /&gt;
&lt;br /&gt;
[[File:EPDPDP.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like the Powerdrill setup mentioned before, doing this trick successfully mostly relies on the opponent messing up. In this case, you have to either hope the opponent throws too late if you block the fireball, or; if you don&#039;t block and take the fireball, hope the opponent still attempts to throw after you get hit by it. In the gif, you can see that Raph attempts to throw after Chrome took the fireball. The Raph ended up getting a close heavy punch, and the Chrome Dome was able to throw him before the normal connected. &lt;br /&gt;
&lt;br /&gt;
‎[[File:EPDFB.gif]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Corner Trap&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the deadliest things you can do with EPD is make the opponent to block and then immediately throw them out of blockstun. This is especially viable in the corner; where you can knock the opponent over, throw a Chrome Spark, then either throw them with EPD regularly, or make them block a normal, and throw after that. The example below showcases the latter. Since the properties of Chrome&#039;s close normals vary depending on the character, you can do other setups like a far light kick or heavy kick into EPD if the character you&#039;re fighting allows it.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDC.gif ]]&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Chrome Spark Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark allows for a magnitude of eccentric techniques that will definitely catch your opponents off guard. As mentioned below, Chrome Spark works as a fantastic reversal and anti-air because of its invincibility. Use these tricks to really take advantage of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Anti-Air&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can make up for Chrome Dome&#039;s mostly average anti-air game just like EPD. In fact, it may be an even better one, as it&#039;s much better for countering actual air normals rather than the opponent&#039;s landing. &lt;br /&gt;
&lt;br /&gt;
[[ File:AACS.gif ‎]]&lt;br /&gt;
&lt;br /&gt;
*Buffered Chrome Spark Anti-Air&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can still be buffered after a whiffed normal. Use this to your advantage! &lt;br /&gt;
&lt;br /&gt;
[[File:CSBAA.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome&#039;s best option against fireball traps. There&#039;s no exact timing for this, so try and get a feel for which methods work best in these situations&lt;br /&gt;
&lt;br /&gt;
[[ File:CSDB.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Aska UA Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A neat (and the only) way to avoid Aska&#039;s super with Chrome Dome. It&#039;s possible with both light and heavy Chrome Spark, and it must be done very late.&lt;br /&gt;
&lt;br /&gt;
[[File:CSUAD.gif]] [[ File:HCSUAD.gif]]&lt;br /&gt;
&lt;br /&gt;
Left: Light Chrome Spark&lt;br /&gt;
&lt;br /&gt;
Right: Heavy Chrome Spark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A quick jab with awesome priority. It is capable of beating many attacks clean, so use it as a handy &amp;quot;attack beater&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-6/-3&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=This works great as an up-close anti-air.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3+7&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5 +2/+5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=A risky poke that&#039;s best used to cancel into EPD. It does an insane amount of stun for a light normal, but standing heavy kick should be favored over it. This is also a two part move.  It only hits once, but the initial kick is a hit as well as the extension. Both have different damages. This is a recurring theme with Chrome Dome&#039;s extended limbs.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A fast knee. Although it&#039;s not used much, it&#039;s a decent combo tool. Use it if you want to be fancy.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of Chrome Dome&#039;s main far anti-airs. In certain situations, it can be used as a poke to call out button presses and push the opponent away. This is a very important normal for CD, make sure to use it. Be mindful of its picky hitbox and the fact that CD&#039;s whole arm is venerable.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcsthp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-3/0&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Not much to say about this one. It can work in quick two-piece combos if you know it will stun. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDbst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Back Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-9/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Chrome Dome&#039;s best anti-air. It has awesome priority, and its hitbox has quite a bit of range, making it double as an anti-cross up. Make sure to abuse this against jumpy opponents.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=A surprisingly fast kick. Overall, this is a better poke than standing light kick. It is capable of calling out certain moves, but be mindful of its below average priority. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2[2]3&lt;br /&gt;
 |recovery-whiff=23&lt;br /&gt;
 |hitstun=192/497&lt;br /&gt;
 |hitadvan=-11/-8&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of the highest damaging moves in the game stun-wise if both hits connect. Perhaps the most infamous part about this normal is that it sets up the grab loop combo against the turtles and War. Even when you&#039;re facing characters who aren&#039;t venerable to the loop, use this during jump-in combos to get a quick dizzy. This builds an above-average amount of meter; six points instead of the usual four for heavy normals. Be mindful that it can setup a really specific unblocakble against Shredder in the corner if canceled into light Chrome Spark, but it&#039;s not very consistent. This normal can change the outcome of matches quickly, don&#039;t sleep on it!  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-2/+1&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=VERY similar to crouching light kick, but it&#039;s slightly slower and has less range. It also can&#039;t setup any knock-down CPS chain combos, but keep in mind that it is possible to redizzy the turtles and War by CPS chaining this move three times into crouching heavy punch after a light punch grab, so use it when you want to get creative. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A very quick low kick. This is a great normal that is mostly used in CPS chain combos into crouching heavy kick. It is also a decent close poke, and it is relatively safe to set up EPD grabs with it.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=Similar to crouching light punch in a sense that it&#039;s very similar to its kick counter part. Although crouching heavy kick is mostly the better normal, this can be great for whiff punishes and interrupting fake block strings.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=An awesome sweep that has a startup speed that&#039;s almost unfair. It works great as a cancel into EPD, to call out special and regular moves, and for ending CPS chains. This is not only one of Chrome Dome&#039;s best normals, but arguably one of the best in the game. Use this a lot to solidify Chrome Dome&#039;s ground game.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A very solid normal that should be your go-to air-to-air. It has great priority, and can beat moves even when it seems like it shouldn&#039;t be able to.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Can be used as an instant overhead, but there are better normals to use in general. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An odd pogo jump that is almost useless. It can be used during mind games to confuse the opponent, but you&#039;re better off ignoring it completely in neutral. Its usage comes when jumping in on the opponent. Its above-average priority can be used to beat many anti airs and special moves.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1+10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Great button overall. It&#039;s not only a decent air-to-air, but a great option for instant overheads too.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=13&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An okay normal in general that can call out certain moves. Most of its usage comes from it being the lowest instant overhead Chrome Dome has. This is really important, as it allows the  overhead to work against low crouchers like Armaggon. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=1+14&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=This normal&#039;s long range and awesome startup make it a fantastic air-to-air. Said long range makes matchups like Wingnut far more bearable as Chrome Dome can beat out moves while in the air and control a good amount of space. It gives Chrome Dome the opportunity to combo from a relatively far distance into cr.hk. Keep this in mind against opponents who are predictable with fireballs. Be mindful when throwing this move out though. Since it does not have infinite active frames, experienced opponents will be able to punish it off of a good read.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dive Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A quick dive. When used right, this normal can be a huge threat. It&#039;s incredibly fast, mostly safe, and perhaps the deadliest part: it must be blocked high. Avid Chrome Domes should always establish their gameplan with this move and know when and when not to use it. Dive should be used often, but it only should be abused when the opponent is in the corner. In neutral, it should mostly be used as a gap closer and mixup option. It&#039;s also a great option for getting over fireballs quickly. When the opponent is cornered, mix this up with instant overheads and EPDs to really solidify damage.  &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-10/-7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Possibly the most interesting fireball in the game. It has some bit of invincibility on startup, making it double as a reversal and anti-air. Being a good Chrome Dome player requires utilizing this as more than a fireball. In fact, some might say it&#039;s better as a reversal than a fireball. Yes, it can help Chrome Dome control space and play keep away, but it&#039;s fairly slow on recovery, and it&#039;s completely grounded, allowing fireballs like Dragon Breath to pass right over it. Seasoned Chromes will mostly use this moves as a &amp;quot;get off me&amp;quot; attack. It can help Chrome Dome wiggle out of fireball traps, counter okis, and call out special moves. Against cornered opponents, Chrome Spark mostly becomes a setup for EPD. The process is usually knock down, into canceled Chrome Spark, into EPD. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |hitadvan=-14/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Similar to the light version animation wise, but speed and recovery frames are different stories. This move, unlike the light chrome spark, has slower startup and recovery in exchange for faster speed. In reference to the light chrome spark, heavy Chrome Spark also has invincibility frames. This allows it to be used to get out of of certain fireball loop setups and as a sneaky reversal. Be sure to use this move at safe distances because you can take a bit of damage if this move is thrown out at a bad time. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDEPD.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Electric Pile Driver&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=N/A&lt;br /&gt;
 |startup=None&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The only command grab possessed by a tournament-legal character. This is one of Chrome&#039;s most important moves. It is an instant grab that cannot be jumped out of or blocked, there is no whiff animation, and it has a decent amount of range. These three traits in particular help Electric Pile Driver&#039;s general viability a lot. It allows it to be used as an unorthodox anti-air, fake block string interrupter, and most importantly, an instant reversal. EPD allows for a lot of creativity, and there is no specific way to use it. Don&#039;t be afraid to be expressive with it. Always remember that you can buffer the &amp;quot;down&amp;quot; input indefinitely, and EPD will still come out. Since you can throw out of blockstun in TMNT, it allows you to cancel almost all of his normals into it, including close st.hk and cr.hk. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CBomb.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Bomb&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Unfortunately, Chrome Bomb doesn&#039;t have a lot to offer as it&#039;s one of the worst Ultimate Attacks in the game. It can be used as an anti-air, but it&#039;s terrible as one, as the opponent is rendered airborne after one hit, effectively saving them from the entire super. It is also punishable on recovery; making it&#039;s usage somewhat risky in general.  Because of these drawbacks, you really have to rely on getting good reads to force the opponent to get hit by it without blocking. It&#039;s mostly effective against characters with rush specials like Shredder and his Aura Crusher. This makes it a fairly setup-heavy super that can&#039;t just be thrown out as soon as you gain full meter. Be patient with Chrome Bomb, and take make sure to watch for mistakes from the opponent. It is mostly a bad super, but it does a good amount of damage on hit. Remember that Chrome Bomb is a cancelable super. Canceling into it from a normal is a great option if you know it will chip kill.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos =&lt;br /&gt;
&lt;br /&gt;
== Matchups ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=WarC1.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS War&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[8/2]&lt;br /&gt;
 |This is the rare matchup where Chrome Dome can start zoning immediately. The game plan is to play lame, zone War out, and force force him to approach. If War ever gets close, the game becomes &amp;quot;Who can beat who and get the game-changing read first&amp;quot;. Most Wars will opt to try and use his standing heavy punch and heavy kick to poke you out when they get close. The best thing to do against this is to trade back with your couching heavy kick. It will lead to both of you being knocked over, but don&#039;t worry. War&#039;s options when he&#039;s in this situation are limited. If you ever knock War down, try your best to suffocate him and punish any and all of his attempts to play the game. When he&#039;s knocked over, he HAS to take damage no matter what. If he takes the hit, it will lead to a combo, if he reversal DFA&#039;s, he&#039;ll take damage from whatever jumping normal you used, if he blocks, free EPD. Remember that almost everything War can do in neutral is either punishable or easily countered by Chrome. Heavy and light turning uppercuts can be punished with Electric Pile Driver on block when done close enough. And even if the War does it far to make it safer, there&#039;s almost nothing he can do to capitalize on it. When you&#039;re zoning,  It&#039;s your main opening to knock War down, and once you do, the match flips almost entirely in Chrome Dome&#039;s favor. War will get safe jumped on for the entirety of the match, and even if he does a reversal DFA to counter throw attempts, you can still just jump in on him again to start the process all over. Never give War any chances to play an annoying game with his pokes. Establish a life lead, play lame, and the match is over. Remember that if he&#039;s dizzied once, you can grab loop him to death.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_leo_shiningcutter.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Leo&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[7/3]&lt;br /&gt;
 |The main game plan in this matchup is to make Leo mess up and get unnecessarily aggressive. Try to establish a life lead before he can so you can make Leo come to you, not the other way around. There is almost no reason to get aggressive immediately at round start. Back up and try to analyze whether the Leo plays offensive or defensive. An offensive Leo is what you want. His awesome jumping heavy punch is indeed a threat for Chrome Dome, but if the Leo is just mindlessly jumping in with it, it becomes an opening. Anti-air with a late Chrome Spark and slowly build up his dizzy. If the Leo is dizzied once, the game is over. Grab loop him until death. Take advantage of Leo&#039;s somewhat mediocre DP by purposefully jumping outside of its range and baiting it when he&#039;s in the corner. On the topic of the corner, this is the main place Leo does not want to be. If you&#039;re playing against a defensive Leo, focus on pushing him there and baiting Roto Cutter as mentioned before. &amp;quot;Baiting&amp;quot; it involves safe jumping, and shimmying around. One blocked Cutter can be the round. This match seems easy at a very basic level, but good Leos will definitely be a challenge. Don&#039;t give him any chances.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_don_Hyakuretsuki.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Don&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.8/3.2]&lt;br /&gt;
 |Very similar to the Leo matchup in terms of the general game plan, but you want a defensive Don instead of an offensive one. This is mostly because of Ground Claw and its slow startup which makes it much easier for Chrome to get a good read and push Don into the corner. Against an offensive Don, you want to watch for jump-ins. Most Dons will opt to use j.hp and Belly Flop as their go-to jumping normals. For those, you want to anti-air with b.hp or block so you won&#039;t risk trading. Dance Attack (Headspin) is a threat, and it is the main thing that makes this match slightly better for Don than Leo. Since Chrome&#039;s jump is slow, most of your attempts to pressure Don by jumping in will be punished with a well-timed Headspin. It&#039;s the main reason why you want to avoid jumping in on Don without purpose. Instead, try to figure out how and when the Don is using Headpsin and start baiting them out. With Bo Thrust, make sure to watch out for Don&#039;s overextending it, as it is only punishable when mashed longer than needed. When Don is in the corner, do the same as you would with Leo. Poke him with your buttons and Dive Kick to stop Headpsin attempts, and keep him in block strings with Chrome Spark to fish for a dizzy. Don has no good reversals to escape the corner safely.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_aska_kochounomai.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Aska&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.5/3.5]&lt;br /&gt;
 |The main thing to note about this matchup is Aska&#039;s great Kochou No Mai (DP). Because of its fantastic priority and invincibility, you have to play around it and be patient. You want to do this while also not allowing her to get too close and start her shenanigans. If you do get a knock-down, try not to pressure her too much. Try and analyze how the Aska uses their DP. If they&#039;re greedy with them, bait it and go for a punish. If they respect your advances and let you jump in, take advantage of that and proceed to pressure her. Chrome Dome excels in the middle screen in this matchup because of his good pokes. Keep Aska there and don&#039;t let her get too close. If the Aska gets in and does a close Hyabusa, remember that it can be punished with a well-timed EPD.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph_LH_Chest_Buster.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Raph&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6/4]&lt;br /&gt;
 |Like a lot of Chrome&#039;s other matches, at round start, you want to try to back up and analyze the Raph. What you want is a defensive Raph who jumps back a lot so you can push him in the corner; a place where he doesn&#039;t want to be. Dealing with a defensive Raph can be fairly difficult, though. You can be somewhat aggresive, but make sure not to be so aggresive that you essentially kill yourself. Jumping heavy punch is a good normal for calling out some of his far anti-airs, and jumping light punch is a good normal for trading with Chest Buster if you make an incorrect jump-in. Never jump-in when you&#039;re close to Raph, his amazing cr.hp will beat almost everything you throw out. When you&#039;re that close, the goal is to pressure him into making a mistake. A small one being Power Drill, and a big one being Chest Buster. Since those two moves are an essential part of Raph&#039;s tool kit, a lot of the match involves working around these moves and baiting them to get the advantage. For Power Drill, the safest way to work around it is to neutral jump with a normal like j.lp. but you can also try jump back and try to get a punish which is slightly riskier. If you get a punish on Drill, try your best to close the gap on Raph to increase your chances of putting him in the corner. As mentioned above, blocked Power Drills can be punished with an EPD, but the timing is strict. For Chest Buster, in most scenarios you can simply punish it with a lp throw. This leads into the redizzy, which is the match. If the Raph is ever pushed to the corner, this is your chance to take the round. The plan is to continuously harass Raph and take advantage of his lack of safe reversal options. This involves doing jump back lp or nj.hks to call out Power Drill, cr.hp into Chrome Spark to keep him in block strings, and b.hp to punish his attempts to jump out. Remember that you need to be correctly spaced so Chest Buster will either be blocked, or whiff completely. Keep in mind that if Raph dizzies you from midscreen, he can punish you from the left side with his redizzy, so avoid that at all costs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fair Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDbst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Chrome Dome (self)&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[5/5]&lt;br /&gt;
 |This matchup is basically just a big game of &amp;quot;who wins neutral&amp;quot;. Play patient and let the Chrome Dome come to you. Anti-air him every time and build up small damage this way. Capitalizing on the opponents mistakes is huge in this matchup; a big one is bad Chrome Sparks that allow you to jump in for a quick knock-down combo. Don&#039;t be afraid to utilize some of Chrome&#039;s grounded pokes to punish bad moves. A funny thing to note is that this is the only matchup where EDP can really be challenged, obviously because your opponent has access to the same move. When you go in for okis, make sure to poke around outside of its range with your longer normals. Keep this knowledge in mind for when you&#039;re in disadvantaged states, too. If the opponent ever tries to do EPD setups, you can steal their turn and counter with you own. The match becomes a mess when both Chrome Domes are fighting for EPD, so always change it up a little by taking advantage of Chrome Sparks invincibility, and fighting for the life lead so you can start zoning safely again.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Shredder&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[5/5]&lt;br /&gt;
 |Shredder&#039;s amazing normals and special moves can be a huge problem for Chrome Dome, so this matchup mostly revolves around working around and punishing them. Chrome Dome rarely gets the chance to jump in safely on Shredder because of Knee Crush, so this forces him to play a somewhat defensive game. The crazy thing about this though, is that a defensive Chrome Dome can be very problematic for Shredder. In neutral, you should utilize lp Chrome Sparks, as the slow movement makes it hard for Shredder to properly Aura Crusher through them on reaction. From there, it&#039;s just another one of those matches that involve making the opponent make mistakes and punishing said mistakes. As mentioned before, Chrome Spark in general is very important in this match. It can works as an anti- Aura Crusher move, but be prepared for Shredders to go through it with its invincibility frames. When you have this in mind, you will find out that you can sweep him out of the Crusher and put him back where he doesn&#039;t want to be. Against defensive Shredders who like to reflect your Sparks, remember that every time he does it and you read it, you can jump in for free damage. Despite this, unless you are really in need of extra damage, it is recommended that you stay where you are and throw another Spark to counter the reflection. Make sure to switch between light and heavy Chrome Spark to keep the Shredder guessing, but remember that he can do the same mind games on you. For instance, if you throw out a Chrome Spark, the Shredder reflects it, and then you throw out another one to nullify the first, Shredder can hit you with Aura Crusher during its recovery and start bullying you. This &amp;quot;Rock, Paper, Scissors&amp;quot; aspect of the matchup is what evens it out. Play the smarter game, watch the Shredder&#039;s habits, and play around them.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=WN CLSLP.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Wing Nut&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[4/6]&lt;br /&gt;
 Funny matchup because in theory, it’s bad for BOTH Wingnut and Chrome Dome depending on who has the advantage. At its simplest, the matchup involves WN zoning. Chrome Dome struggles until he gets in, then he can end the round. Your game plan should be to bully your way in and STAY THERE. There are a couple of things Chrome Dome can do to make getting in a lot less miserable. The safest and most common option is to take to the skies and kick him in the face with a jump-forward heavy kick. This is a good option because it does two jobs at once. It moves you forward, and hits WN, granting damage. The problem with this option is that if you are read whatsoever and punished with a trade air-to-air, air-to-air, or anti-air, you have to start all over again. Use it when you’re confident. Dive kicking, jumping over off of a read, Chrome Sparking through, and walking under Moon Busters are important options for patient Chrome Dome players who want to capitalize on sloppy MBs. You get no damage, but you get closer to Wing Nut, which can be round-ending. Be sure to always watch where, and which MBs are being thrown. You can catch many habits and get good positioning whenever you do advance. Never try to forward jump a Moon Buster on reaction. You’ll get hit every time. When you are advantaged, continuously jump in on WN and prevent him from playing the game. There are some pretty nasty option selects you can use on him in this situation, but the best one is probably jumping hp into cr.hp XX EPD. If Wing nut blocks the string, you’ll get EPD for an unavoidable sequence. If he doesn’t block, you get the knockdown and will keep your turn.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
Vs. Mike&lt;br /&gt;
*Theorized to be 4-6&lt;br /&gt;
&lt;br /&gt;
Mike&#039;s standing hp, Dragon Breath, slide (when spaced properly), and well-timed Dynamite Bombers make this a really annoying matchup for Chrome Dome. A lot of times, it will feel like you&#039;re locked down with nothing to do. Contrary to what is normal when up against a zoner, NEVER jump at Mike unless you are 100% confident with a read, standing hp is far too polarizing to do otherwise. Forcing mistakes and capitalizing on them is an extremely important aspect of this match. Whiffed Rising Thunders are the biggest, as they can be round-ending. Most Mike players will opt to use light RT in neutral as it is far less punishable. The good thing about this is that Chrome&#039;s long limbs (namely cr.hk) make it easy to punish from most ranges. If a light RT is whiffed up close, you will have enough time to grab him and take the match, but don&#039;t get greedy. Crafty Mike players will notice this and have enough time to go into another RT, knowing you down and making you start all over again. For Dynamite Bomber (P2), you will need to anticipate them and have fast enough reaction times to see it coming. You can poke him out of it with far lp, and even EPD them on landing if you&#039;re feeling lucky. Far-standing heavy punch and Dragon Breath will definitely be where most of your problems come from. You can take advantage of greedy Mikes who like to throw it a lot by whiff punishing and closing the gap. Another smart thing you can do in this situation is shimmy by making the Mike think you&#039;re in range, walking back to make the button miss, then sweeping. With Dragon Breath, you have to be patient, as CD&#039;s jump is too slow to make any moves on reaction. You can neutral jump the fireballs to make them last longer on screen, and spark back. Keep in mind that sloppy Sparks will be &amp;quot;punished&amp;quot; with the Dragon Breath, as they fly right over, so always make sure to throw them early in order to force a reaction from Mike. Never get overwhelmed. This is a pretty hard match, but one or two good plays can end it quickly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Armaggon&lt;br /&gt;
*Theorized to be 3-7&lt;br /&gt;
&lt;br /&gt;
== Throw Loop ==&lt;br /&gt;
[ LP Grab &amp;gt; jHP 2LK-2LK-2LK-2HK (dizzy) ] x ∞&lt;br /&gt;
&lt;br /&gt;
Chrome Dome has a throw loop vs. the turtles.&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7789</id>
		<title>Chrome Dome (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7789"/>
		<updated>2023-05-18T20:22:01Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Chrome Dome&lt;br /&gt;
|image=[[Image:CDTFp.png|125px]]&lt;br /&gt;
|charheight=5&#039;10&amp;quot;&lt;br /&gt;
|charweight=200 lbs.&lt;br /&gt;
|eyes=Red&lt;br /&gt;
|age=66 MHZ&lt;br /&gt;
|birthplace=Shredders Metal Shop&lt;br /&gt;
|weapons=Thunder Gauntlets&lt;br /&gt;
|activities=Steel Magnolias&lt;br /&gt;
|goals=He wants to extract the &amp;quot;Warrior&amp;quot; program from his system memory.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Have you ever wondered what you&#039;d get if you threw Dhalsim and Zangief in some vile blender? That&#039;s right! You get an obscenity, but on good days, you get Chrome Dome! Calling Chrome a strange character would be an understatement. He&#039;s a ranged-based grappler who can really do it all. The interesting thing about him, is that he isn&#039;t held back by any specific archetype weaknesses. He&#039;s held back by Chrome Dome &#039;&#039;specific&#039;&#039; weaknesses. He&#039;s capable of zoning, but he has a mediocre fireball and struggles getting in against other fireballers. He has awesome jumping normals, but has a somewhat slow and floaty jump arc. He has great buttons; possibly the best array of normals in the game, but can have a hard time keeping opponents out of the air and has a slow walk speed. These &amp;quot;Cause and Effect&amp;quot; relationships are what make the character so interesting, and he has his fair share of strengths to make up for said weaknesses. He may have a mediocre fireball, but he can work around it with his great long-ranged grounded pokes and Chrome Spark&#039;s invincibility. He&#039;s slow and has a floaty jump arc, but he has a quick dive kick that can move him around the stage safely. He can have a hard time keeping opponents out of the air, but has a ton of things he can do with his specials that can help with that. Like many other characters, knowing Chrome Dome&#039;s quirks and oddities are mandatory if you want to really get good with this strange character. He can redizzy the turtles and War off of one grab, but there&#039;s a lot more to him than that. For one, he probably has the most gimmicky arsenal of special moves in the game. Chrome Spark is secretly a reversal and setup-up tool first and a fireball second; contrary to what is common with most projectiles. EPD is a dangerous command grab that can sneak Chrome Dome out of many bad situations and create a lot of cheap scenarios for any poor cretin who happens to fall in Chrome&#039;s deadly corner traps. All that has been mentioned doesn&#039;t even scratch the surface when it comes to all of Chrome Dome&#039;s odd traits, so the question becomes &amp;quot;What are you waiting for&amp;quot;? Get out there and get creative. His options are almost limitless. &lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Electric Pile Driver tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Electric Pile Driver being an instant grab that requires no diagonal inputs makes it a fantastic option as a punish and instant reversal. There are hundreds of ways to experiment with it, but here are a few important tricks you can do with it to really make your Chrome Dome threatening.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-air EPD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome lacking &amp;quot;The perfect anti-air&amp;quot; is a minor, but very real weakness for Chrome. Electric Pile Driver&#039;s awesome range can (kinda sorta) make up for it! The key is to watch where the opponent lands. Many times, players will make risky full screen jumps that will cause any jump-in normal to whiff. Use this to your advantage and throw them as soon as they land.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDFS.gif ]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Drill EPD Punish&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Drill is super plus, and most of the time you will get thrown for free, but don&#039;t worry! With immaculate timing (and a bit of luck) you can time an Electric Pile Driver after Raph recovers. Whether this is a true punish or not is up for debate, but it&#039;s almost unanimously agreed that it&#039;s worth trying just in case the Raph doesn&#039;t time the throw correctly. &lt;br /&gt;
&lt;br /&gt;
[[File:EPDPDP.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like the Powerdrill setup mentioned before, doing this trick successfully mostly relies on the opponent messing up. In this case, you have to either hope the opponent throws too late if you block the fireball, or; if you don&#039;t block and take the fireball, hope the opponent still attempts to throw after you get hit by it. In the gif, you can see that Raph attempts to throw after Chrome took the fireball. The Raph ended up getting a close heavy punch, and the Chrome Dome was able to throw him before the normal connected. &lt;br /&gt;
&lt;br /&gt;
‎[[File:EPDFB.gif]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Corner Trap&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the deadliest things you can do with EPD is make the opponent to block and then immediately throw them out of blockstun. This is especially viable in the corner; where you can knock the opponent over, throw a Chrome Spark, then either throw them with EPD regularly, or make them block a normal, and throw after that. The example below showcases the latter. Since the properties of Chrome&#039;s close normals vary depending on the character, you can do other setups like a far light kick or heavy kick into EPD if the character you&#039;re fighting allows it.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDC.gif ]]&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Chrome Spark Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark allows for a magnitude of eccentric techniques that will definitely catch your opponents off guard. As mentioned below, Chrome Spark works as a fantastic reversal and anti-air because of its invincibility. Use these tricks to really take advantage of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Anti-Air&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can make up for Chrome Dome&#039;s mostly average anti-air game just like EPD. In fact, it may be an even better one, as it&#039;s much better for countering actual air normals rather than the opponent&#039;s landing. &lt;br /&gt;
&lt;br /&gt;
[[ File:AACS.gif ‎]]&lt;br /&gt;
&lt;br /&gt;
*Buffered Chrome Spark Anti-Air&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can still be buffered after a whiffed normal. Use this to your advantage! &lt;br /&gt;
&lt;br /&gt;
[[File:CSBAA.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome&#039;s best option against fireball traps. There&#039;s no exact timing for this, so try and get a feel for which methods work best in these situations&lt;br /&gt;
&lt;br /&gt;
[[ File:CSDB.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Aska UA Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A neat (and the only) way to avoid Aska&#039;s super with Chrome Dome. It&#039;s possible with both light and heavy Chrome Spark, and it must be done very late.&lt;br /&gt;
&lt;br /&gt;
[[File:CSUAD.gif]] [[ File:HCSUAD.gif]]&lt;br /&gt;
&lt;br /&gt;
Left: Light Chrome Spark&lt;br /&gt;
&lt;br /&gt;
Right: Heavy Chrome Spark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A quick jab with awesome priority. It is capable of beating many attacks clean, so use it as a handy &amp;quot;attack beater&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-6/-3&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=This works great as an up-close anti-air.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3+7&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5 +2/+5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=A risky poke that&#039;s best used to cancel into EPD. It does an insane amount of stun for a light normal, but standing heavy kick should be favored over it. This is also a two part move.  It only hits once, but the initial kick is a hit as well as the extension. Both have different damages. This is a recurring theme with Chrome Dome&#039;s extended limbs.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A fast knee. Although it&#039;s not used much, it&#039;s a decent combo tool. Use it if you want to be fancy.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of Chrome Dome&#039;s main far anti-airs. In certain situations, it can be used as a poke to call out button presses and push the opponent away. This is a very important normal for CD, make sure to use it. Be mindful of its picky hitbox and the fact that CD&#039;s whole arm is venerable.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcsthp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-3/0&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Not much to say about this one. It can work in quick two-piece combos if you know it will stun. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDbst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Back Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-9/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Chrome Dome&#039;s best anti-air. It has awesome priority, and its hitbox has quite a bit of range, making it double as an anti-cross up. Make sure to abuse this against jumpy opponents.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=A surprisingly fast kick. Overall, this is a better poke than standing light kick. It is capable of calling out certain moves, but be mindful of its below average priority. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2[2]3&lt;br /&gt;
 |recovery-whiff=23&lt;br /&gt;
 |hitstun=192/497&lt;br /&gt;
 |hitadvan=-11/-8&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of the highest damaging moves in the game stun-wise if both hits connect. Perhaps the most infamous part about this normal is that it sets up the grab loop combo against the turtles and War. Even when you&#039;re facing characters who aren&#039;t venerable to the loop, use this during jump-in combos to get a quick dizzy. This builds an above-average amount of meter; six points instead of the usual four for heavy normals. Be mindful that it can setup a really specific unblocakble against Shredder in the corner if canceled into light Chrome Spark, but it&#039;s not very consistent. This normal can change the outcome of matches quickly, don&#039;t sleep on it!  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-2/+1&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=VERY similar to crouching light kick, but it&#039;s slightly slower and has less range. It also can&#039;t setup any knock-down CPS chain combos, but keep in mind that it is possible to redizzy the turtles and War by CPS chaining this move three times into crouching heavy punch after a light punch grab, so use it when you want to get creative. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A very quick low kick. This is a great normal that is mostly used in CPS chain combos into crouching heavy kick. It is also a decent close poke, and it is relatively safe to set up EPD grabs with it.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=Similar to crouching light punch in a sense that it&#039;s very similar to its kick counter part. Although crouching heavy kick is mostly the better normal, this can be great for whiff punishes and interrupting fake block strings.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=An awesome sweep that has a startup speed that&#039;s almost unfair. It works great as a cancel into EPD, to call out special and regular moves, and for ending CPS chains. This is not only one of Chrome Dome&#039;s best normals, but arguably one of the best in the game. Use this a lot to solidify Chrome Dome&#039;s ground game.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A very solid normal that should be your go-to air-to-air. It has great priority, and can beat moves even when it seems like it shouldn&#039;t be able to.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Can be used as an instant overhead, but there are better normals to use in general. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An odd pogo jump that is almost useless. It can be used during mind games to confuse the opponent, but you&#039;re better off ignoring it completely in neutral. Its usage comes when jumping in on the opponent. Its above-average priority can be used to beat many anti airs and special moves.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1+10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Great button overall. It&#039;s not only a decent air-to-air, but a great option for instant overheads too.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=13&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An okay normal in general that can call out certain moves. Most of its usage comes from it being the lowest instant overhead Chrome Dome has. This is really important, as it allows the  overhead to work against low crouchers like Armaggon. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=1+14&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=This normal&#039;s long range and awesome startup make it a fantastic air-to-air. Said long range makes matchups like Wingnut far more bearable as Chrome Dome can beat out moves while in the air and control a good amount of space. It gives Chrome Dome the opportunity to combo from a relatively far distance into cr.hk. Keep this in mind against opponents who are predictable with fireballs. Be mindful when throwing this move out though. Since it does not have infinite active frames, experienced opponents will be able to punish it off of a good read.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dive Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A quick dive. When used right, this normal can be a huge threat. It&#039;s incredibly fast, mostly safe, and perhaps the deadliest part: it must be blocked high. Avid Chrome Domes should always establish their gameplan with this move and know when and when not to use it. Dive should be used often, but it only should be abused when the opponent is in the corner. In neutral, it should mostly be used as a gap closer and mixup option. It&#039;s also a great option for getting over fireballs quickly. When the opponent is cornered, mix this up with instant overheads and EPDs to really solidify damage.  &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-10/-7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Possibly the most interesting fireball in the game. It has some bit of invincibility on startup, making it double as a reversal and anti-air. Being a good Chrome Dome player requires utilizing this as more than a fireball. In fact, some might say it&#039;s better as a reversal than a fireball. Yes, it can help Chrome Dome control space and play keep away, but it&#039;s fairly slow on recovery, and it&#039;s completely grounded, allowing fireballs like Dragon Breath to pass right over it. Seasoned Chromes will mostly use this moves as a &amp;quot;get off me&amp;quot; attack. It can help Chrome Dome wiggle out of fireball traps, counter okis, and call out special moves. Against cornered opponents, Chrome Spark mostly becomes a setup for EPD. The process is usually knock down, into canceled Chrome Spark, into EPD. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |hitadvan=-14/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Similar to the light version animation wise, but speed and recovery frames are different stories. This move, unlike the light chrome spark, has slower startup and recovery in exchange for faster speed. In reference to the light chrome spark, heavy Chrome Spark also has invincibility frames. This allows it to be used to get out of of certain fireball loop setups and as a sneaky reversal. Be sure to use this move at safe distances because you can take a bit of damage if this move is thrown out at a bad time. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDEPD.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Electric Pile Driver&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=N/A&lt;br /&gt;
 |startup=None&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The only command grab possessed by a tournament-legal character. This is one of Chrome&#039;s most important moves. It is an instant grab that cannot be jumped out of or blocked, there is no whiff animation, and it has a decent amount of range. These three traits in particular help Electric Pile Driver&#039;s general viability a lot. It allows it to be used as an unorthodox anti-air, fake block string interrupter, and most importantly, an instant reversal. EPD allows for a lot of creativity, and there is no specific way to use it. Don&#039;t be afraid to be expressive with it. Always remember that you can buffer the &amp;quot;down&amp;quot; input indefinitely, and EPD will still come out. Since you can throw out of blockstun in TMNT, it allows you to cancel almost all of his normals into it, including close st.hk and cr.hk. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CBomb.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Bomb&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Unfortunately, Chrome Bomb doesn&#039;t have a lot to offer as it&#039;s one of the worst Ultimate Attacks in the game. It can be used as an anti-air, but it&#039;s terrible as one, as the opponent is rendered airborne after one hit, effectively saving them from the entire super. It is also punishable on recovery; making it&#039;s usage somewhat risky in general.  Because of these drawbacks, you really have to rely on getting good reads to force the opponent to get hit by it without blocking. It&#039;s mostly effective against characters with rush specials like Shredder and his Aura Crusher. This makes it a fairly setup-heavy super that can&#039;t just be thrown out as soon as you gain full meter. Be patient with Chrome Bomb, and take make sure to watch for mistakes from the opponent. It is mostly a bad super, but it does a good amount of damage on hit. Remember that Chrome Bomb is a cancelable super. Canceling into it from a normal is a great option if you know it will chip kill.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos =&lt;br /&gt;
&lt;br /&gt;
== Matchups ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=WarC1.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS War&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[8/2]&lt;br /&gt;
 |This is the rare matchup where Chrome Dome can start zoning immediately. The game plan is to play lame, zone War out, and force force him to approach. If War ever gets close, the game becomes &amp;quot;Who can beat who and get the game-changing read first&amp;quot;. Most Wars will opt to try and use his standing heavy punch and heavy kick to poke you out when they get close. The best thing to do against this is to trade back with your couching heavy kick. It will lead to both of you being knocked over, but don&#039;t worry. War&#039;s options when he&#039;s in this situation are limited. If you ever knock War down, try your best to suffocate him and punish any and all of his attempts to play the game. When he&#039;s knocked over, he HAS to take damage no matter what. If he takes the hit, it will lead to a combo, if he reversal DFA&#039;s, he&#039;ll take damage from whatever jumping normal you used, if he blocks, free EPD. Remember that almost everything War can do in neutral is either punishable or easily countered by Chrome. Heavy and light turning uppercuts can be punished with Electric Pile Driver on block when done close enough. And even if the War does it far to make it safer, there&#039;s almost nothing he can do to capitalize on it. When you&#039;re zoning,  It&#039;s your main opening to knock War down, and once you do, the match flips almost entirely in Chrome Dome&#039;s favor. War will get safe jumped on for the entirety of the match, and even if he does a reversal DFA to counter throw attempts, you can still just jump in on him again to start the process all over. Never give War any chances to play an annoying game with his pokes. Establish a life lead, play lame, and the match is over. Remember that if he&#039;s dizzied once, you can grab loop him to death.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_leo_shiningcutter.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Leo&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[7/3]&lt;br /&gt;
 |The main game plan in this matchup is to make Leo mess up and get unnecessarily aggressive. Try to establish a life lead before he can so you can make Leo come to you, not the other way around. There is almost no reason to get aggressive immediately at round start. Back up and try to analyze whether the Leo plays offensive or defensive. An offensive Leo is what you want. His awesome jumping heavy punch is indeed a threat for Chrome Dome, but if the Leo is just mindlessly jumping in with it, it becomes an opening. Anti-air with a late Chrome Spark and slowly build up his dizzy. If the Leo is dizzied once, the game is over. Grab loop him until death. Take advantage of Leo&#039;s somewhat mediocre DP by purposefully jumping outside of its range and baiting it when he&#039;s in the corner. On the topic of the corner, this is the main place Leo does not want to be. If you&#039;re playing against a defensive Leo, focus on pushing him there and baiting Roto Cutter as mentioned before. &amp;quot;Baiting&amp;quot; it involves safe jumping, and shimmying around. One blocked Cutter can be the round. This match seems easy at a very basic level, but good Leos will definitely be a challenge. Don&#039;t give him any chances.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_don_Hyakuretsuki.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Don&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.8/3.2]&lt;br /&gt;
 |Very similar to the Leo matchup in terms of the general game plan, but you want a defensive Don instead of an offensive one. This is mostly because of Ground Claw and its slow startup which makes it much easier for Chrome to get a good read and push Don into the corner. Against an offensive Don, you want to watch for jump-ins. Most Dons will opt to use j.hp and Belly Flop as their go-to jumping normals. For those, you want to anti-air with b.hp or block so you won&#039;t risk trading. Dance Attack (Headspin) is a threat, and it is the main thing that makes this match slightly better for Don than Leo. Since Chrome&#039;s jump is slow, most of your attempts to pressure Don by jumping in will be punished with a well-timed Headspin. It&#039;s the main reason why you want to avoid jumping in on Don without purpose. Instead, try to figure out how and when the Don is using Headpsin and start baiting them out. With Bo Thrust, make sure to watch out for Don&#039;s overextending it, as it is only punishable when mashed longer than needed. When Don is in the corner, do the same as you would with Leo. Poke him with your buttons and Dive Kick to stop Headpsin attempts, and keep him in block strings with Chrome Spark to fish for a dizzy. Don has no good reversals to escape the corner safely.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_aska_kochounomai.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Aska&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.5/3.5]&lt;br /&gt;
 |The main thing to note about this matchup is Aska&#039;s great Kochou No Mai (DP). Because of its fantastic priority and invincibility, you have to play around it and be patient. You want to do this while also not allowing her to get too close and start her shenanigans. If you do get a knock-down, try not to pressure her too much. Try and analyze how the Aska uses their DP. If they&#039;re greedy with them, bait it and go for a punish. If they respect your advances and let you jump in, take advantage of that and proceed to pressure her. Chrome Dome excels in the middle screen in this matchup because of his good pokes. Keep Aska there and don&#039;t let her get too close. If the Aska gets in and does a close Hyabusa, remember that it can be punished with a well-timed EPD.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph_LH_Chest_Buster.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Raph&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6/4]&lt;br /&gt;
 |Like a lot of Chrome&#039;s other matches, at round start, you want to try to back up and analyze the Raph. What you want is a defensive Raph who jumps back a lot so you can push him in the corner; a place where he doesn&#039;t want to be. Dealing with a defensive Raph can be fairly difficult, though. You can be somewhat aggresive, but make sure not to be so aggresive that you essentially kill yourself. Jumping heavy punch is a good normal for calling out some of his far anti-airs, and jumping light punch is a good normal for trading with Chest Buster if you make an incorrect jump-in. Never jump-in when you&#039;re close to Raph, his amazing cr.hp will beat almost everything you throw out. When you&#039;re that close, the goal is to pressure him into making a mistake. A small one being Power Drill, and a big one being Chest Buster. Since those two moves are an essential part of Raph&#039;s tool kit, a lot of the match involves working around these moves and baiting them to get the advantage. For Power Drill, the safest way to work around it is to neutral jump with a normal like j.lp. but you can also try jump back and try to get a punish which is slightly riskier. If you get a punish on Drill, try your best to close the gap on Raph to increase your chances of putting him in the corner. As mentioned above, blocked Power Drills can be punished with an EPD, but the timing is strict. For Chest Buster, in most scenarios you can simply punish it with a lp throw. This leads into the redizzy, which is the match. If the Raph is ever pushed to the corner, this is your chance to take the round. The plan is to continuously harass Raph and take advantage of his lack of safe reversal options. This involves doing jump back lp or nj.hks to call out Power Drill, cr.hp into Chrome Spark to keep him in block strings, and b.hp to punish his attempts to jump out. Remember that you need to be correctly spaced so Chest Buster will either be blocked, or whiff completely. Keep in mind that if Raph dizzies you from midscreen, he can punish you from the left side with his redizzy, so avoid that at all costs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fair Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDbst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Chrome Dome (self)&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[5/5]&lt;br /&gt;
 |This matchup is basically just a big game of &amp;quot;who wins neutral&amp;quot;. Play patient and let the Chrome Dome come to you. Anti-air him every time and build up small damage this way. Capitalizing on the opponents mistakes is huge in this matchup; a big one is bad Chrome Sparks that allow you to jump in for a quick knock-down combo. Don&#039;t be afraid to utilize some of Chrome&#039;s grounded pokes to punish bad moves. A funny thing to note is that this is the only matchup where EDP can really be challenged, obviously because your opponent has access to the same move. When you go in for okis, make sure to poke around outside of its range with your longer normals. Keep this knowledge in mind for when you&#039;re in disadvantaged states, too. If the opponent ever tries to do EPD setups, you can steal their turn and counter with you own. The match becomes a mess when both Chrome Domes are fighting for EPD, so always change it up a little by taking advantage of Chrome Sparks invincibility, and fighting for the life lead so you can start zoning safely again.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Shredder&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[5/5]&lt;br /&gt;
 |Shredder&#039;s amazing normals and special moves can be a huge problem for Chrome Dome, so this matchup mostly revolves around working around and punishing them. Chrome Dome rarely gets the chance to jump in safely on Shredder because of Knee Crush, so this forces him to play a somewhat defensive game. The crazy thing about this though, is that a defensive Chrome Dome can be very problematic for Shredder. In neutral, you should utilize lp Chrome Sparks, as the slow movement makes it hard for Shredder to properly Aura Crusher through them on reaction. From there, it&#039;s just another one of those matches that involve making the opponent make mistakes and punishing said mistakes. As mentioned before, Chrome Spark in general is very important in this match. It can works as an anti- Aura Crusher move, but be prepared for Shredders to go through it with its invincibility frames. When you have this in mind, you will find out that you can sweep him out of the Crusher and put him back where he doesn&#039;t want to be. Against defensive Shredders who like to reflect your Sparks, remember that every time he does it and you read it, you can jump in for free damage. Despite this, unless you are really in need of extra damage, it is recommended that you stay where you are and throw another Spark to counter the reflection. Make sure to switch between light and heavy Chrome Spark to keep the Shredder guessing, but remember that he can do the same mind games on you. For instance, if you throw out a Chrome Spark, the Shredder reflects it, and then you throw out another one to nullify the first, Shredder can hit you with Aura Crusher during its recovery and start bullying you. This &amp;quot;Rock, Paper, Scissors&amp;quot; aspect of the matchup is what evens it out. Play the smarter game, watch the Shredder&#039;s habits, and play around them.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Wing Nut&lt;br /&gt;
*Theorized to be 4-6&lt;br /&gt;
&lt;br /&gt;
Funny matchup because in theory, it’s bad for BOTH Wingnut and Chrome Dome depending on who has the advantage. At its simplest, the matchup involves WN zoning. Chrome Dome struggles until he gets in, then he can end the round. Your game-plan should be bully your way in and STAY THERE. There are a couple of things Chrome Dome can do to make getting in a lot less miserable. The safest and most common option is to take to the skies and kick him in the face with jump-forward heavy kick. This is a good option because it does two jobs at one. It moves you forward, and hits WN, granting damage. The problem with this option is that if you are read whatsoever and punished with a trade air-to-air, air-to-air, or anti-air, you have to start all over again. Use it when you’re confident. Dive kicking, jumping over off of a read, Chrome Sparking through, and walking under Moon Busters are important options for patient Chrome Dome players who want to capitalize on sloppy MBs. You get no damage, but you get closer to Wing Nut, which can be round-ending. Be sure to always watch where, and which MBs are being thrown. You can catch many habits and get good positioning for whenever you do advance. Never try to forward jump a Moon Buster on reaction. You’ll get hit every time. When you are advantaged, continuously jump in on WN and prevent him from playing the game. There are some pretty nasty option selects you can use on him in this situation, but the best one is probably jump hp into cr.hp XX EPD. If Wing nut blocks the string, you’ll get EPD for an unavoidable sequence. If he doesn’t block, you get the knockdown and will keep your turn.&lt;br /&gt;
&lt;br /&gt;
Vs. Mike&lt;br /&gt;
*Theorized to be 4-6&lt;br /&gt;
&lt;br /&gt;
Mike&#039;s standing hp, Dragon Breath, slide (when spaced properly), and well-timed Dynamite Bombers make this a really annoying matchup for Chrome Dome. A lot of times, it will feel like you&#039;re locked down with nothing to do. Contrary to what is normal when up against a zoner, NEVER jump at Mike unless you are 100% confident with a read, standing hp is far too polarizing to do otherwise. Forcing mistakes and capitalizing on them is an extremely important aspect of this match. Whiffed Rising Thunders are the biggest, as they can be round-ending. Most Mike players will opt to use light RT in neutral as it is far less punishable. The good thing about this is that Chrome&#039;s long limbs (namely cr.hk) make it easy to punish from most ranges. If a light RT is whiffed up close, you will have enough time to grab him and take the match, but don&#039;t get greedy. Crafty Mike players will notice this and have enough time to go into another RT, knowing you down and making you start all over again. For Dynamite Bomber (P2), you will need to anticipate them and have fast enough reaction times to see it coming. You can poke him out of it with far lp, and even EPD them on landing if you&#039;re feeling lucky. Far-standing heavy punch and Dragon Breath will definitely be where most of your problems come from. You can take advantage of greedy Mikes who like to throw it a lot by whiff punishing and closing the gap. Another smart thing you can do in this situation is shimmy by making the Mike think you&#039;re in range, walking back to make the button miss, then sweeping. With Dragon Breath, you have to be patient, as CD&#039;s jump is too slow to make any moves on reaction. You can neutral jump the fireballs to make them last longer on screen, and spark back. Keep in mind that sloppy Sparks will be &amp;quot;punished&amp;quot; with the Dragon Breath, as they fly right over, so always make sure to throw them early in order to force a reaction from Mike. Never get overwhelmed. This is a pretty hard match, but one or two good plays can end it quickly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Armaggon&lt;br /&gt;
*Theorized to be 3-7&lt;br /&gt;
&lt;br /&gt;
== Throw Loop ==&lt;br /&gt;
[ LP Grab &amp;gt; jHP 2LK-2LK-2LK-2HK (dizzy) ] x ∞&lt;br /&gt;
&lt;br /&gt;
Chrome Dome has a throw loop vs. the turtles.&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7788</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7788"/>
		<updated>2023-05-15T16:52:47Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Cyber Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Balrog (Boxer) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= Fast light normal. This will be your go-to unorthodox anti-air to get jumpers off of you when you don&#039;t have charge. This normal is rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= This normal has a decent speed, but is still on the slow side. It is great in combos and can stop a lot moves when spaced out properly (Namely Chrome Dome&#039;s crouching hp/crouching hk) This normal is also a good tool for whiff punishing if you want to use lights instead of heavy buttons for less risk. The best thing about this normal is it&#039;s priority. Shredder retains his neutral hurtboxes while his leg has no hurtbox. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= One of Shredder&#039;s best normals. Slow startup but has high potential when used properly. Has far reach and is one of the go-to moves for whiff punishing. This normal is best used for whiff punishing, as you can buffer it into both aura crusher and knee crush. Be careful when throwing this move out, though. Although this move is great for nabbing whiff punishes, its slow startup makes it vulnerable to whiff punishes as well.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of Shredder&#039;s go-to combo starters from a jump in. Has slow startup, being a heavy move, but leads to heavy combo damage. HoopsTheWaffleBurner: For those with violent forward reversals, you can stand outside of its range, bait said reversal, punish it on recovery with this normal, then cancel into Aura or Knee Crusher. This is especially good when pressuring a cornered Raph. I got this from XFORCE!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Slow on startup but can lead to a bit of damage. This normal is good for whiff punishing, but is rarely used in combos. Use this normal safely, as you can get whiff punished for using this normal incorrectly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+3/+6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Very slow on startup and is rarely used in combos. There are better normals to use other than this one, but it is still an ok normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description= Another really good normal that shredder has. Fast on startup, but low on damage being a light normal. This normal is one of Shredder&#039;s the go-to pokes due to it&#039;s speed. It has surprisingly good range, and is great for combos. Amazing normal overall.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=80&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Somewhat fast on startup, and an okay move to poke with. This normal has far range for a crouching move. The biggest downside to this move is that it is slow in general, but you can get some mileage out of max-range Aura and Knee Crusher cancels&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Another one of shredder really good normals. Slow on recovery, but has far reach for a crouching normal and can lead to a lot of damage potential. Can be buffered into Knee Crush or Aura Crusher and is an amazing whiff punish tool.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/0&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Slow on startup and recovery, but can be used as a niche whiff punish tool. This normal has the most range out of all of shredders normal, but is rarely used in combos. An interesting thing to note is that this is the strongest button in the game, dealing 18 damage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Does less damage than the heavy version but when spaced out properly, can beat out certain normals and special moves. This move is one of the go-to normals for jump in combos. Good air-to-air as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Both versions have the same range but the light one does less damage. This normal is rarely used because the heavy version is overall better. HoopsTheWaffleBurrner: As a Blanka main, I can&#039;t help but compare this to his neutral jumping heavy punch in  the various Street Fighter 2s. Overall, it has the same purpose, a snazzy read-air-to-air that you can use to catch jumpers.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=144&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast light air normal. The heavy version is better for jump in combos. Is less used because of the heavy version, but has still has some uses.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=240&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= One of the go-to normals for a jump in combo. This normal can be a good air-to-air normal when spaced out properly as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Has far reach and can beat out a lot of jump in attacks when spaced properly. Both versions can be used as combo starters, but are less commonly used for that. This serves the same purpose as neutral jumping light punch: a snazzy read-air-to-air. This one is stronger, but doesn&#039;t have infinite active frames, making it slightly more read-based.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The go-to normal for jump in attacks. Has great combo potential and can beat out moves when spaced out properly. Oddly enough, this does LESS stun than jumping light kick. Whether or not it&#039;s the better normal is up for debate. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder AC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6-13&lt;br /&gt;
 |active=3+8&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=&lt;br /&gt;
 |hitadvan=-7/-4 -4/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This move is very similar to balrogs dash straight in Street Fighter. This is one of shredders best tools if not his best tool for getting in on the opponent. The fast speed and fast startup of this move makes up for the fact that you can&#039;t really get much off of this move. Aura crusher is best used in neutral when you want to get offensive, and can even get you out of some tight situations on defense. The light version has faster startup, but has shorter range. The heavy version has slightly slower startup, but has farther range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Essentially a worse version of Heavy Knee Crush. Light knee crush launches shredder higher into the air making it easier for the opponent to punish this move. Light knee crush is best used as an anti-air only. There are other situations where this move can be used but the heavy knee crush is way better to use. This move is punishable on recovery. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Another one of shredders best special moves. This move works as a mix-up option, a anti-air, and a combo ender. Every single Knee Crush hit awards a knockdown which can lead to more shenanigans. Heavy Knee Crush is the go-to move for mix-ups and often goes unpunished because of the timing you have in order to anti-air it. Not to be confused with the light Knee Crush, Heavy Knee launches Shredder further towards the opponent. Heavy Knee Crush is also completely invincible on landing, which means that it is virtually UNPUNISHABLE. The only threat Shredder faces after whiffing one is a timed throw, or a meaty normal. This move is not punishable on startup, which is its weakness. This means that it isn&#039;t a true reversal. Despite this, it is great for wiggling out of tight situations.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder R.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The perfect move for shredders archetype since he doesn&#039;t have a fireball, and it compliments him well. His aura reflector allows him to reflect fireballs back towards the opponent. Shredders aura reflector is one of his best tools against fireball characters. Utilizing his aura reflector will help to fight the onslaught of fireballs coming towards you if you are not in the corner. Aura reflector can come out slightly slow sometimes but is an amazing tool to use against fireball characters.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This super is pretty good, and deals quite a bit of chip. The lightning that travels on the ground after Shredder activates his super deals the most damage and chip damage, and needs to be avoided at all cost. This super is amazing because Shredders whole body is covered in lightning which automatically tells the opponent to back up. When this super is activated, your best options are to either jump back away from the super, or jump into the super to land around Shredders waist and above area. Blocking this super on the ground with the lightning bolt that travels on the ground, leads to alot of chip damage and alot of regular damage if you choose not to block the super.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7787</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7787"/>
		<updated>2023-05-15T16:51:47Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Cyber Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Balrog (Boxer) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= Fast light normal. This will be your go-to unorthodox anti-air to get jumpers off of you when you don&#039;t have charge. This normal is rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= This normal has a decent speed, but is still on the slow side. It is great in combos and can stop a lot moves when spaced out properly (Namely Chrome Dome&#039;s crouching hp/crouching hk) This normal is also a good tool for whiff punishing if you want to use lights instead of heavy buttons for less risk. The best thing about this normal is it&#039;s priority. Shredder retains his neutral hurtboxes while his leg has no hurtbox. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= One of Shredder&#039;s best normals. Slow startup but has high potential when used properly. Has far reach and is one of the go-to moves for whiff punishing. This normal is best used for whiff punishing, as you can buffer it into both aura crusher and knee crush. Be careful when throwing this move out, though. Although this move is great for nabbing whiff punishes, its slow startup makes it vulnerable to whiff punishes as well.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of Shredder&#039;s go-to combo starters from a jump in. Has slow startup, being a heavy move, but leads to heavy combo damage. HoopsTheWaffleBurner: For those with violent forward reversals, you can stand outside of its range, bait said reversal, punish it on recovery with this normal, then cancel into Aura or Knee Crusher. This is especially good when pressuring a cornered Raph. I got this from XFORCE!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Slow on startup but can lead to a bit of damage. This normal is good for whiff punishing, but is rarely used in combos. Use this normal safely, as you can get whiff punished for using this normal incorrectly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+3/+6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Very slow on startup and is rarely used in combos. There are better normals to use other than this one, but it is still an ok normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description= Another really good normal that shredder has. Fast on startup, but low on damage being a light normal. This normal is one of Shredder&#039;s the go-to pokes due to it&#039;s speed. It has surprisingly good range, and is great for combos. Amazing normal overall.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=80&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Somewhat fast on startup, and an okay move to poke with. This normal has far range for a crouching move. The biggest downside to this move is that it is slow in general, but you can get some mileage out of max-range Aura and Knee Crusher cancels&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Another one of shredder really good normals. Slow on recovery, but has far reach for a crouching normal and can lead to a lot of damage potential. Can be buffered into Knee Crush or Aura Crusher and is an amazing whiff punish tool.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/0&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Slow on startup and recovery, but can be used as a niche whiff punish tool. This normal has the most range out of all of shredders normal, but is rarely used in combos. An interesting thing to note is that this is the strongest button in the game, dealing 18 damage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Does less damage than the heavy version but when spaced out properly, can beat out certain normals and special moves. This move is one of the go-to normals for jump in combos. Good air-to-air as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Both versions have the same range but the light one does less damage. This normal is rarely used because the heavy version is overall better. HoopsTheWaffleBurrner: As a Blanka main, I can&#039;t help but compare this to his neutral jumping heavy punch in  the various Street Fighter 2s. Overall, it has the same purpose, a snazzy read-air-to-air that you can use to catch jumpers.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=144&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast light air normal. The heavy version is better for jump in combos. Is less used because of the heavy version, but has still has some uses.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=240&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= One of the go-to normals for a jump in combo. This normal can be a good air-to-air normal when spaced out properly as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Has far reach and can beat out a lot of jump in attacks when spaced properly. Both versions can be used as combo starters, but are less commonly used for that. This serves the same purpose as neutral jumping light punch: a snazzy read-air-to-air. This one is stronger, but doesn&#039;t have infinite active frames, making it slightly more read-based.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The go-to normal for jump in attacks. Has great combo potential and can beat out moves when spaced out properly. Oddly enough, this does LESS stun than jumping light kick. Whether or not it&#039;s the better normal is up for debate. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder AC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6-13&lt;br /&gt;
 |active=3+8&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=&lt;br /&gt;
 |hitadvan=-7/-4 -4/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This move is very similar to balrogs dash straight in Street Fighter. This is one of shredders best tools if not his best tool for getting in on the opponent. The fast speed and fast startup of this move makes up for the fact that you can&#039;t really get much off of this move. Aura crusher is best used in neutral when you want to get offensive, and can even get you out of some tight situations on defense. The light version has faster startup, but has shorter range. The heavy version has slightly slower startup, but has farther range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Essentially a worse version of Heavy Knee Crush. Light knee crush launches shredder higher into the air making it easier for the opponent to punish this move. Light knee crush is best used as an anti-air only. There are other situations where this move can be used but the heavy knee crush is way better to use. This move is punishable on recovery. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Another one of shredders best special moves. This move works as a mix-up option, a anti-air, and a combo ender. Every single Knee Crush hit awards a knockdown which can lead to more shenanigans. Heavy Knee Crush is the go-to move for mix-ups and often goes unpunished because of the timing you have in order to anti-air it. Not to be confused with the light Knee Crush, Heavy Knee launches Shredder further towards the opponent. Heavy Knee Crush is also completely invincible on landing, which means that it is virtually UNPUNISHABLE. The only threat Shredder faces after whiffing one is a timed throw, or a meaty normal. This move is not punishable on startup, which is it&#039;s weakness. This means that it isn&#039;t a true reversal. Despite this, it is great for wiggling out of tight situations.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder R.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The perfect move for shredders archetype since he doesn&#039;t have a fireball, and it compliments him well. His aura reflector allows him to reflect fireballs back towards the opponent. Shredders aura reflector is one of his best tools against fireball characters. Utilizing his aura reflector will help to fight the onslaught of fireballs coming towards you if you are not in the corner. Aura reflector can come out slightly slow sometimes but is an amazing tool to use against fireball characters.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This super is pretty good, and deals quite a bit of chip. The lightning that travels on the ground after Shredder activates his super deals the most damage and chip damage, and needs to be avoided at all cost. This super is amazing because Shredders whole body is covered in lightning which automatically tells the opponent to back up. When this super is activated, your best options are to either jump back away from the super, or jump into the super to land around Shredders waist and above area. Blocking this super on the ground with the lightning bolt that travels on the ground, leads to alot of chip damage and alot of regular damage if you choose not to block the super.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7784</id>
		<title>Chrome Dome (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7784"/>
		<updated>2023-04-10T01:47:00Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Chrome Dome&lt;br /&gt;
|image=[[Image:CDTFp.png|125px]]&lt;br /&gt;
|charheight=5&#039;10&amp;quot;&lt;br /&gt;
|charweight=200 lbs.&lt;br /&gt;
|eyes=Red&lt;br /&gt;
|age=66 MHZ&lt;br /&gt;
|birthplace=Shredders Metal Shop&lt;br /&gt;
|weapons=Thunder Gauntlets&lt;br /&gt;
|activities=Steel Magnolias&lt;br /&gt;
|goals=He wants to extract the &amp;quot;Warrior&amp;quot; program from his system memory.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Have you ever wondered what you&#039;d get if you threw Dhalsim and Zangief in some vile blender? That&#039;s right! You get an obscenity, but on good days, you get Chrome Dome! Calling Chrome a strange character would be an understatement. He&#039;s a ranged-based grappler who can really do it all. The interesting thing about him, is that he isn&#039;t held back by any specific archetype weaknesses. He&#039;s held back by Chrome Dome &#039;&#039;specific&#039;&#039; weaknesses. He&#039;s capable of zoning, but he has a mediocre fireball and struggles getting in against other fireballers. He has awesome jumping normals, but has a somewhat slow and floaty jump arc. He has great buttons; possibly the best array of normals in the game, but can have a hard time keeping opponents out of the air and has a slow walk speed. These &amp;quot;Cause and Effect&amp;quot; relationships are what make the character so interesting, and he has his fair share of strengths to make up for said weaknesses. He may have a mediocre fireball, but he can work around it with his great long-ranged grounded pokes and Chrome Spark&#039;s invincibility. He&#039;s slow and has a floaty jump arc, but he has a quick dive kick that can move him around the stage safely. He can have a hard time keeping opponents out of the air, but has a ton of things he can do with his specials that can help with that. Like many other characters, knowing Chrome Dome&#039;s quirks and oddities are mandatory if you want to really get good with this strange character. He can redizzy the turtles and War off of one grab, but there&#039;s a lot more to him than that. For one, he probably has the most gimmicky arsenal of special moves in the game. Chrome Spark is secretly a reversal and setup-up tool first and a fireball second; contrary to what is common with most projectiles. EPD is a dangerous command grab that can sneak Chrome Dome out of many bad situations and create a lot of cheap scenarios for any poor cretin who happens to fall in Chrome&#039;s deadly corner traps. All that has been mentioned doesn&#039;t even scratch the surface when it comes to all of Chrome Dome&#039;s odd traits, so the question becomes &amp;quot;What are you waiting for&amp;quot;? Get out there and get creative. His options are almost limitless. &lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Electric Pile Driver tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Electric Pile Driver being an instant grab that requires no diagonal inputs makes it a fantastic option as a punish and instant reversal. There are hundreds of ways to experiment with it, but here are a few important tricks you can do with it to really make your Chrome Dome threatening.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-air EPD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome lacking &amp;quot;The perfect anti-air&amp;quot; is a minor, but very real weakness for Chrome. Electric Pile Driver&#039;s awesome range can (kinda sorta) make up for it! The key is to watch where the opponent lands. Many times, players will make risky full screen jumps that will cause any jump-in normal to whiff. Use this to your advantage and throw them as soon as they land.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDFS.gif ]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Drill EPD Punish&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Drill is super plus, and most of the time you will get thrown for free, but don&#039;t worry! With immaculate timing (and a bit of luck) you can time an Electric Pile Driver after Raph recovers. Whether this is a true punish or not is up for debate, but it&#039;s almost unanimously agreed that it&#039;s worth trying just in case the Raph doesn&#039;t time the throw correctly. &lt;br /&gt;
&lt;br /&gt;
[[File:EPDPDP.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like the Powerdrill setup mentioned before, doing this trick successfully mostly relies on the opponent messing up. In this case, you have to either hope the opponent throws too late if you block the fireball, or; if you don&#039;t block and take the fireball, hope the opponent still attempts to throw after you get hit by it. In the gif, you can see that Raph attempts to throw after Chrome took the fireball. The Raph ended up getting a close heavy punch, and the Chrome Dome was able to throw him before the normal connected. &lt;br /&gt;
&lt;br /&gt;
‎[[File:EPDFB.gif]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Corner Trap&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the deadliest things you can do with EPD is make the opponent to block and then immediately throw them out of blockstun. This is especially viable in the corner; where you can knock the opponent over, throw a Chrome Spark, then either throw them with EPD regularly, or make them block a normal, and throw after that. The example below showcases the latter. Since the properties of Chrome&#039;s close normals vary depending on the character, you can do other setups like a far light kick or heavy kick into EPD if the character you&#039;re fighting allows it.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDC.gif ]]&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Chrome Spark Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark allows for a magnitude of eccentric techniques that will definitely catch your opponents off guard. As mentioned below, Chrome Spark works as a fantastic reversal and anti-air because of its invincibility. Use these tricks to really take advantage of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Anti-Air&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can make up for Chrome Dome&#039;s mostly average anti-air game just like EPD. In fact, it may be an even better one, as it&#039;s much better for countering actual air normals rather than the opponent&#039;s landing. &lt;br /&gt;
&lt;br /&gt;
[[ File:AACS.gif ‎]]&lt;br /&gt;
&lt;br /&gt;
*Buffered Chrome Spark Anti-Air&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can still be buffered after a whiffed normal. Use this to your advantage! &lt;br /&gt;
&lt;br /&gt;
[[File:CSBAA.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome&#039;s best option against fireball traps. There&#039;s no exact timing for this, so try and get a feel for which methods work best in these situations&lt;br /&gt;
&lt;br /&gt;
[[ File:CSDB.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Aska UA Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A neat (and the only) way to avoid Aska&#039;s super with Chrome Dome. It&#039;s possible with both light and heavy Chrome Spark, and it must be done very late.&lt;br /&gt;
&lt;br /&gt;
[[File:CSUAD.gif]] [[ File:HCSUAD.gif]]&lt;br /&gt;
&lt;br /&gt;
Left: Light Chrome Spark&lt;br /&gt;
&lt;br /&gt;
Right: Heavy Chrome Spark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A quick jab with awesome priority. It is capable of beating many attacks clean, so use it as a handy &amp;quot;attack beater&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-6/-3&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=This works great as an up-close anti-air.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3+7&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5 +2/+5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=A risky poke that&#039;s best used to cancel into EPD. It does an insane amount of stun for a light normal, but standing heavy kick should be favored over it. This is also a two part move.  It only hits once, but the initial kick is a hit as well as the extension. Both have different damages. This is a recurring theme with Chrome Dome&#039;s extended limbs.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A fast knee. Although it&#039;s not used much, it&#039;s a decent combo tool. Use it if you want to be fancy.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of Chrome Dome&#039;s main far anti-airs. In certain situations, it can be used as a poke to call out button presses and push the opponent away. This is a very important normal for CD, make sure to use it. Be mindful of its picky hitbox and the fact that CD&#039;s whole arm is venerable.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcsthp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-3/0&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Not much to say about this one. It can work in quick two-piece combos if you know it will stun. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDbst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Back Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-9/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Chrome Dome&#039;s best anti-air. It has awesome priority, and its hitbox has quite a bit of range, making it double as an anti-cross up. Make sure to abuse this against jumpy opponents.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=A surprisingly fast kick. Overall, this is a better poke than standing light kick. It is capable of calling out certain moves, but be mindful of its below average priority. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2[2]3&lt;br /&gt;
 |recovery-whiff=23&lt;br /&gt;
 |hitstun=192/497&lt;br /&gt;
 |hitadvan=-11/-8&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of the highest damaging moves in the game stun-wise if both hits connect. Perhaps the most infamous part about this normal is that it sets up the grab loop combo against the turtles and War. Even when you&#039;re facing characters who aren&#039;t venerable to the loop, use this during jump-in combos to get a quick dizzy. This builds an above-average amount of meter; six points instead of the usual four for heavy normals. Be mindful that it can setup a really specific unblocakble against Shredder in the corner if canceled into light Chrome Spark, but it&#039;s not very consistent. This normal can change the outcome of matches quickly, don&#039;t sleep on it!  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-2/+1&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=VERY similar to crouching light kick, but it&#039;s slightly slower and has less range. It also can&#039;t setup any knock-down CPS chain combos, but keep in mind that it is possible to redizzy the turtles and War by CPS chaining this move three times into crouching heavy punch after a light punch grab, so use it when you want to get creative. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A very quick low kick. This is a great normal that is mostly used in CPS chain combos into crouching heavy kick. It is also a decent close poke, and it is relatively safe to set up EPD grabs with it.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=Similar to crouching light punch in a sense that it&#039;s very similar to its kick counter part. Although crouching heavy kick is mostly the better normal, this can be great for whiff punishes and interrupting fake block strings.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=An awesome sweep that has a startup speed that&#039;s almost unfair. It works great as a cancel into EPD, to call out special and regular moves, and for ending CPS chains. This is not only one of Chrome Dome&#039;s best normals, but arguably one of the best in the game. Use this a lot to solidify Chrome Dome&#039;s ground game.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A very solid normal that should be your go-to air-to-air. It has great priority, and can beat moves even when it seems like it shouldn&#039;t be able to.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Can be used as an instant overhead, but there are better normals to use in general. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An odd pogo jump that is almost useless. It can be used during mind games to confuse the opponent, but you&#039;re better off ignoring it completely in neutral. Its usage comes when jumping in on the opponent. Its above-average priority can be used to beat many anti airs and special moves.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1+10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Great button overall. It&#039;s not only a decent air-to-air, but a great option for instant overheads too.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=13&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An okay normal in general that can call out certain moves. Most of its usage comes from it being the lowest instant overhead Chrome Dome has. This is really important, as it allows the  overhead to work against low crouchers like Armaggon. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=1+14&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=This normal&#039;s long range and awesome startup make it a fantastic air-to-air. Said long range makes matchups like Wingnut far more bearable as Chrome Dome can beat out moves while in the air and control a good amount of space. It gives Chrome Dome the opportunity to combo from a relatively far distance into cr.hk. Keep this in mind against opponents who are predictable with fireballs. Be mindful when throwing this move out though. Since it does not have infinite active frames, experienced opponents will be able to punish it off of a good read.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dive Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A quick dive. When used right, this normal can be a huge threat. It&#039;s incredibly fast, mostly safe, and perhaps the deadliest part: it must be blocked high. Avid Chrome Domes should always establish their gameplan with this move and know when and when not to use it. Dive should be used often, but it only should be abused when the opponent is in the corner. In neutral, it should mostly be used as a gap closer and mixup option. It&#039;s also a great option for getting over fireballs quickly. When the opponent is cornered, mix this up with instant overheads and EPDs to really solidify damage.  &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-10/-7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Possibly the most interesting fireball in the game. It has some bit of invincibility on startup, making it double as a reversal and anti-air. Being a good Chrome Dome player requires utilizing this as more than a fireball. In fact, some might say it&#039;s better as a reversal than a fireball. Yes, it can help Chrome Dome control space and play keep away, but it&#039;s fairly slow on recovery, and it&#039;s completely grounded, allowing fireballs like Dragon Breath to pass right over it. Seasoned Chromes will mostly use this moves as a &amp;quot;get off me&amp;quot; attack. It can help Chrome Dome wiggle out of fireball traps, counter okis, and call out special moves. Against cornered opponents, Chrome Spark mostly becomes a setup for EPD. The process is usually knock down, into canceled Chrome Spark, into EPD. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |hitadvan=-14/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Similar to the light version animation wise, but speed and recovery frames are different stories. This move, unlike the light chrome spark, has slower startup and recovery in exchange for faster speed. In reference to the light chrome spark, heavy Chrome Spark also has invincibility frames. This allows it to be used to get out of of certain fireball loop setups and as a sneaky reversal. Be sure to use this move at safe distances because you can take a bit of damage if this move is thrown out at a bad time. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDEPD.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Electric Pile Driver&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=N/A&lt;br /&gt;
 |startup=None&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The only command grab possessed by a tournament-legal character. This is one of Chrome&#039;s most important moves. It is an instant grab that cannot be jumped out of or blocked, there is no whiff animation, and it has a decent amount of range. These three traits in particular help Electric Pile Driver&#039;s general viability a lot. It allows it to be used as an unorthodox anti-air, fake block string interrupter, and most importantly, an instant reversal. EPD allows for a lot of creativity, and there is no specific way to use it. Don&#039;t be afraid to be expressive with it. Always remember that you can buffer the &amp;quot;down&amp;quot; input indefinitely, and EPD will still come out. Since you can throw out of blockstun in TMNT, it allows you to cancel almost all of his normals into it, including close st.hk and cr.hk. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CBomb.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Bomb&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Unfortunately, Chrome Bomb doesn&#039;t have a lot to offer as it&#039;s one of the worst Ultimate Attacks in the game. It can be used as an anti-air, but it&#039;s terrible as one, as the opponent is rendered airborne after one hit, effectively saving them from the entire super. It is also punishable on recovery; making it&#039;s usage somewhat risky in general.  Because of these drawbacks, you really have to rely on getting good reads to force the opponent to get hit by it without blocking. It&#039;s mostly effective against characters with rush specials like Shredder and his Aura Crusher. This makes it a fairly setup-heavy super that can&#039;t just be thrown out as soon as you gain full meter. Be patient with Chrome Bomb, and take make sure to watch for mistakes from the opponent. It is mostly a bad super, but it does a good amount of damage on hit. Remember that Chrome Bomb is a cancelable super. Canceling into it from a normal is a great option if you know it will chip kill.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos =&lt;br /&gt;
&lt;br /&gt;
== Matchups ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=WarC1.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS War&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[8/2]&lt;br /&gt;
 |This is the rare matchup where Chrome Dome can start zoning immediately. The game plan is to play lame, zone War out, and force force him to approach. If War ever gets close, the game becomes &amp;quot;Who can beat who and get the game-changing read first&amp;quot;. Most Wars will opt to try and use his standing heavy punch and heavy kick to poke you out when they get close. The best thing to do against this is to trade back with your couching heavy kick. It will lead to both of you being knocked over, but don&#039;t worry. War&#039;s options when he&#039;s in this situation are limited. If you ever knock War down, try your best to suffocate him and punish any and all of his attempts to play the game. When he&#039;s knocked over, he HAS to take damage no matter what. If he takes the hit, it will lead to a combo, if he reversal DFA&#039;s, he&#039;ll take damage from whatever jumping normal you used, if he blocks, free EPD. Remember that almost everything War can do in neutral is either punishable or easily countered by Chrome. Heavy and light turning uppercuts can be punished with Electric Pile Driver on block when done close enough. And even if the War does it far to make it safer, there&#039;s almost nothing he can do to capitalize on it. When you&#039;re zoning,  It&#039;s your main opening to knock War down, and once you do, the match flips almost entirely in Chrome Dome&#039;s favor. War will get safe jumped on for the entirety of the match, and even if he does a reversal DFA to counter throw attempts, you can still just jump in on him again to start the process all over. Never give War any chances to play an annoying game with his pokes. Establish a life lead, play lame, and the match is over. Remember that if he&#039;s dizzied once, you can grab loop him to death.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_leo_shiningcutter.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Leo&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[7/3]&lt;br /&gt;
 |The main game plan in this matchup is to make Leo mess up and get unnecessarily aggressive. Try to establish a life lead before he can so you can make Leo come to you, not the other way around. There is almost no reason to get aggressive immediately at round start. Back up and try to analyze whether the Leo plays offensive or defensive. An offensive Leo is what you want. His awesome jumping heavy punch is indeed a threat for Chrome Dome, but if the Leo is just mindlessly jumping in with it, it becomes an opening. Anti-air with a late Chrome Spark and slowly build up his dizzy. If the Leo is dizzied once, the game is over. Grab loop him until death. Take advantage of Leo&#039;s somewhat mediocre DP by purposefully jumping outside of its range and baiting it when he&#039;s in the corner. On the topic of the corner, this is the main place Leo does not want to be. If you&#039;re playing against a defensive Leo, focus on pushing him there and baiting Roto Cutter as mentioned before. &amp;quot;Baiting&amp;quot; it involves safe jumping, and shimmying around. One blocked Cutter can be the round. This match seems easy at a very basic level, but good Leos will definitely be a challenge. Don&#039;t give him any chances.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_don_Hyakuretsuki.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Don&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.8/3.2]&lt;br /&gt;
 |Very similar to the Leo matchup in terms of the general game plan, but you want a defensive Don instead of an offensive one. This is mostly because of Ground Claw and its slow startup which makes it much easier for Chrome to get a good read and push Don into the corner. Against an offensive Don, you want to watch for jump-ins. Most Dons will opt to use j.hp and Belly Flop as their go-to jumping normals. For those, you want to anti-air with b.hp or block so you won&#039;t risk trading. Dance Attack (Headspin) is a threat, and it is the main thing that makes this match slightly better for Don than Leo. Since Chrome&#039;s jump is slow, most of your attempts to pressure Don by jumping in will be punished with a well-timed Headspin. It&#039;s the main reason why you want to avoid jumping in on Don without purpose. Instead, try to figure out how and when the Don is using Headpsin and start baiting them out. With Bo Thrust, make sure to watch out for Don&#039;s overextending it, as it is only punishable when mashed longer than needed. When Don is in the corner, do the same as you would with Leo. Poke him with your buttons and Dive Kick to stop Headpsin attempts, and keep him in block strings with Chrome Spark to fish for a dizzy. Don has no good reversals to escape the corner safely.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_aska_kochounomai.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Aska&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.5/3.5]&lt;br /&gt;
 |The main thing to note about this matchup is Aska&#039;s great Kochou No Mai (DP). Because of its fantastic priority and invincibility, you have to play around it and be patient. You want to do this while also not allowing her to get too close and start her shenanigans. If you do get a knock-down, try not to pressure her too much. Try and analyze how the Aska uses their DP. If they&#039;re greedy with them, bait it and go for a punish. If they respect your advances and let you jump in, take advantage of that and proceed to pressure her. Chrome Dome excels in the middle screen in this matchup because of his good pokes. Keep Aska there and don&#039;t let her get too close. If the Aska gets in and does a close Hyabusa, remember that it can be punished with a well-timed EPD.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph_LH_Chest_Buster.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Raph&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6/4]&lt;br /&gt;
 |Like a lot of Chrome&#039;s other matches, at round start, you want to try to back up and analyze the Raph. What you want is a defensive Raph who jumps back a lot so you can push him in the corner; a place where he doesn&#039;t want to be. Dealing with a defensive Raph can be fairly difficult, though. You can be somewhat aggresive, but make sure not to be so aggresive that you essentially kill yourself. Jumping heavy punch is a good normal for calling out some of his far anti-airs, and jumping light punch is a good normal for trading with Chest Buster if you make an incorrect jump-in. Never jump-in when you&#039;re close to Raph, his amazing cr.hp will beat almost everything you throw out. When you&#039;re that close, the goal is to pressure him into making a mistake. A small one being Power Drill, and a big one being Chest Buster. Since those two moves are an essential part of Raph&#039;s tool kit, a lot of the match involves working around these moves and baiting them to get the advantage. For Power Drill, the safest way to work around it is to neutral jump with a normal like j.lp. but you can also try jump back and try to get a punish which is slightly riskier. If you get a punish on Drill, try your best to close the gap on Raph to increase your chances of putting him in the corner. As mentioned above, blocked Power Drills can be punished with an EPD, but the timing is strict. For Chest Buster, in most scenarios you can simply punish it with a lp throw. This leads into the redizzy, which is the match. If the Raph is ever pushed to the corner, this is your chance to take the round. The plan is to continuously harass Raph and take advantage of his lack of safe reversal options. This involves doing jump back lp or nj.hks to call out Power Drill, cr.hp into Chrome Spark to keep him in block strings, and b.hp to punish his attempts to jump out. Remember that you need to be correctly spaced so Chest Buster will either be blocked, or whiff completely. Keep in mind that if Raph dizzies you from midscreen, he can punish you from the left side with his redizzy, so avoid that at all costs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fair Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDbst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Chrome Dome (self)&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[5/5]&lt;br /&gt;
 |This matchup is basically just a big game of &amp;quot;who wins neutral&amp;quot;. Play patient and let the Chrome Dome come to you. Anti-air him every time and build up small damage this way. Capitalizing on the opponents mistakes is huge in this matchup; a big one is bad Chrome Sparks that allow you to jump in for a quick knock-down combo. Don&#039;t be afraid to utilize some of Chrome&#039;s grounded pokes to punish bad moves. A funny thing to note is that this is the only matchup where EDP can really be challenged, obviously because your opponent has access to the same move. When you go in for okis, make sure to poke around outside of its range with your longer normals. Keep this knowledge in mind for when you&#039;re in disadvantaged states, too. If the opponent ever tries to do EPD setups, you can steal their turn and counter with you own. The match becomes a mess when both Chrome Domes are fighting for EPD, so always change it up a little by taking advantage of Chrome Sparks invincibility, and fighting for the life lead so you can start zoning safely again.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vs. Shredder&lt;br /&gt;
*Theorized to be 5 - 5&lt;br /&gt;
&lt;br /&gt;
Shredder&#039;s amazing normals and special moves can be a huge problem for Chrome Dome, so this matchup mostly revolves around working around and punishing them. Chrome Dome rarely gets the chance to jump in safely on Shredder because of Knee Crush, so this forces him to play a somewhat defensive game. The crazy thing about this though, is that a defensive Chrome Dome can be very problematic for Shredder. In neutral, you should utilize lp Chrome Sparks, as the slow movement makes it hard for Shredder to properly Aura Crusher through them on reaction. From there, it&#039;s just another one of those matches that involve making the opponent make mistakes and punishing said mistakes. As mentioned before, Chrome Spark in general is very important in this match. It can works as an anti- Aura Crusher move, but be prepared for Shredders to go through it with its invincibility frames. When you have this in mind, you will find out that you can sweep him out of the Crusher and put him back where he doesn&#039;t want to be. Against defensive Shredders who like to reflect your Sparks, remember that every time he does it and you read it, you can jump in for free damage. Despite this, unless you are really in need of extra damage, it is recommended that you stay where you are and throw another Spark to counter the reflection. Make sure to switch between light and heavy Chrome Spark to keep the Shredder guessing, but remember that he can do the same mind games on you. For instance, if you throw out a Chrome Spark, the Shredder reflects it, and then you throw out another one to nullify the first, Shredder can can hit you with Aura Crusher during its recovery and start bullying you. This &amp;quot;Rock, Paper, Scissors&amp;quot; aspect of the matchup is what evens it out. Play the smarter game, watch the Shredders habits, and play around them.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Wing Nut&lt;br /&gt;
*Theorized to be 4-6&lt;br /&gt;
&lt;br /&gt;
Funny matchup because in theory, it’s bad for BOTH Wingnut and Chrome Dome depending on who has the advantage. At its simplest, the matchup involves WN zoning. Chrome Dome struggles until he gets in, then he can end the round. Your game-plan should be bully your way in and STAY THERE. There are a couple of things Chrome Dome can do to make getting in a lot less miserable. The safest and most common option is to take to the skies and kick him in the face with jump-forward heavy kick. This is a good option because it does two jobs at one. It moves you forward, and hits WN, granting damage. The problem with this option is that if you are read whatsoever and punished with a trade air-to-air, air-to-air, or anti-air, you have to start all over again. Use it when you’re confident. Dive kicking, jumping over off of a read, Chrome Sparking through, and walking under Moon Busters are important options for patient Chrome Dome players who want to capitalize on sloppy MBs. You get no damage, but you get closer to Wing Nut, which can be round-ending. Be sure to always watch where, and which MBs are being thrown. You can catch many habits and get good positioning for whenever you do advance. Never try to forward jump a Moon Buster on reaction. You’ll get hit every time. When you are advantaged, continuously jump in on WN and prevent him from playing the game. There are some pretty nasty option selects you can use on him in this situation, but the best one is probably jump hp into cr.hp XX EPD. If Wing nut blocks the string, you’ll get EPD for an unavoidable sequence. If he doesn’t block, you get the knockdown and will keep your turn.&lt;br /&gt;
&lt;br /&gt;
Vs. Mike&lt;br /&gt;
*Theorized to be 4-6&lt;br /&gt;
&lt;br /&gt;
Mike&#039;s standing hp, Dragon Breath, slide (when spaced properly), and well-timed Dynamite Bombers make this a really annoying matchup for Chrome Dome. A lot of times, it will feel like you&#039;re locked down with nothing to do. Contrary to what is normal when up against a zoner, NEVER jump at Mike unless you are 100% confident with a read, standing hp is far too polarizing to do otherwise. Forcing mistakes and capitalizing on them is an extremely important aspect of this match. Whiffed Rising Thunders are the biggest, as they can be round-ending. Most Mike players will opt to use light RT in neutral as it is far less punishable. The good thing about this is that Chrome&#039;s long limbs (namely cr.hk) make it easy to punish from most ranges. If a light RT is whiffed up close, you will have enough time to grab him and take the match, but don&#039;t get greedy. Crafty Mike players will notice this and have enough time to go into another RT, knowing you down and making you start all over again. For Dynamite Bomber (P2), you will need to anticipate them and have fast enough reaction times to see it coming. You can poke him out of it with far lp, and even EPD them on landing if you&#039;re feeling lucky. Far-standing heavy punch and Dragon Breath will definitely be where most of your problems come from. You can take advantage of greedy Mikes who like to throw it a lot by whiff punishing and closing the gap. Another smart thing you can do in this situation is shimmy by making the Mike think you&#039;re in range, walking back to make the button miss, then sweeping. With Dragon Breath, you have to be patient, as CD&#039;s jump is too slow to make any moves on reaction. You can neutral jump the fireballs to make them last longer on screen, and spark back. Keep in mind that sloppy Sparks will be &amp;quot;punished&amp;quot; with the Dragon Breath, as they fly right over, so always make sure to throw them early in order to force a reaction from Mike. Never get overwhelmed. This is a pretty hard match, but one or two good plays can end it quickly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Armaggon&lt;br /&gt;
*Theorized to be 3-7&lt;br /&gt;
&lt;br /&gt;
== Throw Loop ==&lt;br /&gt;
[ LP Grab &amp;gt; jHP 2LK-2LK-2LK-2HK (dizzy) ] x ∞&lt;br /&gt;
&lt;br /&gt;
Chrome Dome has a throw loop vs. the turtles.&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7773</id>
		<title>Chrome Dome (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7773"/>
		<updated>2023-03-12T23:02:13Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Chrome Dome&lt;br /&gt;
|image=[[Image:CDTFp.png|125px]]&lt;br /&gt;
|charheight=5&#039;10&amp;quot;&lt;br /&gt;
|charweight=200 lbs.&lt;br /&gt;
|eyes=Red&lt;br /&gt;
|age=66 MHZ&lt;br /&gt;
|birthplace=Shredders Metal Shop&lt;br /&gt;
|weapons=Thunder Gauntlets&lt;br /&gt;
|activities=Steel Magnolias&lt;br /&gt;
|goals=He wants to extract the &amp;quot;Warrior&amp;quot; program from his system memory.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Have you ever wondered what you&#039;d get if you threw Dhalsim and Zangief in some vile blender? That&#039;s right! You get an obscenity, but on good days, you get Chrome Dome! Calling Chrome a strange character would be an understatement. He&#039;s a ranged-based grappler who can really do it all. The interesting thing about him, is that he isn&#039;t held back by any specific archetype weaknesses. He&#039;s held back by Chrome Dome &#039;&#039;specific&#039;&#039; weaknesses. He&#039;s capable of zoning, but he has a mediocre fireball and struggles getting in against other fireballers. He has awesome jumping normals, but has a somewhat slow and floaty jump arc. He has great buttons; possibly the best array of normals in the game, but can have a hard time keeping opponents out of the air and has a slow walk speed. These &amp;quot;Cause and Effect&amp;quot; relationships are what make the character so interesting, and he has his fair share of strengths to make up for said weaknesses. He may have a mediocre fireball, but he can work around it with his great long-ranged grounded pokes and Chrome Spark&#039;s invincibility. He&#039;s slow and has a floaty jump arc, but he has a quick dive kick that can move him around the stage safely. He can have a hard time keeping opponents out of the air, but has a ton of things he can do with his specials that can help with that. Like many other characters, knowing Chrome Dome&#039;s quirks and oddities are mandatory if you want to really get good with this strange character. He can redizzy the turtles and War off of one grab, but there&#039;s a lot more to him than that. For one, he probably has the most gimmicky arsenal of special moves in the game. Chrome Spark is secretly a reversal and setup-up tool first and a fireball second; contrary to what is common with most projectiles. EPD is a dangerous command grab that can sneak Chrome Dome out of many bad situations and create a lot of cheap scenarios for any poor cretin who happens to fall in Chrome&#039;s deadly corner traps. All that has been mentioned doesn&#039;t even scratch the surface when it comes to all of Chrome Dome&#039;s odd traits, so the question becomes &amp;quot;What are you waiting for&amp;quot;? Get out there and get creative. His options are almost limitless. &lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Electric Pile Driver tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Electric Pile Driver being an instant grab that requires no diagonal inputs makes it a fantastic option as a punish and instant reversal. There are hundreds of ways to experiment with it, but here are a few important tricks you can do with it to really make your Chrome Dome threatening.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-air EPD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome lacking &amp;quot;The perfect anti-air&amp;quot; is a minor, but very real weakness for Chrome. Electric Pile Driver&#039;s awesome range can (kinda sorta) make up for it! The key is to watch where the opponent lands. Many times, players will make risky full screen jumps that will cause any jump-in normal to whiff. Use this to your advantage and throw them as soon as they land.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDFS.gif ]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Drill EPD Punish&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Drill is super plus, and most of the time you will get thrown for free, but don&#039;t worry! With immaculate timing (and a bit off luck) you can time an Electric Pile Driver after Raph recovers. Whether this is a true punish or not is up for debate, but it&#039;s almost unanimously agreed that it&#039;s worth trying just in case the Raph doesn&#039;t time the throw correctly. &lt;br /&gt;
&lt;br /&gt;
[[File:EPDPDP.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like the Powerdrill setup mentioned before, doing this trick successfully mostly relies on the opponent messing up. In this case, you have to either hope the opponent throws too late if you block the fireball, or; if you don&#039;t block and take the fireball, hope the opponent still attempts to throw after you get hit by it. In the gif, you can see that Raph attempts to throw after Chrome took the fireball. The Raph ended up getting a close heavy punch, and the Chrome Dome was able to throw him before the normal connected. &lt;br /&gt;
&lt;br /&gt;
‎[[File:EPDFB.gif]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Corner Trap&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the deadliest things you can do with EPD is make the opponent to block and then immediately throw them out of blockstun. This is especially viable in the corner; where you can knock the opponent over, throw a Chrome Spark, then either throw them with EPD regularly, or make them block a normal, and throw after that. The example below showcases the latter. Since the properties of Chrome&#039;s close normals vary depending on the character, you can do other setups like a far light kick or heavy kick into EPD if the character you&#039;re fighting allows it.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDC.gif ]]&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Chrome Spark Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark allows for a magnitude of eccentric techniques that will definitely catch your opponents off guard. As mentioned below, Chrome Spark works as a fantastic reversal and anti-air because of its invincibility. Use these tricks to really take advantage of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Anti-Air&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can make up for Chrome Dome&#039;s mostly average anti-air game just like EPD. In fact, it may be an even better one, as it&#039;s much better for countering actual air normals rather than the opponent&#039;s landing. &lt;br /&gt;
&lt;br /&gt;
[[ File:AACS.gif ‎]]&lt;br /&gt;
&lt;br /&gt;
*Buffered Chrome Spark Anti-Air&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can still be buffered after a whiffed normal. Use this to your advantage! &lt;br /&gt;
&lt;br /&gt;
[[File:CSBAA.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome&#039;s best option against fireball traps. There&#039;s no exact timing for this, so try and get a feel for which methods work best in these situations&lt;br /&gt;
&lt;br /&gt;
[[ File:CSDB.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Aska UA Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A neat (and the only) way to avoid Aska&#039;s super with Chrome Dome. It&#039;s possible with both light and heavy Chrome Spark, and it must be done very late.&lt;br /&gt;
&lt;br /&gt;
[[File:CSUAD.gif]] [[ File:HCSUAD.gif]]&lt;br /&gt;
&lt;br /&gt;
Left: Light Chrome Spark&lt;br /&gt;
&lt;br /&gt;
Right: Heavy Chrome Spark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A quick jab with awesome priority. It is capable of beating many attacks clean, so use it as a handy &amp;quot;attack beater&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-6/-3&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=This works great as an up-close anti-air.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3+7&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5 +2/+5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=A risky poke that&#039;s best used to cancel into EPD. It does an insane amount of stun for a light normal, but standing heavy kick should be favored over it. This is also a two part move.  It only hits once, but the initial kick is a hit as well as the extension. Both have different damages. This is a recurring theme with Chrome Dome&#039;s extended limbs.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A fast knee. Although it&#039;s not used much, it&#039;s a decent combo tool. Use it if you want to be fancy.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of Chrome Dome&#039;s main far anti-airs. In certain situations, it can be used as a poke to call out button presses and push the opponent away. This is a very important normal for CD, make sure to use it. Be mindful of its picky hitbox and the fact that CD&#039;s whole arm is venerable.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcsthp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-3/0&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Not much to say about this one. It can work in quick two-piece combos if you know it will stun. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDbst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Back Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-9/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Chrome Dome&#039;s best anti-air. It has awesome priority, and its hitbox has quite a bit of range, making it double as an anti-cross up. Make sure to abuse this against jumpy opponents.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=A surprisingly fast kick. Overall, this is a better poke than standing light kick. It is capable of calling out certain moves, but be mindful of its below average priority. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2[2]3&lt;br /&gt;
 |recovery-whiff=23&lt;br /&gt;
 |hitstun=192/497&lt;br /&gt;
 |hitadvan=-11/-8&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of the highest damaging moves in the game stun-wise if both hits connect. Perhaps the most infamous part about this normal is that it sets up the grab loop combo against the turtles and War. Even when you&#039;re facing characters who aren&#039;t venerable to the loop, use this during jump-in combos to get a quick dizzy. This builds an above-average amount of meter; six points instead of the usual four for heavy normals. Be mindful that it can setup a really specific unblocakble against Shredder in the corner if canceled into light Chrome Spark, but it&#039;s not very consistent. This normal can change the outcome of matches quickly, don&#039;t sleep on it!  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-2/+1&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=VERY similar to crouching light kick, but it&#039;s slightly slower and has less range. It also can&#039;t setup any knock-down CPS chain combos, but keep in mind that it is possible to redizzy the turtles and War by CPS chaining this move three times into crouching heavy punch after a light punch grab, so use it when you want to get creative. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A very quick low kick. This is a great normal that is mostly used in CPS chain combos into crouching heavy kick. It is also a decent close poke, and it is relatively safe to set up EPD grabs with it.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=Similar to crouching light punch in a sense that it&#039;s very similar to its kick counter part. Although crouching heavy kick is mostly the better normal, this can be great for whiff punishes and interrupting fake block strings.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=An awesome sweep that has a startup speed that&#039;s almost unfair. It works great as a cancel into EPD, to call out special and regular moves, and for ending CPS chains. This is not only one of Chrome Dome&#039;s best normals, but arguably one of the best in the game. Use this a lot to solidify Chrome Dome&#039;s ground game.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A very solid normal that should be your go-to air-to-air. It has great priority, and can beat moves even when it seems like it shouldn&#039;t be able to.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Can be used as an instant overhead, but there are better normals to use in general. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An odd pogo jump that is almost useless. It can be used during mind games to confuse the opponent, but you&#039;re better off ignoring it completely in neutral. Its usage comes when jumping in on the opponent. Its above-average priority can be used to beat many anti airs and special moves.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1+10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Great button overall. It&#039;s not only a decent air-to-air, but a great option for instant overheads too.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=13&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An okay normal in general that can call out certain moves. Most of its usage comes from it being the lowest instant overhead Chrome Dome has. This is really important, as it allows the  overhead to work against low crouchers like Armaggon. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=1+14&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=This normal&#039;s long range and awesome startup make it a fantastic air-to-air. Said long range makes matchups like Wingnut far more bearable as Chrome Dome can beat out moves while in the air and control a good amount of space. It gives Chrome Dome the opportunity to combo from a relatively far distance into cr.hk. Keep this in mind against opponents who are predictable with fireballs. Be mindful when throwing this move out though. Since it does not have infinite active frames, experienced opponents will be able to punish it off of a good read.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dive Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A quick dive. When used right, this normal can be a huge threat. It&#039;s incredibly fast, mostly safe, and perhaps the deadliest part: it must be blocked high. Avid Chrome Domes should always establish their gameplan with this move and know when and when not to use it. Dive should be used often, but it only should be abused when the opponent is in the corner. In neutral, it should mostly be used as a gap closer and mixup option. It&#039;s also a great option for getting over fireballs quickly. When the opponent is cornered, mix this up with instant overheads and EPDs to really solidify damage.  &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-10/-7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Possibly the most interesting fireball in the game. It has some bit of invincibility on startup, making it double as a reversal and anti-air. Being a good Chrome Dome player requires utilizing this as more than a fireball. In fact, some might say it&#039;s better as a reversal than a fireball. Yes, it can help Chrome Dome control space and play keep away, but it&#039;s fairly slow on recovery, and it&#039;s completely grounded, allowing fireballs like Dragon Breath to pass right over it. Seasoned Chromes will mostly use this moves as a &amp;quot;get off me&amp;quot; attack. It can help Chrome Dome wiggle out of fireball traps, counter okis, and call out special moves. Against cornered opponents, Chrome Spark mostly becomes a setup for EPD. The process is usually knock down, into canceled Chrome Spark, into EPD. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |hitadvan=-14/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Similar to the light version animation wise, but speed and recovery frames are different stories. This move, unlike the light chrome spark, has slower startup and recovery in exchange for faster speed. In reference to the light chrome spark, heavy Chrome Spark also has invincibility frames. This allows it to be used to get out of of certain fireball loop setups and as a sneaky reversal. Be sure to use this move at safe distances because you can take a bit of damage if this move is thrown out at a bad time. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDEPD.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Electric Pile Driver&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=N/A&lt;br /&gt;
 |startup=None&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The only command grab possessed by a tournament-legal character. This is one of Chrome&#039;s most important moves. It is an instant grab that cannot be jumped out of or blocked, there is no whiff animation, and it has a decent amount of range. These three traits in particular help Electric Pile Driver&#039;s general viability a lot. It allows it to be used as an unorthodox anti-air, fake block string interrupter, and most importantly, an instant reversal. EPD allows for a lot of creativity, and there is no specific way to use it. Don&#039;t be afraid to be expressive with it. Always remember that you can buffer the &amp;quot;down&amp;quot; input indefinitely, and EPD will still come out. Since you can throw out of blockstun in TMNT, it allows you to cancel almost all of his normals into it, including close st.hk and cr.hk. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CBomb.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Bomb&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Unfortunately, Chrome Bomb doesn&#039;t have a lot to offer as it&#039;s one of the worst Ultimate Attacks in the game. It can be used as an anti-air, but it&#039;s terrible as one, as the opponent is rendered airborne after one hit, effectively saving them from the entire super. It is also punishable on recovery; making it&#039;s usage somewhat risky in general.  Because of these drawbacks, you really have to rely on getting good reads to force the opponent to get hit by it without blocking. It&#039;s mostly effective against characters with rush specials like Shredder and his Aura Crusher. This makes it a fairly setup-heavy super that can&#039;t just be thrown out as soon as you gain full meter. Be patient with Chrome Bomb, and take make sure to watch for mistakes from the opponent. It is mostly a bad super, but it does a good amount of damage on hit. Remember that Chrome Bomb is a cancelable super. Canceling into it from a normal is a great option if you know it will chip kill.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos =&lt;br /&gt;
&lt;br /&gt;
== Matchups ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=WarC1.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS War&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[8/2]&lt;br /&gt;
 |This is the rare matchup where Chrome Dome can start zoning immediately. The game plan is to play lame, zone War out, and force force him to approach. If War ever gets close, the game becomes &amp;quot;Who can beat who and get the game-changing read first&amp;quot;. Most Wars will opt to try and use his standing heavy punch and heavy kick to poke you out when they get close. The best thing to do against this is to trade back with your couching heavy kick. It will lead to both of you being knocked over, but don&#039;t worry. War&#039;s options when he&#039;s in this situation are limited. If you ever knock War down, try your best to suffocate him and punish any and all of his attempts to play the game. When he&#039;s knocked over, he HAS to take damage no matter what. If he takes the hit, it will lead to a combo, if he reversal DFA&#039;s, he&#039;ll take damage from whatever jumping normal you used, if he blocks, free EPD. Remember that almost everything War can do in neutral is either punishable or easily countered by Chrome. Heavy and light turning uppercuts can be punished with Electric Pile Driver on block when done close enough. And even if the War does it far to make it safer, there&#039;s almost nothing he can do to capitalize on it. When you&#039;re zoning,  It&#039;s your main opening to knock War down, and once you do, the match flips almost entirely in Chrome Dome&#039;s favor. War will get safe jumped on for the entirety of the match, and even if he does a reversal DFA to counter throw attempts, you can still just jump in on him again to start the process all over. Never give War any chances to play an annoying game with his pokes. Establish a life lead, play lame, and the match is over. Remember that if he&#039;s dizzied once, you can grab loop him to death.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_leo_shiningcutter.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Leo&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[7/3]&lt;br /&gt;
 |The main game plan in this matchup is to make Leo mess up and get unnecessarily aggressive. Try to establish a life lead before he can so you can make Leo come to you, not the other way around. There is almost no reason to get aggressive immediately at round start. Back up and try to analyze whether the Leo plays offensive or defensive. An offensive Leo is what you want. His awesome jumping heavy punch is indeed a threat for Chrome Dome, but if the Leo is just mindlessly jumping in with it, it becomes an opening. Anti-air with a late Chrome Spark and slowly build up his dizzy. If the Leo is dizzied once, the game is over. Grab loop him until death. Take advantage of Leo&#039;s somewhat mediocre DP by purposefully jumping outside of its range and baiting it when he&#039;s in the corner. On the topic of the corner, this is the main place Leo does not want to be. If you&#039;re playing against a defensive Leo, focus on pushing him there and baiting Roto Cutter as mentioned before. &amp;quot;Baiting&amp;quot; it involves safe jumping, and shimmying around. One blocked Cutter can be the round. This match seems easy at a very basic level, but good Leos will definitely be a challenge. Don&#039;t give him any chances.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_don_Hyakuretsuki.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Don&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.8/3.2]&lt;br /&gt;
 |Very similar to the Leo matchup in terms of the general game plan, but you want a defensive Don instead of an offensive one. This is mostly because of Ground Claw and its slow startup which makes it much easier for Chrome to get a good read and push Don into the corner. Against an offensive Don, you want to watch for jump-ins. Most Dons will opt to use j.hp and Belly Flop as their go-to jumping normals. For those, you want to anti-air with b.hp or block so you won&#039;t risk trading. Dance Attack (Headspin) is a threat, and it is the main thing that makes this match slightly better for Don than Leo. Since Chrome&#039;s jump is slow, most of your attempts to pressure Don by jumping in will be punished with a well-timed Headspin. It&#039;s the main reason why you want to avoid jumping in on Don without purpose. Instead, try to figure out how and when the Don is using Headpsin and start baiting them out. With Bo Thrust, make sure to watch out for Don&#039;s overextending it, as it is only punishable when mashed longer than needed. When Don is in the corner, do the same as you would with Leo. Poke him with your buttons and Dive Kick to stop Headpsin attempts, and keep him in block strings with Chrome Spark to fish for a dizzy. Don has no good reversals to escape the corner safely.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_aska_kochounomai.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Aska&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.5/3.5]&lt;br /&gt;
 |The main thing to note about this matchup is Aska&#039;s great Kochou No Mai (DP). Because of its fantastic priority and invincibility, you have to play around it and be patient. You want to do this while also not allowing her to get too close and start her shenanigans. If you do get a knock-down, try not to pressure her too much. Try and analyze how the Aska uses their DP. If they&#039;re greedy with them, bait it and go for a punish. If they respect your advances and let you jump in, take advantage of that and proceed to pressure her. Chrome Dome excels in the middle screen in this matchup because of his good pokes. Keep Aska there and don&#039;t let her get too close. If the Aska gets in and does a close Hyabusa, remember that it can be punished with a well-timed EPD.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph_LH_Chest_Buster.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Raph&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6/4]&lt;br /&gt;
 |Like a lot of Chrome&#039;s other matches, at round start, you want to try to back up and analyze the Raph. What you want is a defensive Raph who jumps back a lot so you can push him in the corner; a place where he doesn&#039;t want to be. Dealing with a defensive Raph can be fairly difficult, though. You can be somewhat aggresive, but make sure not to be so aggresive that you essentially kill yourself. Jumping heavy punch is a good normal for calling out some of his far anti-airs, and jumping light punch is a good normal for trading with Chest Buster if you make an incorrect jump-in. Never jump-in when you&#039;re close to Raph, his amazing cr.hp will beat almost everything you throw out. When you&#039;re that close, the goal is to pressure him into making a mistake. A small one being Power Drill, and a big one being Chest Buster. Since those two moves are an essential part of Raph&#039;s tool kit, a lot of the match involves working around these moves and baiting them to get the advantage. For Power Drill, the safest way to work around it is to neutral jump with a normal like j.lp. but you can also try jump back and try to get a punish which is slightly riskier. If you get a punish on Drill, try your best to close the gap on Raph to increase your chances of putting him in the corner. As mentioned above, blocked Power Drills can be punished with an EPD, but the timing is strict. For Chest Buster, in most scenarios you can simply punish it with a lp throw. This leads into the redizzy, which is the match. If the Raph is ever pushed to the corner, this is your chance to take the round. The plan is to continuously harass Raph and take advantage of his lack of safe reversal options. This involves doing jump back lp or nj.hks to call out Power Drill, cr.hp into Chrome Spark to keep him in block strings, and b.hp to punish his attempts to jump out. Remember that you need to be correctly spaced so Chest Buster will either be blocked, or whiff completely. Keep in mind that if Raph dizzies you from midscreen, he can punish you from the left side with his redizzy, so avoid that at all costs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fair Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDbst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Chrome Dome (self)&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[5/5]&lt;br /&gt;
 |This matchup is basically just a big game of &amp;quot;who wins neutral&amp;quot;. Play patient and let the Chrome Dome come to you. Anti-air him every time and build up small damage this way. Capitalizing on the opponents mistakes is huge in this matchup; a big one is bad Chrome Sparks that allow you to jump in for a quick knock-down combo. Don&#039;t be afraid to utilize some of Chrome&#039;s grounded pokes to punish bad moves. A funny thing to note is that this is the only matchup where EDP can really be challenged, obviously because your opponent has access to the same move. When you go in for okis, make sure to poke around outside of its range with your longer normals. Keep this knowledge in mind for when you&#039;re in disadvantaged states, too. If the opponent ever tries to do EPD setups, you can steal their turn and counter with you own. The match becomes a mess when both Chrome Domes are fighting for EPD, so always change it up a little by taking advantage of Chrome Sparks invincibility, and fighting for the life lead so you can start zoning safely again.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vs. Shredder&lt;br /&gt;
*Theorized to be 5 - 5&lt;br /&gt;
&lt;br /&gt;
Shredder&#039;s amazing normals and special moves can be a huge problem for Chrome Dome, so this matchup mostly revolves around working around and punishing them. Chrome Dome rarely gets the chance to jump in safely on Shredder because of Knee Crush, so this forces him to play a somewhat defensive game. The crazy thing about this though, is that a defensive Chrome Dome can be very problematic for Shredder. In neutral, you should utilize lp Chrome Sparks, as the slow movement makes it hard for Shredder to properly Aura Crusher through them on reaction. From there, it&#039;s just another one of those matches that involve making the opponent make mistakes and punishing said mistakes. As mentioned before, Chrome Spark in general is very important in this match. It can works as an anti- Aura Crusher move, but be prepared for Shredders to go through it with its invincibility frames. When you have this in mind, you will find out that you can sweep him out of the Crusher and put him back where he doesn&#039;t want to be. Against defensive Shredders who like to reflect your Sparks, remember that every time he does it and you read it, you can jump in for free damage. Despite this, unless you are really in need of extra damage, it is recommended that you stay where you are and throw another Spark to counter the reflection. Make sure to switch between light and heavy Chrome Spark to keep the Shredder guessing, but remember that he can do the same mind games on you. For instance, if you throw out a Chrome Spark, the Shredder reflects it, and then you throw out another one to nullify the first, Shredder can can hit you with Aura Crusher during its recovery and start bullying you. This &amp;quot;Rock, Paper, Scissors&amp;quot; aspect of the matchup is what evens it out. Play the smarter game, watch the Shredders habits, and play around them.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Wing Nut&lt;br /&gt;
*Theorized to be 4-6&lt;br /&gt;
&lt;br /&gt;
Funny matchup because in theory, it’s bad for BOTH Wingnut and Chrome Dome depending on who has the advantage. At its simplest, the matchup involves WN zoning. Chrome Dome struggles until he gets in, then he can end the round. Your game-plan should be bully your way in and STAY THERE. There are a couple of things Chrome Dome can do to make getting in a lot less miserable. The safest and most common option is to take to the skies and kick him in the face with jump-forward heavy kick. This is a good option because it does two jobs at one. It moves you forward, and hits WN, granting damage. The problem with this option is that if you are read whatsoever and punished with a trade air-to-air, air-to-air, or anti-air, you have to start all over again. Use it when you’re confident. Dive kicking, jumping over off of a read, Chrome Sparking through, and walking under Moon Busters are important options for patient Chrome Dome players who want to capitalize on sloppy MBs. You get no damage, but you get closer to Wing Nut, which can be round-ending. Be sure to always watch where, and which MBs are being thrown. You can catch many habits and get good positioning for whenever you do advance. Never try to forward jump a Moon Buster on reaction. You’ll get hit every time. When you are advantaged, continuously jump in on WN and prevent him from playing the game. There are some pretty nasty option selects you can use on him in this situation, but the best one is probably jump hp into cr.hp XX EPD. If Wing nut blocks the string, you’ll get EPD for an unavoidable sequence. If he doesn’t block, you get the knockdown and will keep your turn.&lt;br /&gt;
&lt;br /&gt;
Vs. Mike&lt;br /&gt;
*Theorized to be 4-6&lt;br /&gt;
&lt;br /&gt;
Mike&#039;s standing hp, Dragon Breath, slide (when spaced properly), and well-timed Dynamite Bombers make this a really annoying matchup for Chrome Dome. A lot of times, it will feel like you&#039;re locked down with nothing to do. Contrary to what is normal when up against a zoner, NEVER jump at Mike unless you are 100% confident with a read, standing hp is far too polarizing to do otherwise. Forcing mistakes and capitalizing on them is an extremely important aspect of this match. Whiffed Rising Thunders are the biggest, as they can be round-ending. Most Mike players will opt to use light RT in neutral as it is far less punishable. The good thing about this is that Chrome&#039;s long limbs (namely cr.hk) make it easy to punish from most ranges. If a light RT is whiffed up close, you will have enough time to grab him and take the match, but don&#039;t get greedy. Crafty Mike players will notice this and have enough time to go into another RT, knowing you down and making you start all over again. For Dynamite Bomber (P2), you will need to anticipate them and have fast enough reaction times to see it coming. You can poke him out of it with far lp, and even EPD them on landing if you&#039;re feeling lucky. Far-standing heavy punch and Dragon Breath will definitely be where most of your problems come from. You can take advantage of greedy Mikes who like to throw it a lot by whiff punishing and closing the gap. Another smart thing you can do in this situation is shimmy by making the Mike think you&#039;re in range, walking back to make the button miss, then sweeping. With Dragon Breath, you have to be patient, as CD&#039;s jump is too slow to make any moves on reaction. You can neutral jump the fireballs to make them last longer on screen, and spark back. Keep in mind that sloppy Sparks will be &amp;quot;punished&amp;quot; with the Dragon Breath, as they fly right over, so always make sure to throw them early in order to force a reaction from Mike. Never get overwhelmed. This is a pretty hard match, but one or two good plays can end it quickly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Armaggon&lt;br /&gt;
*Theorized to be 3-7&lt;br /&gt;
&lt;br /&gt;
== Throw Loop ==&lt;br /&gt;
[ LP Grab &amp;gt; jHP 2LK-2LK-2LK-2HK (dizzy) ] x ∞&lt;br /&gt;
&lt;br /&gt;
Chrome Dome has a throw loop vs. the turtles.&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7772</id>
		<title>Chrome Dome (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7772"/>
		<updated>2023-03-12T23:01:31Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Chrome Dome&lt;br /&gt;
|image=[[Image:CDTFp.png|125px]]&lt;br /&gt;
|charheight=5&#039;10&amp;quot;&lt;br /&gt;
|charweight=200 lbs.&lt;br /&gt;
|eyes=Red&lt;br /&gt;
|age=66 MHZ&lt;br /&gt;
|birthplace=Shredders Metal Shop&lt;br /&gt;
|weapons=Thunder Gauntlets&lt;br /&gt;
|activities=Steel Magnolias&lt;br /&gt;
|goals=He wants to extract the &amp;quot;Warrior&amp;quot; program from his system memory.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Have you ever wondered what you&#039;d get if you threw Dhalsim and Zangief in some vile blender? That&#039;s right! You get an obscenity, but on good days, you get Chrome Dome! Calling Chrome a strange character would be an understatement. He&#039;s a ranged-based grappler who can really do it all. The interesting thing about him, is that he isn&#039;t held back by any specific archetype weaknesses. He&#039;s held back by Chrome Dome &#039;&#039;specific&#039;&#039; weaknesses. He&#039;s capable of zoning, but he has a mediocre fireball and struggles getting in against other fireballers. He has awesome jumping normals, but has a somewhat slow and floaty jump arc. He has great buttons; possibly the best array of normals in the game, but can have a hard time keeping opponents out of the air and has a slow walk speed. These &amp;quot;Cause and Effect&amp;quot; relationships are what make the character so interesting, and he has his fair share of strengths to make up for said weaknesses. He may have a mediocre fireball, but he can work around it with his great long-ranged grounded pokes and Chrome Spark&#039;s invincibility. He&#039;s slow and has a floaty jump arc, but he has a quick dive kick that can move him around the stage safely. He can have a hard time keeping opponents out of the air, but has a ton of things he can do with his specials that can help with that. Like many other characters, knowing Chrome Dome&#039;s quirks and oddities are mandatory if you want to really get good with this strange character. He can redizzy the turtles and War off of one grab, but there&#039;s a lot more to him than that. For one, he probably has the most gimmicky arsenal of special moves in the game. Chrome Spark is secretly a reversal and setup-up tool first and a fireball second; contrary to what is common with most projectiles. EPD is a dangerous command grab that can sneak Chrome Dome out of many bad situations and create a lot of cheap scenarios for any poor cretin who happens to fall in Chrome&#039;s deadly corner traps. All that has been mentioned doesn&#039;t even scratch the surface when it comes to all of Chrome Dome&#039;s odd traits, so the question becomes &amp;quot;What are you waiting for&amp;quot;? Get out there and get creative. His options are almost limitless. &lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Electric Pile Driver tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Electric Pile Driver being an instant grab that requires no diagonal inputs makes it a fantastic option as a punish and instant reversal. There are hundreds of ways to experiment with it, but here are a few important tricks you can do with it to really make your Chrome Dome threatening.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-air EPD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome lacking &amp;quot;The perfect anti-air&amp;quot; is a minor, but very real weakness for Chrome. Electric Pile Driver&#039;s awesome range can (kinda sorta) make up for it! The key is to watch where the opponent lands. Many times, players will make risky full screen jumps that will cause any jump-in normal to whiff. Use this to your advantage and throw them as soon as they land.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDFS.gif ]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Drill EPD Punish&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Drill is super plus, and most of the time you will get thrown for free, but don&#039;t worry! With immaculate timing (and a bit off luck) you can time an Electric Pile Driver after Raph recovers. Whether this is a true punish or not is up for debate, but it&#039;s almost unanimously agreed that it&#039;s worth trying just in case the Raph doesn&#039;t time the throw correctly. &lt;br /&gt;
&lt;br /&gt;
[[File:EPDPDP.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like the Powerdrill setup mentioned before, doing this trick successfully mostly relies on the opponent messing up. In this case, you have to either hope the opponent throws too late if you block the fireball, or; if you don&#039;t block and take the fireball, hope the opponent still attempts to throw after you get hit by it. In the gif, you can see that Raph attempts to throw after Chrome took the fireball. The Raph ended up getting a close heavy punch, and the Chrome Dome was able to throw him before the normal connected. &lt;br /&gt;
&lt;br /&gt;
‎[[File:EPDFB.gif]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Corner Trap&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the deadliest things you can do with EPD is make the opponent to block and then immediately throw them out of blockstun. This is especially viable in the corner; where you can knock the opponent over, throw a Chrome Spark, then either throw them with EPD regularly, or make them block a normal, and throw after that. The example below showcases the latter. Since the properties of Chrome&#039;s close normals vary depending on the character, you can do other setups like a far light kick or heavy kick into EPD if the character you&#039;re fighting allows it.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDC.gif ]]&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Chrome Spark Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark allows for a magnitude of eccentric techniques that will definitely catch your opponents off guard. As mentioned below, Chrome Spark works as a fantastic reversal and anti-air because of its invincibility. Use these tricks to really take advantage of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Anti-Air&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can make up for Chrome Dome&#039;s mostly average anti-air game just like EPD. In fact, it may be an even better one, as it&#039;s much better for countering actual air normals rather than the opponent&#039;s landing. &lt;br /&gt;
&lt;br /&gt;
[[ File:AACS.gif ‎]]&lt;br /&gt;
&lt;br /&gt;
*Buffered Chrome Spark Anti-Air&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can still be buffered after a whiffed normal. Use this to your advantage! &lt;br /&gt;
&lt;br /&gt;
[[File:CSBAA.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome&#039;s best option against fireball traps. There&#039;s no exact timing for this, so try and get a feel for which methods work best in these situations&lt;br /&gt;
&lt;br /&gt;
[[ File:CSDB.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Aska UA Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A neat (and the only) way to avoid Aska&#039;s super with Chrome Dome. It&#039;s possible with both light and heavy Chrome Spark, and it must be done very late.&lt;br /&gt;
&lt;br /&gt;
[[File:CSUAD.gif]] [[ File:HCSUAD.gif]]&lt;br /&gt;
&lt;br /&gt;
Left: Light Chrome Spark&lt;br /&gt;
&lt;br /&gt;
Right: Heavy Chrome Spark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A quick jab with awesome priority. It is capable of beating many attacks clean, so use it as a handy &amp;quot;attack beater&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-6/-3&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=This works great as an up-close anti-air.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3+7&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5 +2/+5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=A risky poke that&#039;s best used to cancel into EPD. It does an insane amount of stun for a light normal, but standing heavy kick should be favored over it. This is also a two part move.  It only hits once, but the initial kick is a hit as well as the extension. Both have different damages. This is a recurring theme with Chrome Dome&#039;s extended limbs.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A fast knee. Although it&#039;s not used much, it&#039;s a decent combo tool. Use it if you want to be fancy.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of Chrome Dome&#039;s main far anti-airs. In certain situations, it can be used as a poke to call out button presses and push the opponent away. This is a very important normal for CD, make sure to use it. Be mindful of its picky hitbox and the fact that CD&#039;s whole arm is venerable.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcsthp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-3/0&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Not much to say about this one. It can work in quick two-piece combos if you know it will stun. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDbst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Back Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-9/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Chrome Dome&#039;s best anti-air. It has awesome priority, and its hitbox has quite a bit of range, making it double as an anti-cross up. Make sure to abuse this against jumpy opponents.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=A surprisingly fast kick. Overall, this is a better poke than standing light kick. It is capable of calling out certain moves, but be mindful of its below average priority. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2[2]3&lt;br /&gt;
 |recovery-whiff=23&lt;br /&gt;
 |hitstun=192/497&lt;br /&gt;
 |hitadvan=-11/-8&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of the highest damaging moves in the game stun-wise if both hits connect. Perhaps the most infamous part about this normal is that it sets up the grab loop combo against the turtles and War. Even when you&#039;re facing characters who aren&#039;t venerable to the loop, use this during jump-in combos to get a quick dizzy. This builds an above-average amount of meter; six points instead of the usual four for heavy normals. Be mindful that it can setup a really specific unblocakble against Shredder in the corner if canceled into light Chrome Spark, but it&#039;s not very consistent. This normal can change the outcome of matches quickly, don&#039;t sleep on it!  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-2/+1&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=VERY similar to crouching light kick, but it&#039;s slightly slower and has less range. It also can&#039;t setup any knock-down CPS chain combos, but keep in mind that it is possible to redizzy the turtles and War by CPS chaining this move three times into crouching heavy punch after a light punch grab, so use it when you want to get creative. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A very quick low kick. This is a great normal that is mostly used in CPS chain combos into crouching heavy kick. It is also a decent close poke, and it is relatively safe to set up EPD grabs with it.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=Similar to crouching light punch in a sense that it&#039;s very similar to its kick counter part. Although crouching heavy kick is mostly the better normal, this can be great for whiff punishes and interrupting fake block strings.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=An awesome sweep that has a startup speed that&#039;s almost unfair. It works great as a cancel into EPD, to call out special and regular moves, and for ending CPS chains. This is not only one of Chrome Dome&#039;s best normals, but arguably one of the best in the game. Use this a lot to solidify Chrome Dome&#039;s ground game.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A very solid normal that should be your go-to air-to-air. It has great priority, and can beat moves even when it seems like it shouldn&#039;t be able to.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Can be used as an instant overhead, but there are better normals to use in general. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An odd pogo jump that is almost useless. It can be used during mind games to confuse the opponent, but you&#039;re better off ignoring it completely in neutral. Its usage comes when jumping in on the opponent. Its above-average priority can be used to beat many anti airs and special moves.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1+10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Great button overall. It&#039;s not only a decent air-to-air, but a great option for instant overheads too.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=13&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An okay normal in general that can call out certain moves. Most of its usage comes from it being the lowest instant overhead Chrome Dome has. This is really important, as it allows the  overhead to work against low crouchers like Armaggon. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=1+14&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=This normal&#039;s long range and awesome startup make it a fantastic air-to-air. Said long range makes matchups like Wingnut far more bearable as Chrome Dome can beat out moves while in the air and control a good amount of space. It gives Chrome Dome the opportunity to combo from a relatively far distance into cr.hk. Keep this in mind against opponents who are predictable with fireballs. Be mindful when throwing this move out though. Since it does not have infinite active frames, experienced opponents will be able to punish it off of a good read.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dive Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A quick dive. When used right, this normal can be a huge threat. It&#039;s incredibly fast, mostly safe, and perhaps the deadliest part: it must be blocked high. Avid Chrome Domes should always establish their gameplan with this move and know when and when not to use it. Dive should be used often, but it only should be abused when the opponent is in the corner. In neutral, it should mostly be used as a gap closer and mixup option. It&#039;s also a great option for getting over fireballs quickly. When the opponent is cornered, mix this up with instant overheads and EPDs to really solidify damage.  &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-10/-7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Possibly the most interesting fireball in the game. It has some bit of invincibility on startup, making it double as a reversal and anti-air. Being a good Chrome Dome player requires utilizing this as more than a fireball. In fact, some might say it&#039;s better as a reversal than a fireball. Yes, it can help Chrome Dome control space and play keep away, but it&#039;s fairly slow on recovery, and it&#039;s completely grounded, allowing fireballs like Dragon Breath to pass right over it. Seasoned Chromes will mostly use this moves as a &amp;quot;get off me&amp;quot; attack. It can help Chrome Dome wiggle out of fireball traps, counter okis, and call out special moves. Against cornered opponents, Chrome Spark mostly becomes a setup for EPD. The process is usually knock down, into canceled Chrome Spark, into EPD. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |hitadvan=-14/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Similar to the light version animation wise, but speed and recovery frames are different stories. This move, unlike the light chrome spark, has slower startup and recovery in exchange for faster speed. In reference to the light chrome spark, heavy Chrome Spark also has invincibility frames. This allows it to be used to get out of of certain fireball loop setups and as a sneaky reversal. Be sure to use this move at safe distances because you can take a bit of damage if this move is thrown out at a bad time. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDEPD.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Electric Pile Driver&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=N/A&lt;br /&gt;
 |startup=None&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The only command grab possessed by a tournament-legal character. This is one of Chrome&#039;s most important moves. It is an instant grab that cannot be jumped out of or blocked, there is no whiff animation, and it has a decent amount of range. These three traits in particular help Electric Pile Driver&#039;s general viability a lot. It allows it to be used as an unorthodox anti-air, fake block string interrupter, and most importantly, an instant reversal. EPD allows for a lot of creativity, and there is no specific way to use it. Don&#039;t be afraid to be expressive with it. Always remember that you can buffer the &amp;quot;down&amp;quot; input indefinitely, and EPD will still come out. Since you can throw out of blockstun in TMNT, it allows you to cancel almost all of his normals into it, including close st.hk and cr.hk. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CBomb.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Bomb&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Unfortunately, Chrome Bomb doesn&#039;t have a lot to offer as it&#039;s one of the worst Ultimate Attacks in the game. It can be used as an anti-air, but it&#039;s terrible as one, as the opponent is rendered airborne after one hit, effectively saving them from the entire super. It is also punishable on recovery; making it&#039;s usage somewhat risky in general.  Because of these drawbacks, you really have to rely on getting good reads to force the opponent to get hit by it without blocking. It&#039;s mostly effective against characters with rush specials like Shredder and his Aura Crusher. This makes it a fairly setup-heavy super that can&#039;t just be thrown out as soon as you gain full meter. Be patient with Chrome Bomb, and take make sure to watch for mistakes from the opponent. It is mostly a bad super, but it does a good amount of damage on hit. Remember that Chrome Bomb is a cancelable super. Canceling into it from a normal is a great option if you know it will chip kill.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos =&lt;br /&gt;
&lt;br /&gt;
== Matchups ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=WarC1.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS War&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[8/2]&lt;br /&gt;
 |This is the rare matchup where Chrome Dome can start zoning immediately. The game plan is to play lame, zone War out, and force force him to approach. If War ever gets close, the game becomes &amp;quot;Who can beat who and get the game-changing read first&amp;quot;. Most Wars will opt to try and use his standing heavy punch and heavy kick to poke you out when they get close. The best thing to do against this is to trade back with your couching heavy kick. It will lead to both of you being knocked over, but don&#039;t worry. War&#039;s options when he&#039;s in this situation are limited. If you ever knock War down, try your best to suffocate him and punish any and all of his attempts to play the game. When he&#039;s knocked over, he HAS to take damage no matter what. If he takes the hit, it will lead to a combo, if he reversal DFA&#039;s, he&#039;ll take damage from whatever jumping normal you used, if he blocks, free EPD. Remember that almost everything War can do in neutral is either punishable or easily countered by Chrome. Heavy and light turning uppercuts can be punished with Electric Pile Driver on block when done close enough. And even if the War does it far to make it safer, there&#039;s almost nothing he can do to capitalize on it. When you&#039;re zoning,  It&#039;s your main opening to knock War down, and once you do, the match flips almost entirely in Chrome Dome&#039;s favor. War will get safe jumped on for the entirety of the match, and even if he does a reversal DFA to counter throw attempts, you can still just jump in on him again to start the process all over. Never give War any chances to play an annoying game with his pokes. Establish a life lead, play lame, and the match is over. Remember that if he&#039;s dizzied once, you can grab loop him to death.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_leo_shiningcutter.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Leo&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[7/3]&lt;br /&gt;
 |The main game plan in this matchup is to make Leo mess up and get unnecessarily aggressive. Try to establish a life lead before he can so you can make Leo come to you, not the other way around. There is almost no reason to get aggressive immediately at round start. Back up and try to analyze whether the Leo plays offensive or defensive. An offensive Leo is what you want. His awesome jumping heavy punch is indeed a threat for Chrome Dome, but if the Leo is just mindlessly jumping in with it, it becomes an opening. Anti-air with a late Chrome Spark and slowly build up his dizzy. If the Leo is dizzied once, the game is over. Grab loop him until death. Take advantage of Leo&#039;s somewhat mediocre DP by purposefully jumping outside of its range and baiting it when he&#039;s in the corner. On the topic of the corner, this is the main place Leo does not want to be. If you&#039;re playing against a defensive Leo, focus on pushing him there and baiting Roto Cutter as mentioned before. &amp;quot;Baiting&amp;quot; it involves safe jumping, and shimmying around. One blocked Cutter can be the round. This match seems easy at a very basic level, but good Leos will definitely be a challenge. Don&#039;t give him any chances.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_don_Hyakuretsuki.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Don&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.8/3.2]&lt;br /&gt;
 |Very similar to the Leo matchup in terms of the general game plan, but you want a defensive Don instead of an offensive one. This is mostly because of Ground Claw and its slow startup which makes it much easier for Chrome to get a good read and push Don into the corner. Against an offensive Don, you want to watch for jump-ins. Most Dons will opt to use j.hp and Belly Flop as their go-to jumping normals. For those, you want to anti-air with b.hp or block so you won&#039;t risk trading. Dance Attack (Headspin) is a threat, and it is the main thing that makes this match slightly better for Don than Leo. Since Chrome&#039;s jump is slow, most of your attempts to pressure Don by jumping in will be punished with a well-timed Headspin. It&#039;s the main reason why you want to avoid jumping in on Don without purpose. Instead, try to figure out how and when the Don is using Headpsin and start baiting them out. With Bo Thrust, make sure to watch out for Don&#039;s overextending it, as it is only punishable when mashed longer than needed. When Don is in the corner, do the same as you would with Leo. Poke him with your buttons and Dive Kick to stop Headpsin attempts, and keep him in block strings with Chrome Spark to fish for a dizzy. Don has no good reversals to escape the corner safely.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_aska_kochounomai.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Aska&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.5/3.5]&lt;br /&gt;
 |The main thing to note about this matchup is Aska&#039;s great Kochou No Mai (DP). Because of its fantastic priority and invincibility, you have to play around it and be patient. You want to do this while also not allowing her to get too close and start her shenanigans. If you do get a knock-down, try not to pressure her too much. Try and analyze how the Aska uses their DP. If they&#039;re greedy with them, bait it and go for a punish. If they respect your advances and let you jump in, take advantage of that and proceed to pressure her. Chrome Dome excels in the middle screen in this matchup because of his good pokes. Keep Aska there and don&#039;t let her get too close. If the Aska gets in and does a close Hyabusa, remember that it can be punished with a well-timed EPD.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph_LH_Chest_Buster.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Raph&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6/4]&lt;br /&gt;
 |Like a lot of Chrome&#039;s other matches, at round start, you want to try to back up and analyze the Raph. What you want is a defensive Raph who jumps back a lot so you can push him in the corner; a place where he doesn&#039;t want to be. Dealing with a defensive Raph can be fairly difficult, though. You can be somewhat aggresive, but make sure not to be so aggresive that you essentially kill yourself. Jumping heavy punch is a good normal for calling out some of his far anti-airs, and jumping light punch is a good normal for trading with Chest Buster if you make an incorrect jump-in. Never jump-in when you&#039;re close to Raph, his amazing cr.hp will beat almost everything you throw out. When you&#039;re that close, the goal is to pressure him into making a mistake. A small one being Power Drill, and a big one being Chest Buster. Since those two moves are an essential part of Raph&#039;s tool kit, a lot of the match involves working around these moves and baiting them to get the advantage. For Power Drill, the safest way to work around it is to neutral jump with a normal like j.lp. but you can also try jump back and try to get a punish which is slightly riskier. If you get a punish on Drill, try your best to close the gap on Raph to increase your chances of putting him in the corner. As mentioned above, blocked Power Drills can be punished with an EPD, but the timing is strict. For Chest Buster, in most scenarios you can simply punish it with a lp throw. This leads into the redizzy, which is the match. If the Raph is ever pushed to the corner, this is your chance to take the round. The plan is to continuously harass Raph and take advantage of his lack of safe reversal options. This involves doing jump back lp or nj.hks to call out Power Drill, cr.hp into Chrome Spark to keep him in block strings, and b.hp to punish his attempts to jump out. Remember that you need to be correctly spaced so Chest Buster will either be blocked, or whiff completely. Keep in mind that if Raph dizzies you from midscreen, he can punish you from the left side with his redizzy, so avoid that at all costs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fair Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph_LH_Chest_Buster.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Chrome Dome (self)&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[5/5]&lt;br /&gt;
 |This matchup is basically just a big game of &amp;quot;who wins neutral&amp;quot;. Play patient and let the Chrome Dome come to you. Anti-air him every time and build up small damage this way. Capitalizing on the opponents mistakes is huge in this matchup; a big one is bad Chrome Sparks that allow you to jump in for a quick knock-down combo. Don&#039;t be afraid to utilize some of Chrome&#039;s grounded pokes to punish bad moves. A funny thing to note is that this is the only matchup where EDP can really be challenged, obviously because your opponent has access to the same move. When you go in for okis, make sure to poke around outside of its range with your longer normals. Keep this knowledge in mind for when you&#039;re in disadvantaged states, too. If the opponent ever tries to do EPD setups, you can steal their turn and counter with you own. The match becomes a mess when both Chrome Domes are fighting for EPD, so always change it up a little by taking advantage of Chrome Sparks invincibility, and fighting for the life lead so you can start zoning safely again.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vs. Shredder&lt;br /&gt;
*Theorized to be 5 - 5&lt;br /&gt;
&lt;br /&gt;
Shredder&#039;s amazing normals and special moves can be a huge problem for Chrome Dome, so this matchup mostly revolves around working around and punishing them. Chrome Dome rarely gets the chance to jump in safely on Shredder because of Knee Crush, so this forces him to play a somewhat defensive game. The crazy thing about this though, is that a defensive Chrome Dome can be very problematic for Shredder. In neutral, you should utilize lp Chrome Sparks, as the slow movement makes it hard for Shredder to properly Aura Crusher through them on reaction. From there, it&#039;s just another one of those matches that involve making the opponent make mistakes and punishing said mistakes. As mentioned before, Chrome Spark in general is very important in this match. It can works as an anti- Aura Crusher move, but be prepared for Shredders to go through it with its invincibility frames. When you have this in mind, you will find out that you can sweep him out of the Crusher and put him back where he doesn&#039;t want to be. Against defensive Shredders who like to reflect your Sparks, remember that every time he does it and you read it, you can jump in for free damage. Despite this, unless you are really in need of extra damage, it is recommended that you stay where you are and throw another Spark to counter the reflection. Make sure to switch between light and heavy Chrome Spark to keep the Shredder guessing, but remember that he can do the same mind games on you. For instance, if you throw out a Chrome Spark, the Shredder reflects it, and then you throw out another one to nullify the first, Shredder can can hit you with Aura Crusher during its recovery and start bullying you. This &amp;quot;Rock, Paper, Scissors&amp;quot; aspect of the matchup is what evens it out. Play the smarter game, watch the Shredders habits, and play around them.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Wing Nut&lt;br /&gt;
*Theorized to be 4-6&lt;br /&gt;
&lt;br /&gt;
Funny matchup because in theory, it’s bad for BOTH Wingnut and Chrome Dome depending on who has the advantage. At its simplest, the matchup involves WN zoning. Chrome Dome struggles until he gets in, then he can end the round. Your game-plan should be bully your way in and STAY THERE. There are a couple of things Chrome Dome can do to make getting in a lot less miserable. The safest and most common option is to take to the skies and kick him in the face with jump-forward heavy kick. This is a good option because it does two jobs at one. It moves you forward, and hits WN, granting damage. The problem with this option is that if you are read whatsoever and punished with a trade air-to-air, air-to-air, or anti-air, you have to start all over again. Use it when you’re confident. Dive kicking, jumping over off of a read, Chrome Sparking through, and walking under Moon Busters are important options for patient Chrome Dome players who want to capitalize on sloppy MBs. You get no damage, but you get closer to Wing Nut, which can be round-ending. Be sure to always watch where, and which MBs are being thrown. You can catch many habits and get good positioning for whenever you do advance. Never try to forward jump a Moon Buster on reaction. You’ll get hit every time. When you are advantaged, continuously jump in on WN and prevent him from playing the game. There are some pretty nasty option selects you can use on him in this situation, but the best one is probably jump hp into cr.hp XX EPD. If Wing nut blocks the string, you’ll get EPD for an unavoidable sequence. If he doesn’t block, you get the knockdown and will keep your turn.&lt;br /&gt;
&lt;br /&gt;
Vs. Mike&lt;br /&gt;
*Theorized to be 4-6&lt;br /&gt;
&lt;br /&gt;
Mike&#039;s standing hp, Dragon Breath, slide (when spaced properly), and well-timed Dynamite Bombers make this a really annoying matchup for Chrome Dome. A lot of times, it will feel like you&#039;re locked down with nothing to do. Contrary to what is normal when up against a zoner, NEVER jump at Mike unless you are 100% confident with a read, standing hp is far too polarizing to do otherwise. Forcing mistakes and capitalizing on them is an extremely important aspect of this match. Whiffed Rising Thunders are the biggest, as they can be round-ending. Most Mike players will opt to use light RT in neutral as it is far less punishable. The good thing about this is that Chrome&#039;s long limbs (namely cr.hk) make it easy to punish from most ranges. If a light RT is whiffed up close, you will have enough time to grab him and take the match, but don&#039;t get greedy. Crafty Mike players will notice this and have enough time to go into another RT, knowing you down and making you start all over again. For Dynamite Bomber (P2), you will need to anticipate them and have fast enough reaction times to see it coming. You can poke him out of it with far lp, and even EPD them on landing if you&#039;re feeling lucky. Far-standing heavy punch and Dragon Breath will definitely be where most of your problems come from. You can take advantage of greedy Mikes who like to throw it a lot by whiff punishing and closing the gap. Another smart thing you can do in this situation is shimmy by making the Mike think you&#039;re in range, walking back to make the button miss, then sweeping. With Dragon Breath, you have to be patient, as CD&#039;s jump is too slow to make any moves on reaction. You can neutral jump the fireballs to make them last longer on screen, and spark back. Keep in mind that sloppy Sparks will be &amp;quot;punished&amp;quot; with the Dragon Breath, as they fly right over, so always make sure to throw them early in order to force a reaction from Mike. Never get overwhelmed. This is a pretty hard match, but one or two good plays can end it quickly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Armaggon&lt;br /&gt;
*Theorized to be 3-7&lt;br /&gt;
&lt;br /&gt;
== Throw Loop ==&lt;br /&gt;
[ LP Grab &amp;gt; jHP 2LK-2LK-2LK-2HK (dizzy) ] x ∞&lt;br /&gt;
&lt;br /&gt;
Chrome Dome has a throw loop vs. the turtles.&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7767</id>
		<title>Chrome Dome (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7767"/>
		<updated>2023-02-27T04:33:48Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
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{{TF_Profile&lt;br /&gt;
|title=Chrome Dome&lt;br /&gt;
|image=[[Image:CDTFp.png|125px]]&lt;br /&gt;
|charheight=5&#039;10&amp;quot;&lt;br /&gt;
|charweight=200 lbs.&lt;br /&gt;
|eyes=Red&lt;br /&gt;
|age=66 MHZ&lt;br /&gt;
|birthplace=Shredders Metal Shop&lt;br /&gt;
|weapons=Thunder Gauntlets&lt;br /&gt;
|activities=Steel Magnolias&lt;br /&gt;
|goals=He wants to extract the &amp;quot;Warrior&amp;quot; program from his system memory.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Have you ever wondered what you&#039;d get if you threw Dhalsim and Zangief in some vile blender? That&#039;s right! You get an obscenity, but on good days, you get Chrome Dome! Calling Chrome a strange character would be an understatement. He&#039;s a ranged-based grappler who can really do it all. The interesting thing about him, is that he isn&#039;t held back by any specific archetype weaknesses. He&#039;s held back by Chrome Dome &#039;&#039;specific&#039;&#039; weaknesses. He&#039;s capable of zoning, but he has a mediocre fireball and struggles getting in against other fireballers. He has awesome jumping normals, but has a somewhat slow and floaty jump arc. He has great buttons; possibly the best array of normals in the game, but can have a hard time keeping opponents out of the air and has a slow walk speed. These &amp;quot;Cause and Effect&amp;quot; relationships are what make the character so interesting, and he has his fair share of strengths to make up for said weaknesses. He may have a mediocre fireball, but he can work around it with his great long-ranged grounded pokes and Chrome Spark&#039;s invincibility. He&#039;s slow and has a floaty jump arc, but he has a quick dive kick that can move him around the stage safely. He can have a hard time keeping opponents out of the air, but has a ton of things he can do with his specials that can help with that. Like many other characters, knowing Chrome Dome&#039;s quirks and oddities are mandatory if you want to really get good with this strange character. He can redizzy the turtles and War off of one grab, but there&#039;s a lot more to him than that. For one, he probably has the most gimmicky arsenal of special moves in the game. Chrome Spark is secretly a reversal and setup-up tool first and a fireball second; contrary to what is common with most projectiles. EPD is a dangerous command grab that can sneak Chrome Dome out of many bad situations and create a lot of cheap scenarios for any poor cretin who happens to fall in Chrome&#039;s deadly corner traps. All that has been mentioned doesn&#039;t even scratch the surface when it comes to all of Chrome Dome&#039;s odd traits, so the question becomes &amp;quot;What are you waiting for&amp;quot;? Get out there and get creative. His options are almost limitless. &lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Electric Pile Driver tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Electric Pile Driver being an instant grab that requires no diagonal inputs makes it a fantastic option as a punish and instant reversal. There are hundreds of ways to experiment with it, but here are a few important tricks you can do with it to really make your Chrome Dome threatening.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-air EPD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome lacking &amp;quot;The perfect anti-air&amp;quot; is a minor, but very real weakness for Chrome. Electric Pile Driver&#039;s awesome range can (kinda sorta) make up for it! The key is to watch where the opponent lands. Many times, players will make risky full screen jumps that will cause any jump-in normal to whiff. Use this to your advantage and throw them as soon as they land.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDFS.gif ]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Drill EPD Punish&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Drill is super plus, and most of the time you will get thrown for free, but don&#039;t worry! With immaculate timing (and a bit off luck) you can time an Electric Pile Driver after Raph recovers. Whether this is a true punish or not is up for debate, but it&#039;s almost unanimously agreed that it&#039;s worth trying just in case the Raph doesn&#039;t time the throw correctly. &lt;br /&gt;
&lt;br /&gt;
[[File:EPDPDP.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like the Powerdrill setup mentioned before, doing this trick successfully mostly relies on the opponent messing up. In this case, you have to either hope the opponent throws too late if you block the fireball, or; if you don&#039;t block and take the fireball, hope the opponent still attempts to throw after you get hit by it. In the gif, you can see that Raph attempts to throw after Chrome took the fireball. The Raph ended up getting a close heavy punch, and the Chrome Dome was able to throw him before the normal connected. &lt;br /&gt;
&lt;br /&gt;
‎[[File:EPDFB.gif]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Corner Trap&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the deadliest things you can do with EPD is make the opponent to block and then immediately throw them out of blockstun. This is especially viable in the corner; where you can knock the opponent over, throw a Chrome Spark, then either throw them with EPD regularly, or make them block a normal, and throw after that. The example below showcases the latter. Since the properties of Chrome&#039;s close normals vary depending on the character, you can do other setups like a far light kick or heavy kick into EPD if the character you&#039;re fighting allows it.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDC.gif ]]&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Chrome Spark Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark allows for a magnitude of eccentric techniques that will definitely catch your opponents off guard. As mentioned below, Chrome Spark works as a fantastic reversal and anti-air because of its invincibility. Use these tricks to really take advantage of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Anti-Air&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can make up for Chrome Dome&#039;s mostly average anti-air game just like EPD. In fact, it may be an even better one, as it&#039;s much better for countering actual air normals rather than the opponent&#039;s landing. &lt;br /&gt;
&lt;br /&gt;
[[ File:AACS.gif ‎]]&lt;br /&gt;
&lt;br /&gt;
*Buffered Chrome Spark Anti-Air&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can still be buffered after a whiffed normal. Use this to your advantage! &lt;br /&gt;
&lt;br /&gt;
[[File:CSBAA.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome&#039;s best option against fireball traps. There&#039;s no exact timing for this, so try and get a feel for which methods work best in these situations&lt;br /&gt;
&lt;br /&gt;
[[ File:CSDB.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Aska UA Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A neat (and the only) way to avoid Aska&#039;s super with Chrome Dome. It&#039;s possible with both light and heavy Chrome Spark, and it must be done very late.&lt;br /&gt;
&lt;br /&gt;
[[File:CSUAD.gif]] [[ File:HCSUAD.gif]]&lt;br /&gt;
&lt;br /&gt;
Left: Light Chrome Spark&lt;br /&gt;
&lt;br /&gt;
Right: Heavy Chrome Spark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A quick jab with awesome priority. It is capable of beating many attacks clean, so use it as a handy &amp;quot;attack beater&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-6/-3&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=This works great as an up-close anti-air.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3+7&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5 +2/+5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=A risky poke that&#039;s best used to cancel into EPD. It does an insane amount of stun for a light normal, but standing heavy kick should be favored over it. This is also a two part move.  It only hits once, but the initial kick is a hit as well as the extension. Both have different damages. This is a recurring theme with Chrome Dome&#039;s extended limbs.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A fast knee. Although it&#039;s not used much, it&#039;s a decent combo tool. Use it if you want to be fancy.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of Chrome Dome&#039;s main far anti-airs. In certain situations, it can be used as a poke to call out button presses and push the opponent away. This is a very important normal for CD, make sure to use it. Be mindful of its picky hitbox and the fact that CD&#039;s whole arm is venerable.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcsthp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-3/0&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Not much to say about this one. It can work in quick two-piece combos if you know it will stun. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDbst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Back Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-9/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Chrome Dome&#039;s best anti-air. It has awesome priority, and its hitbox has quite a bit of range, making it double as an anti-cross up. Make sure to abuse this against jumpy opponents.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=A surprisingly fast kick. Overall, this is a better poke than standing light kick. It is capable of calling out certain moves, but be mindful of its below average priority. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2[2]3&lt;br /&gt;
 |recovery-whiff=23&lt;br /&gt;
 |hitstun=192/497&lt;br /&gt;
 |hitadvan=-11/-8&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of the highest damaging moves in the game stun-wise if both hits connect. Perhaps the most infamous part about this normal is that it sets up the grab loop combo against the turtles and War. Even when you&#039;re facing characters who aren&#039;t venerable to the loop, use this during jump-in combos to get a quick dizzy. This builds an above-average amount of meter; six points instead of the usual four for heavy normals. Be mindful that it can setup a really specific unblocakble against Shredder in the corner if canceled into light Chrome Spark, but it&#039;s not very consistent. This normal can change the outcome of matches quickly, don&#039;t sleep on it!  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-2/+1&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=VERY similar to crouching light kick, but it&#039;s slightly slower and has less range. It also can&#039;t setup any knock-down CPS chain combos, but keep in mind that it is possible to redizzy the turtles and War by CPS chaining this move three times into crouching heavy punch after a light punch grab, so use it when you want to get creative. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A very quick low kick. This is a great normal that is mostly used in CPS chain combos into crouching heavy kick. It is also a decent close poke, and it is relatively safe to set up EPD grabs with it.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=Similar to crouching light punch in a sense that it&#039;s very similar to its kick counter part. Although crouching heavy kick is mostly the better normal, this can be great for whiff punishes and interrupting fake block strings.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=An awesome sweep that has a startup speed that&#039;s almost unfair. It works great as a cancel into EPD, to call out special and regular moves, and for ending CPS chains. This is not only one of Chrome Dome&#039;s best normals, but arguably one of the best in the game. Use this a lot to solidify Chrome Dome&#039;s ground game.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A very solid normal that should be your go-to air-to-air. It has great priority, and can beat moves even when it seems like it shouldn&#039;t be able to.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Can be used as an instant overhead, but there are better normals to use in general. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An odd pogo jump that is almost useless. It can be used during mind games to confuse the opponent, but you&#039;re better off ignoring it completely in neutral. Its usage comes when jumping in on the opponent. Its above-average priority can be used to beat many anti airs and special moves.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1+10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Great button overall. It&#039;s not only a decent air-to-air, but a great option for instant overheads too.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=13&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An okay normal in general that can call out certain moves. Most of its usage comes from it being the lowest instant overhead Chrome Dome has. This is really important, as it allows the  overhead to work against low crouchers like Armaggon. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=1+14&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=This normal&#039;s long range and awesome startup make it a fantastic air-to-air. Said long range makes matchups like Wingnut far more bearable as Chrome Dome can beat out moves while in the air and control a good amount of space. It gives Chrome Dome the opportunity to combo from a relatively far distance into cr.hk. Keep this in mind against opponents who are predictable with fireballs. Be mindful when throwing this move out though. Since it does not have infinite active frames, experienced opponents will be able to punish it off of a good read.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dive Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A quick dive. When used right, this normal can be a huge threat. It&#039;s incredibly fast, mostly safe, and perhaps the deadliest part: it must be blocked high. Avid Chrome Domes should always establish their gameplan with this move and know when and when not to use it. Dive should be used often, but it only should be abused when the opponent is in the corner. In neutral, it should mostly be used as a gap closer and mixup option. It&#039;s also a great option for getting over fireballs quickly. When the opponent is cornered, mix this up with instant overheads and EPDs to really solidify damage.  &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-10/-7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Possibly the most interesting fireball in the game. It has some bit of invincibility on startup, making it double as a reversal and anti-air. Being a good Chrome Dome player requires utilizing this as more than a fireball. In fact, some might say it&#039;s better as a reversal than a fireball. Yes, it can help Chrome Dome control space and play keep away, but it&#039;s fairly slow on recovery, and it&#039;s completely grounded, allowing fireballs like Dragon Breath to pass right over it. Seasoned Chromes will mostly use this moves as a &amp;quot;get off me&amp;quot; attack. It can help Chrome Dome wiggle out of fireball traps, counter okis, and call out special moves. Against cornered opponents, Chrome Spark mostly becomes a setup for EPD. The process is usually knock down, into canceled Chrome Spark, into EPD. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |hitadvan=-14/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Similar to the light version animation wise, but speed and recovery frames are different stories. This move, unlike the light chrome spark, has slower startup and recovery in exchange for faster speed. In reference to the light chrome spark, heavy Chrome Spark also has invincibility frames. This allows it to be used to get out of of certain fireball loop setups and as a sneaky reversal. Be sure to use this move at safe distances because you can take a bit of damage if this move is thrown out at a bad time. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDEPD.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Electric Pile Driver&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=N/A&lt;br /&gt;
 |startup=None&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The only command grab possessed by a tournament-legal character. This is one of Chrome&#039;s most important moves. It is an instant grab that cannot be jumped out of or blocked, there is no whiff animation, and it has a decent amount of range. These three traits in particular help Electric Pile Driver&#039;s general viability a lot. It allows it to be used as an unorthodox anti-air, fake block string interrupter, and most importantly, an instant reversal. EPD allows for a lot of creativity, and there is no specific way to use it. Don&#039;t be afraid to be expressive with it. Always remember that you can buffer the &amp;quot;down&amp;quot; input indefinitely, and EPD will still come out. Since you can throw out of blockstun in TMNT, it allows you to cancel almost all of his normals into it, including close st.hk and cr.hk. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CBomb.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Bomb&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Unfortunately, Chrome Bomb doesn&#039;t have a lot to offer as it&#039;s one of the worst Ultimate Attacks in the game. It can be used as an anti-air, but it&#039;s terrible as one, as the opponent is rendered airborne after one hit, effectively saving them from the entire super. It is also punishable on recovery; making it&#039;s usage somewhat risky in general.  Because of these drawbacks, you really have to rely on getting good reads to force the opponent to get hit by it without blocking. It&#039;s mostly effective against characters with rush specials like Shredder and his Aura Crusher. This makes it a fairly setup-heavy super that can&#039;t just be thrown out as soon as you gain full meter. Be patient with Chrome Bomb, and take make sure to watch for mistakes from the opponent. It is mostly a bad super, but it does a good amount of damage on hit. Remember that Chrome Bomb is a cancelable super. Canceling into it from a normal is a great option if you know it will chip kill.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos =&lt;br /&gt;
&lt;br /&gt;
== Matchups ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=WarC1.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS War&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[80/20]&lt;br /&gt;
 |This is the rare matchup where Chrome Dome can start zoning immediately. The game plan is to play lame, zone War out, and force force him to approach. If War ever gets close, the game becomes &amp;quot;Who can beat who and get the game-changing read first&amp;quot;. Most Wars will opt to try and use his standing heavy punch and heavy kick to poke you out when they get close. The best thing to do against this is to trade back with your couching heavy kick. It will lead to both of you being knocked over, but don&#039;t worry. War&#039;s options when he&#039;s in this situation are limited. If you ever knock War down, try your best to suffocate him and punish any and all of his attempts to play the game. When he&#039;s knocked over, he HAS to take damage no matter what. If he takes the hit, it will lead to a combo, if he reversal DFA&#039;s, he&#039;ll take damage from whatever jumping normal you used, if he blocks, free EPD. Remember that almost everything War can do in neutral is either punishable or easily countered by Chrome. Heavy and light turning uppercuts can be punished with Electric Pile Driver on block when done close enough. And even if the War does it far to make it safer, there&#039;s almost nothing he can do to capitalize on it. When you&#039;re zoning,  It&#039;s your main opening to knock War down, and once you do, the match flips almost entirely in Chrome Dome&#039;s favor. War will get safe jumped on for the entirety of the match, and even if he does a reversal DFA to counter throw attempts, you can still just jump in on him again to start the process all over. Never give War any chances to play an annoying game with his pokes. Establish a life lead, play lame, and the match is over. Remember that if he&#039;s dizzied once, you can grab loop him to death.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_leo_shiningcutter.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Leo&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[70/30]&lt;br /&gt;
 |The main game plan in this matchup is to make Leo mess up and get unnecessarily aggressive. Try to establish a life lead before he can so you can make Leo come to you, not the other way around. There is almost no reason to get aggressive immediately at round start. Back up and try to analyze whether the Leo plays offensive or defensive. An offensive Leo is what you want. His awesome jumping heavy punch is indeed a threat for Chrome Dome, but if the Leo is just mindlessly jumping in with it, it becomes an opening. Anti-air with a late Chrome Spark and slowly build up his dizzy. If the Leo is dizzied once, the game is over. Grab loop him until death. Take advantage of Leo&#039;s somewhat mediocre DP by purposefully jumping outside of its range and baiting it when he&#039;s in the corner. On the topic of the corner, this is the main place Leo does not want to be. If you&#039;re playing against a defensive Leo, focus on pushing him there and baiting Roto Cutter as mentioned before. &amp;quot;Baiting&amp;quot; it involves safe jumping, and shimmying around. One blocked Cutter can be the round. This match seems easy at a very basic level, but good Leos will definitely be a challenge. Don&#039;t give him any chances.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_don_Hyakuretsuki.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Don&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.8/3.2]&lt;br /&gt;
 |Very similar to the Leo matchup in terms of the general game plan, but you want a defensive Don instead of an offensive one. This is mostly because of Ground Claw and its slow startup which makes it much easier for Chrome to get a good read and push Don into the corner. Against an offensive Don, you want to watch for jump-ins. Most Dons will opt to use j.hp and Belly Flop as their go-to jumping normals. For those, you want to anti-air with b.hp or block so you won&#039;t risk trading. Dance Attack (Headspin) is a threat, and it is the main thing that makes this match slightly better for Don than Leo. Since Chrome&#039;s jump is slow, most of your attempts to pressure Don by jumping in will be punished with a well-timed Headspin. It&#039;s the main reason why you want to avoid jumping in on Don without purpose. Instead, try to figure out how and when the Don is using Headpsin and start baiting them out. With Bo Thrust, make sure to watch out for Don&#039;s overextending it, as it is only punishable when mashed longer than needed. When Don is in the corner, do the same as you would with Leo. Poke him with your buttons and Dive Kick to stop Headpsin attempts, and keep him in block strings with Chrome Spark to fish for a dizzy. Don has no good reversals to escape the corner safely.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_aska_kochounomai.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Aska&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.5/3.5]&lt;br /&gt;
 |The main thing to note about this matchup is Aska&#039;s great Kochou No Mai (DP). Because of its fantastic priority and invincibility, you have to play around it and be patient. You want to do this while also not allowing her to get too close and start her shenanigans. If you do get a knock-down, try not to pressure her too much. Try and analyze how the Aska uses their DP. If they&#039;re greedy with them, bait it and go for a punish. If they respect your advances and let you jump in, take advantage of that and proceed to pressure her. Chrome Dome excels in the middle screen in this matchup because of his good pokes. Keep Aska there and don&#039;t let her get too close. If the Aska gets in and does a close Hyabusa, remember that it can be punished with a well-timed EPD.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph_LH_Chest_Buster.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Raph&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[60/40]&lt;br /&gt;
 |Like a lot of Chrome&#039;s other matches, at round start, you want to try to back up and analyze the Raph. What you want is a defensive Raph who jumps back a lot so you can push him in the corner; a place where he doesn&#039;t want to be. Dealing with a defensive Raph can be fairly difficult, though. You can be somewhat aggresive, but make sure not to be so aggresive that you essentially kill yourself. Jumping heavy punch is a good normal for calling out some of his far anti-airs, and jumping light punch is a good normal for trading with Chest Buster if you make an incorrect jump-in. Never jump-in when you&#039;re close to Raph, his amazing cr.hp will beat almost everything you throw out. When you&#039;re that close, the goal is to pressure him into making a mistake. A small one being Power Drill, and a big one being Chest Buster. Since those two moves are an essential part of Raph&#039;s tool kit, a lot of the match involves working around these moves and baiting them to get the advantage. For Power Drill, the safest way to work around it is to neutral jump with a normal like j.lp. but you can also try jump back and try to get a punish which is slightly riskier. If you get a punish on Drill, try your best to close the gap on Raph to increase your chances of putting him in the corner. As mentioned above, blocked Power Drills can be punished with an EPD, but the timing is strict. For Chest Buster, in most scenarios you can simply punish it with a lp throw. This leads into the redizzy, which is the match. If the Raph is ever pushed to the corner, this is your chance to take the round. The plan is to continuously harass Raph and take advantage of his lack of safe reversal options. This involves doing jump back lp or nj.hks to call out Power Drill, cr.hp into Chrome Spark to keep him in block strings, and b.hp to punish his attempts to jump out. Remember that you need to be correctly spaced so Chest Buster will either be blocked, or whiff completely. Keep in mind that if Raph dizzies you from midscreen, he can punish you from the left side with his redizzy, so avoid that at all costs.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fair Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Chrome Dome (self)&lt;br /&gt;
*5 - 5&lt;br /&gt;
&lt;br /&gt;
This matchup is basically just a big game of &amp;quot;who wins neutral&amp;quot;. Play patient and let the Chrome Dome come to you. Anti-air him every time and build up small damage this way. Capitalizing on the opponents mistakes is huge in this matchup; a big one is bad Chrome Sparks that allow you to jump in for a quick knock-down combo. Don&#039;t be afraid to utilize some of Chrome&#039;s grounded pokes to punish bad moves. A funny thing to note is that this is the only matchup where EDP can really be challenged, obviously because your opponent has access to the same move. When you go in for okis, make sure to poke around outside of its range with your longer normals. Keep this knowledge in mind for when you&#039;re in disadvantaged states, too. If the opponent ever tries to do EPD setups, you can steal their turn and counter with you own. The match becomes a mess when both Chrome Domes are fighting for EPD, so always change it up a little by taking advantage of Chrome Sparks invincibility, and fighting for the life lead so you can start zoning safely again.&lt;br /&gt;
&lt;br /&gt;
Vs. Shredder&lt;br /&gt;
*Theorized to be 5 - 5&lt;br /&gt;
&lt;br /&gt;
Shredder&#039;s amazing normals and special moves can be a huge problem for Chrome Dome, so this matchup mostly revolves around working around and punishing them. Chrome Dome rarely gets the chance to jump in safely on Shredder because of Knee Crush, so this forces him to play a somewhat defensive game. The crazy thing about this though, is that a defensive Chrome Dome can be very problematic for Shredder. In neutral, you should utilize lp Chrome Sparks, as the slow movement makes it hard for Shredder to properly Aura Crusher through them on reaction. From there, it&#039;s just another one of those matches that involve making the opponent make mistakes and punishing said mistakes. As mentioned before, Chrome Spark in general is very important in this match. It can works as an anti- Aura Crusher move, but be prepared for Shredders to go through it with its invincibility frames. When you have this in mind, you will find out that you can sweep him out of the Crusher and put him back where he doesn&#039;t want to be. Against defensive Shredders who like to reflect your Sparks, remember that every time he does it and you read it, you can jump in for free damage. Despite this, unless you are really in need of extra damage, it is recommended that you stay where you are and throw another Spark to counter the reflection. Make sure to switch between light and heavy Chrome Spark to keep the Shredder guessing, but remember that he can do the same mind games on you. For instance, if you throw out a Chrome Spark, the Shredder reflects it, and then you throw out another one to nullify the first, Shredder can can hit you with Aura Crusher during its recovery and start bullying you. This &amp;quot;Rock, Paper, Scissors&amp;quot; aspect of the matchup is what evens it out. Play the smarter game, watch the Shredders habits, and play around them.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Wing Nut&lt;br /&gt;
*Theorized to be 4-6&lt;br /&gt;
&lt;br /&gt;
Funny matchup because in theory, it’s bad for BOTH Wingnut and Chrome Dome depending on who has the advantage. At its simplest, the matchup involves WN zoning. Chrome Dome struggles until he gets in, then he can end the round. Your game-plan should be bully your way in and STAY THERE. There are a couple of things Chrome Dome can do to make getting in a lot less miserable. The safest and most common option is to take to the skies and kick him in the face with jump-forward heavy kick. This is a good option because it does two jobs at one. It moves you forward, and hits WN, granting damage. The problem with this option is that if you are read whatsoever and punished with a trade air-to-air, air-to-air, or anti-air, you have to start all over again. Use it when you’re confident. Dive kicking, jumping over off of a read, Chrome Sparking through, and walking under Moon Busters are important options for patient Chrome Dome players who want to capitalize on sloppy MBs. You get no damage, but you get closer to Wing Nut, which can be round-ending. Be sure to always watch where, and which MBs are being thrown. You can catch many habits and get good positioning for whenever you do advance. Never try to forward jump a Moon Buster on reaction. You’ll get hit every time. When you are advantaged, continuously jump in on WN and prevent him from playing the game. There are some pretty nasty option selects you can use on him in this situation, but the best one is probably jump hp into cr.hp XX EPD. If Wing nut blocks the string, you’ll get EPD for an unavoidable sequence. If he doesn’t block, you get the knockdown and will keep your turn.&lt;br /&gt;
&lt;br /&gt;
Vs. Mike&lt;br /&gt;
*Theorized to be 4-6&lt;br /&gt;
&lt;br /&gt;
Mike&#039;s standing hp, Dragon Breath, slide (when spaced properly), and well-timed Dynamite Bombers make this a really annoying matchup for Chrome Dome. A lot of times, it will feel like you&#039;re locked down with nothing to do. Contrary to what is normal when up against a zoner, NEVER jump at Mike unless you are 100% confident with a read, standing hp is far too polarizing to do otherwise. Forcing mistakes and capitalizing on them is an extremely important aspect of this match. Whiffed Rising Thunders are the biggest, as they can be round-ending. Most Mike players will opt to use light RT in neutral as it is far less punishable. The good thing about this is that Chrome&#039;s long limbs (namely cr.hk) make it easy to punish from most ranges. If a light RT is whiffed up close, you will have enough time to grab him and take the match, but don&#039;t get greedy. Crafty Mike players will notice this and have enough time to go into another RT, knowing you down and making you start all over again. For Dynamite Bomber (P2), you will need to anticipate them and have fast enough reaction times to see it coming. You can poke him out of it with far lp, and even EPD them on landing if you&#039;re feeling lucky. Far-standing heavy punch and Dragon Breath will definitely be where most of your problems come from. You can take advantage of greedy Mikes who like to throw it a lot by whiff punishing and closing the gap. Another smart thing you can do in this situation is shimmy by making the Mike think you&#039;re in range, walking back to make the button miss, then sweeping. With Dragon Breath, you have to be patient, as CD&#039;s jump is too slow to make any moves on reaction. You can neutral jump the fireballs to make them last longer on screen, and spark back. Keep in mind that sloppy Sparks will be &amp;quot;punished&amp;quot; with the Dragon Breath, as they fly right over, so always make sure to throw them early in order to force a reaction from Mike. Never get overwhelmed. This is a pretty hard match, but one or two good plays can end it quickly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Armaggon&lt;br /&gt;
*Theorized to be 3-7&lt;br /&gt;
&lt;br /&gt;
== Throw Loop ==&lt;br /&gt;
[ LP Grab &amp;gt; jHP 2LK-2LK-2LK-2HK (dizzy) ] x ∞&lt;br /&gt;
&lt;br /&gt;
Chrome Dome has a throw loop vs. the turtles.&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7766</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7766"/>
		<updated>2023-02-27T04:25:43Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Cyber Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Balrog (Boxer) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
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== Quirks &amp;amp; Tech == &lt;br /&gt;
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== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= Fast light normal. This will be your go-to unorthodox anti-air to get jumpers off of you when you don&#039;t have charge. This normal is rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= This normal has a decent speed, but is still on the slow side. It is great in combos and can stop a lot moves when spaced out properly (Namely Chrome Dome&#039;s crouching hp/crouching hk) This normal is also a good tool for whiff punishing if you want to use lights instead of heavy buttons for less risk. The best thing about this normal is it&#039;s priority. Shredder retains his neutral hurtboxes while his leg has no hurtbox. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
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{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= One of Shredder&#039;s best normals. Slow startup but has high potential when used properly. Has far reach and is one of the go-to moves for whiff punishing. This normal is best used for whiff punishing, as you can buffer it into both aura crusher and knee crush. Be careful when throwing this move out, though. Although this move is great for nabbing whiff punishes, its slow startup makes it vulnerable to whiff punishes as well.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
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{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of Shredder&#039;s go-to combo starters from a jump in. Has slow startup, being a heavy move, but leads to heavy combo damage. HoopsTheWaffleBurner: For those with violent forward reversals, you can stand outside of its range, bait said reversal, punish it on recovery with this normal, then cancel into Aura or Knee Crusher. This is especially good when pressuring a cornered Raph. I got this from XFORCE!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Slow on startup but can lead to a bit of damage. This normal is good for whiff punishing, but is rarely used in combos. Use this normal safely, as you can get whiff punished for using this normal incorrectly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+3/+6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Very slow on startup and is rarely used in combos. There are better normals to use other than this one, but it is still an ok normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description= Another really good normal that shredder has. Fast on startup, but low on damage being a light normal. This normal is one of Shredder&#039;s the go-to pokes due to it&#039;s speed. It has surprisingly good range, and is great for combos. Amazing normal overall.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=80&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Somewhat fast on startup, and an okay move to poke with. This normal has far range for a crouching move. The biggest downside to this move is that it is slow in general, but you can get some mileage out of max-range Aura and Knee Crusher cancels&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Another one of shredder really good normals. Slow on recovery, but has far reach for a crouching normal and can lead to a lot of damage potential. Can be buffered into Knee Crush or Aura Crusher and is an amazing whiff punish tool.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/0&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Slow on startup and recovery, but can be used as a niche whiff punish tool. This normal has the most range out of all of shredders normal, but is rarely used in combos. An interesting thing to note is that this is the strongest button in the game, dealing 18 damage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Does less damage than the heavy version but when spaced out properly, can beat out certain normals and special moves. This move is one of the go-to normals for jump in combos. Good air-to-air as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Both versions have the same range but the light one does less damage. This normal is rarely used because the heavy version is overall better. HoopsTheWaffleBurrner: As a Blanka main, I can&#039;t help but compare this to his neutral jumping heavy punch in  the various Street Fighter 2s. Overall, it has the same purpose, a snazzy read-air-to-air that you can use to catch jumpers.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=144&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast light air normal. The heavy version is better for jump in combos. Is less used because of the heavy version, but has still has some uses.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=240&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= One of the go-to normals for a jump in combo. This normal can be a good air-to-air normal when spaced out properly as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Has far reach and can beat out a lot of jump in attacks when spaced properly. Both versions can be used as combo starters, but are less commonly used for that. This serves the same purpose as neutral jumping light punch: a snazzy read-air-to-air. This one is stronger, but doesn&#039;t have infinite active frames, making it slightly more read-based.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
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&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The go-to normal for jump in attacks. Has great combo potential and can beat out moves when spaced out properly. Oddly enough, this does LESS stun than jumping light kick. Whether or not it&#039;s the better normal is up for debate. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder AC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6-13&lt;br /&gt;
 |active=3+8&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=&lt;br /&gt;
 |hitadvan=-7/-4 -4/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This move is very similar to balrogs dash straight in Street Fighter. This is one of shredders best tools if not his best tool for getting in on the opponent. The fast speed and fast startup of this move makes up for the fact that you can&#039;t really get much off of this move. Aura crusher is best used in neutral when you want to get offensive, and can even get you out of some tight situations on defense. The light version has faster startup, but has shorter range. The heavy version has slightly slower startup, but has farther range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This move unlike the heavy version is less used. Light knee crush launches shredder higher into the air making it easier for the opponent to punish this move. Light knee crush is best used as an anti-air only. There are other situations where this move can be used but the heavy knee crush is way better to use.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Another one of shredders best special moves. This move works as a mix-up option, a anti-air, and a combo ender. Every single knee crush hit awards a knockdown which can lead to another mix-up. Heavy knee crush is the go-to move for mix-ups and often goes unpunished because of the timing you have in order to anti-air it. Not to be confused with the light knee crush, heavy knee crush launches shredder into the air also, but launches him further towards the opponent. Heavy knee crush can be punished with good timing as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder R.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The perfect move for shredders archetype since he doesn&#039;t have a fireball, and it compliments him well. His aura reflector allows him to reflect fireballs back towards the opponent. Shredders aura reflector is one of his best tools against fireball characters. Utilizing his aura reflector will help to fight the onslaught of fireballs coming towards you if you are not in the corner. Aura reflector can come out slightly slow sometimes but is an amazing tool to use against fireball characters.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This super is pretty good, and deals quite a bit of chip. The lightning that travels on the ground after Shredder activates his super deals the most damage and chip damage, and needs to be avoided at all cost. This super is amazing because Shredders whole body is covered in lightning which automatically tells the opponent to back up. When this super is activated, your best options are to either jump back away from the super, or jump into the super to land around Shredders waist and above area. Blocking this super on the ground with the lightning bolt that travels on the ground, leads to alot of chip damage and alot of regular damage if you choose not to block the super.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7765</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7765"/>
		<updated>2023-02-27T04:24:32Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Cyber Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Balrog (Boxer) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= Fast light normal. This will be your go-to unorthodox anti-air to get jumpers off of you when you don&#039;t have charge. This normal is rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= This normal has a decent speed, but is still on the slow side. It is great in combos and can stop a lot moves when spaced out properly (Namely Chrome Dome&#039;s crouching hp/crouching hk) This normal is also a good tool for whiff punishing if you want to use lights instead of heavy buttons for less risk. The best thing about this normal is it&#039;s priority. Shredder retains his neutral hurtboxes while his leg has no hurtbox. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= One of Shredder&#039;s best normals. Slow startup but has high potential when used properly. Has far reach and is one of the go-to moves for whiff punishing. This normal is best used for whiff punishing, as you can buffer it into both aura crusher and knee crush. Be careful when throwing this move out, though. Although this move is great for nabbing whiff punishes, its slow startup makes it vulnerable to whiff punishes as well.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of Shredder&#039;s go-to combo starters from a jump in. Has slow startup, being a heavy move, but leads to heavy combo damage. HoopsTheWaffleBurner: For those with violent forward reversals, you can stand outside of its range, bait said reversal, punish it on recovery with this normal, then cancel into Aura or Knee Crusher. This is especially good when pressuring a cornered Raph. I got this from XFORCE!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Slow on startup but can lead to a bit of damage. This normal is good for whiff punishing, but is rarely used in combos. Use this normal safely, as you can get whiff punished for using this normal incorrectly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+3/+6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Very slow on startup and is rarely used in combos. There are better normals to use other than this one, but it is still an ok normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description= Another really good normal that shredder has. Fast on startup, but low on damage being a light normal. This normal is one of Shredder&#039;s the go-to pokes due to it&#039;s speed. It has surprisingly good range, and is great for combos. Amazing normal overall.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=80&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Somewhat fast on startup, and an okay move to poke with. This normal has far range for a crouching move. The biggest downside to this move is that it is slow in general, but you can get some mileage out of max-range Aura and Knee Crusher cancels&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Another one of shredder really good normals. Slow on recovery, but has far reach for a crouching normal and can lead to a lot of damage potential. Can be buffered into Knee Crush or Aura Crusher and is an amazing whiff punish tool.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/0&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Slow on startup and recovery, but can be used as a niche whiff punish tool. This normal has the most range out of all of shredders normal, but is rarely used in combos. An interesting thing to note is that this is the strongest button in the game, dealing 18 damage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Does less damage than the heavy version but when spaced out properly, can beat out certain normals and special moves. This move is one of the go-to normals for jump in combos. Good air-to-air as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Both versions have the same range but the light one does less damage. This normal is rarely used because the heavy version is overall better. HoopsTheWaffleBurrner: As a Blanka main, I can&#039;t help but compare this to his neutral jumping heavy punch in  the various Street Fighter 2s. Overall, it has the same purpose, a snazzy read-air-to-air that youu can use to catch jumpers.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=144&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast light air normal. The heavy version is better for jump in combos. Is less used because of the heavy version, but has still has some uses.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=240&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= One of the go-to normals for a jump in combo. This normal can be a good air-to-air normal when spaced out properly as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Has far reach and can beat out a lot of jump in attacks when spaced properly. Both versions can be used as combo starters, but are less commonly used for that. This serves the same purpose as neutral jumping light punch: a snazzy read-air-to-air. This one is stronger, but doesn&#039;t have infinite active frames, making it slightly more read-based.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The go-to normal for jump in attacks. Has great combo potential and can beat out moves when spaced out properly. Oddly enough, this does LESS stun than jumping light kick. Whether or not it&#039;s the better normal is up for debate. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder AC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6-13&lt;br /&gt;
 |active=3+8&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=&lt;br /&gt;
 |hitadvan=-7/-4 -4/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This move is very similar to balrogs dash straight in Street Fighter. This is one of shredders best tools if not his best tool for getting in on the opponent. The fast speed and fast startup of this move makes up for the fact that you can&#039;t really get much off of this move. Aura crusher is best used in neutral when you want to get offensive, and can even get you out of some tight situations on defense. The light version has faster startup, but has shorter range. The heavy version has slightly slower startup, but has farther range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This move unlike the heavy version is less used. Light knee crush launches shredder higher into the air making it easier for the opponent to punish this move. Light knee crush is best used as an anti-air only. There are other situations where this move can be used but the heavy knee crush is way better to use.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Another one of shredders best special moves. This move works as a mix-up option, a anti-air, and a combo ender. Every single knee crush hit awards a knockdown which can lead to another mix-up. Heavy knee crush is the go-to move for mix-ups and often goes unpunished because of the timing you have in order to anti-air it. Not to be confused with the light knee crush, heavy knee crush launches shredder into the air also, but launches him further towards the opponent. Heavy knee crush can be punished with good timing as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder R.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The perfect move for shredders archetype since he doesn&#039;t have a fireball, and it compliments him well. His aura reflector allows him to reflect fireballs back towards the opponent. Shredders aura reflector is one of his best tools against fireball characters. Utilizing his aura reflector will help to fight the onslaught of fireballs coming towards you if you are not in the corner. Aura reflector can come out slightly slow sometimes but is an amazing tool to use against fireball characters.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This super is pretty good, and deals quite a bit of chip. The lightning that travels on the ground after Shredder activates his super deals the most damage and chip damage, and needs to be avoided at all cost. This super is amazing because Shredders whole body is covered in lightning which automatically tells the opponent to back up. When this super is activated, your best options are to either jump back away from the super, or jump into the super to land around Shredders waist and above area. Blocking this super on the ground with the lightning bolt that travels on the ground, leads to alot of chip damage and alot of regular damage if you choose not to block the super.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7764</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7764"/>
		<updated>2023-02-27T04:10:54Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Cyber Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Balrog (Boxer) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= Fast light normal. This will be your go-to unorthodox anti-air to get jumpers off of you when you don&#039;t have charge. This normal is rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= This normal has a decent speed, but is still on the slow side. It is great in combos and can stop a lot moves when spaced out properly (Namely Chrome Dome&#039;s crouching hp/crouching hk) This normal is also a good tool for whiff punishing if you want to use lights instead of heavy buttons for less risk. The best thing about this normal is it&#039;s priority. Shredder retains his neutral hurtboxes while his leg has no hurtbox. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= One of Shredder&#039;s best normals. Slow startup but has high potential when used properly. Has far reach and is one of the go-to moves for whiff punishing. This normal is best used for whiff punishing, as you can buffer it into both aura crusher and knee crush. Be careful when throwing this move out, though. Although this move is great for nabbing whiff punishes, its slow startup makes it vulnerable to whiff punishes as well.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of Shredder&#039;s go-to combo starters from a jump in. Has slow startup, being a heavy move, but leads to heavy combo damage. HoopsTheWaffleBurner: For those with violent forward reversals, you can stand outside of its range, bait said reversal, punish it on recovery with this normal, then cancel into Aura or Knee Crusher. This is especially good when pressuring a cornered Raph. I got this from XFORCE!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Slow on startup but can lead to a bit of damage. This normal is good for whiff punishing, but is rarely used in combos. Use this normal safely, as you can get whiff punished for using this normal incorrectly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+3/+6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Very slow on startup and is rarely used in combos. There are better normals to use other than this one, but it is still an ok normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description= Another really good normal that shredder has. Fast on startup, but low on damage being a light normal. This normal is one of Shredder&#039;s the go-to pokes due to it&#039;s speed. It has surprisingly good range, and is great for combos. Amazing normal overall.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=80&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Somewhat fast on startup, and an okay move to poke with. This normal has far range for a crouching move and crouching heavy kick. This is another good normal to use in combos as well. The biggest downside to this move is that it is slow in general, but you can get some mileage out of max-range Aura and Knee Crusher cancels&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Another one of shredder really good normals. Slow on recovery, but has far reach for a crouching normal and can lead to a lot of damage potential. Can be buffered into Knee Crush or Aura Crusher and is an amazing whiff punish tool.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/0&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Slow on startup and recovery, but can be used as a niche whiff punish tool. This normal has the most range out of all of shredders normal, but is rarely used in combos. An interesting thing to note is that this is the strongest button in the game, dealing 18 damage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Does less damage than the heavy version but when spaced out properly, can beat out certain normals and special moves. This move is one of the go-to normals for  jump in combos. Good air-to-air as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Both versions have the same range but the light one does less damage. This normal is rarely used because the heavy version is overall better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=144&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast light air normal. The heavy version is better for jump in combos. Is less used because of the heavy version, but has still has some uses.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=240&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= One of the go-to normals for a jump in combo. This normal can be a good air-to-air normal when spaced out properly as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Has far reach and can beat out a lot of jump in attacks when spaced properly. Both versions can be used as combo starters, but are less commonly used for a combo starter.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The go-to normal for jump in attacks. Has great combo potential and can beat out moves when spaced out properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder AC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6-13&lt;br /&gt;
 |active=3+8&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=&lt;br /&gt;
 |hitadvan=-7/-4 -4/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This move is very similar to balrogs dash straight in Street Fighter. This is one of shredders best tools if not his best tool for getting in on the opponent. The fast speed and fast startup of this move makes up for the fact that you can&#039;t really get much off of this move. Aura crusher is best used in neutral when you want to get offensive, and can even get you out of some tight situations on defense. The light version has faster startup, but has shorter range. The heavy version has slightly slower startup, but has farther range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This move unlike the heavy version is less used. Light knee crush launches shredder higher into the air making it easier for the opponent to punish this move. Light knee crush is best used as an anti-air only. There are other situations where this move can be used but the heavy knee crush is way better to use.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Another one of shredders best special moves. This move works as a mix-up option, a anti-air, and a combo ender. Every single knee crush hit awards a knockdown which can lead to another mix-up. Heavy knee crush is the go-to move for mix-ups and often goes unpunished because of the timing you have in order to anti-air it. Not to be confused with the light knee crush, heavy knee crush launches shredder into the air also, but launches him further towards the opponent. Heavy knee crush can be punished with good timing as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder R.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The perfect move for shredders archetype since he doesn&#039;t have a fireball, and it compliments him well. His aura reflector allows him to reflect fireballs back towards the opponent. Shredders aura reflector is one of his best tools against fireball characters. Utilizing his aura reflector will help to fight the onslaught of fireballs coming towards you if you are not in the corner. Aura reflector can come out slightly slow sometimes but is an amazing tool to use against fireball characters.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This super is pretty good, and deals quite a bit of chip. The lightning that travels on the ground after Shredder activates his super deals the most damage and chip damage, and needs to be avoided at all cost. This super is amazing because Shredders whole body is covered in lightning which automatically tells the opponent to back up. When this super is activated, your best options are to either jump back away from the super, or jump into the super to land around Shredders waist and above area. Blocking this super on the ground with the lightning bolt that travels on the ground, leads to alot of chip damage and alot of regular damage if you choose not to block the super.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7763</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7763"/>
		<updated>2023-02-27T04:10:22Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Cyber Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Balrog (Boxer) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= Fast light normal. This will be your go-to unorthodox anti-air to get jumpers off of you when you don&#039;t have charge. This normal is rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= This normal has a decent speed, but is still on the slow side. It is great in combos and can stop a lot moves when spaced out properly (Namely Chrome Dome&#039;s crouching hp/crouching hk) This normal is also a good tool for whiff punishing if you want to use lights instead of heavy buttons for less risk. The best thing about this normal is it&#039;s priority. Shredder retains his neutral hurtboxes while his leg has no hurtbox. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= One of Shredder&#039;s best normals. Slow startup but has high potential when used properly. Has far reach and is one of the go-to moves for whiff punishing. This normal is best used for whiff punishing, as you can buffer it into both aura crusher and knee crush. Be careful when throwing this move out, though. Although this move is great for nabbing whiff punishes, its slow startup makes it vulnerable to whiff punishes as well.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of Shredder&#039;s go-to combo starters from a jump in. Has slow startup, being a heavy move, but leads to heavy combo damage. HoopsTheWaffleBurner: For those with violent forward reversals, you can stand outside of its range, bait said reversal, punish it on recovery with this normal, then cancel into Aura or Knee Crusher. This is especially good when pressuring a cornered Raph. I got this from XFORCE!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Slow on startup but can lead to a bit of damage. This normal is good for whiff punishing, but is rarely used in combos. Use this normal safely, as you can get whiff punished for using this normal incorrectly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+3/+6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Very slow on startup and is rarely used in combos. There are better normals to use other than this one, but it is still an ok normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description= Another really good normal that shredder has. Fast on startup, but low on damage being a light normal. This normal is one of Shredder&#039;s the go-to pokes due to it&#039;s speed. It has surprisingly good range, and is great for combos. Amazing normal overall.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=80&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Somewhat fast on startup, and an okay move to poke with. This normal has far range for a crouching move and crouching heavy kick. This is another good normal to use in combos as well. The biggest downside to this move is that it is slow in general, but you can get some mileage out of max-range Aura and Knee Crusher cancels&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Another one of shredder really good normals. Slow on recovery, but has far reach for a crouching normal and can lead to a lot of damage potential. Can be buffered into Knee Crush or Aura Crusher and is an amazing whiff punish tool.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/0&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Slow on startup and recovery, but can be used as a niche whiff punish tool. This normal has the most range out of all of shredders normal, but is rarely used in combos. An interesting thing to note is that this is the strongest button in the game, dealing 18 damage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Does less damage than the heavy version but when spaced out properly, can beat out certain normals and special moves. This move is one of the go-to normals for  jump in combos. Good air-to-air as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Both versions have the same range but the light one does less damage. This normal is rarely used because the heavy version is overall better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=144&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast light air normal. The heavy version is better for jump in combos. Is less used because of the heavy version, but has still has some uses.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=240&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= One of the go-to normals for a jump in combo. This normal can be a good air-to-air normal when spaced out properly as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Has far reach and can beat out a lot of jump in attacks when spaced properly. Both versions can be used as combo starters, but are less commonly used for a combo starter.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The go-to normal for jump in attacks. Has great combo potential and can beat out moves when spaced out properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder AC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6-13&lt;br /&gt;
 |active=3+8&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=&lt;br /&gt;
 |hitadvan=-7/-4 -4/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This move is very similar to balrogs dash straight in Street Fighter. This is one of shredders best tools if not his best tool for getting in on the opponent. The fast speed and fast startup of this move makes up for the fact that you can&#039;t really get much off of this move. Aura crusher is best used in neutral when you want to get offensive, and can even get you out of some tight situations on defense. The light version has faster startup, but has shorter range. The heavy version has slightly slower startup, but has farther range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This move unlike the heavy version is less used. Light knee crush launches shredder higher into the air making it easier for the opponent to punish this move. Light knee crush is best used as an anti-air only. There are other situations where this move can be used but the heavy knee crush is way better to use.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Another one of shredders best special moves. This move works as a mix-up option, a anti-air, and a combo ender. Every single knee crush hit awards a knockdown which can lead to another mix-up. Heavy knee crush is the go-to move for mix-ups and often goes unpunished because of the timing you have in order to anti-air it. Not to be confused with the light knee crush, heavy knee crush launches shredder into the air also, but launches him further towards the opponent. Heavy knee crush can be punished with good timing as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder R.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The perfect move for shredders archetype since he doesn&#039;t have a fireball, and it compliments him well. His aura reflector allows him to reflect fireballs back towards the opponent. Shredders aura reflector is one of his best tools against fireball characters. Utilizing his aura reflector will help to fight the onslaught of fireballs coming towards you if you are not in the corner. Aura reflector can come out slightly slow sometimes but is an amazing tool to use against fireball characters.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This super is pretty good, and deals quite a bit of chip. The lightning that travels on the ground after Shredder activates his super deals the most damage and chip damage, and needs to be avoided at all cost. This super is amazing because Shredders whole body is covered in lightning which automatically tells the opponent to back up. When this super is activated, your best options are to either jump back away from the super, or jump into the super to land around Shredders waist and above area. Blocking this super on the ground with the lightning bolt that travels on the ground, leads to alot of chip damage and alot of regular damage if you choose not to block the super.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7744</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7744"/>
		<updated>2023-02-20T18:48:02Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Cyber Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Balrog (Boxer) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= Fast light normal. This will be your go-to unorthodox anti-air to get jumpers off of you when you don&#039;t have charge. This normal is rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= This normal has a decent speed, but is still on the slow side. It is great in combos and can stop a lot moves when spaced out properly (Namely Chrome Dome&#039;s crouching hp/crouching hk) This normal is also a good tool for whiff punishing if you want to use lights instead of heavy buttons for less risk. The best thing about this normal is it&#039;s priority. Shredder retains his neutral hurtboxes while his leg has no hurtbox. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= One of Shredder&#039;s best normals. Slow startup but has high potential when used properly. Has far reach and is one of the go-to moves for whiff punishing. This normal is best used for whiff punishing, as you can buffer it into both aura crusher and knee crush. Be careful when throwing this move out, though. Although this move is great for nabbing whiff punishes, its slow on startup makes it vulnerable whiff punishes as well.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of Shredder&#039;s go-to combo starters from a jump in. Has slow startup, being a heavy move, but leads to heavy combo damage. HoopsTheWaffleBurner: For those with violent forward reversals, you can stand outside of its range, bait said reversal, punish it on recovery with this normal, then cancel into Aura or Knee Crusher. This is especially good when pressuring a cornered Raph. I got this from XFORCE!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Slow on startup but can lead to a bit of damage. This normal is good for whiff punishing, but is rarely used in combos. Use this normal safely, as you can get whiff punished for using this normal incorrectly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+3/+6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Very slow on startup and is rarely used in combos. There are better normals to use other than this one, but it is still an ok normal. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description= Another really good normal that shredder has. Fast on startup, but low on damage being a light normal. This normal is one of the go-to normals for poking. It has lots of range and is really fast. This normal is also one of the go-to normals in combos. Overall, this is an amazing normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=80&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Somewhat fast on startup, and an okay move to poke with. This normal has far range for a crouching move and crouching heavy kick. This is another good normal to use in combos as well. The biggest downside to this move is that it is slow in general, but you can get some mileage out of max-range Aura and Knee Crusher cancels&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Another one of shredder really good normals. Slow on recovery, but has far reach for a crouching normal and can lead to a lot of damage potential. Can be buffered into Knee Crush or Aura Crusher and is an amazing whiff punish tool.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/0&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Slow on startup and recovery, but can be used as a niche whiff punish tool. This normal has the most range out of all of shredders normal, but is rarely used in combos. An interesting thing to note is that this is the strongest button in the game, dealing 18 damage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Does less damage than the heavy version but when spaced out properly, can beat out certain normals and special moves. This move is one of the go-to normals for  jump in combos. Good air-to-air as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Both versions have the same range but the light one does less damage. This normal is rarely used because the heavy version is overall better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=144&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast light air normal. The heavy version is better for jump in combos. Is less used because of the heavy version, but has still has some uses.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=240&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= One of the go-to normals for a jump in combo. This normal can be a good air-to-air normal when spaced out properly as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Has far reach and can beat out a lot of jump in attacks when spaced properly. Both versions can be used as combo starters, but are less commonly used for a combo starter.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The go-to normal for jump in attacks. Has great combo potential and can beat out moves when spaced out properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder AC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder R.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7743</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7743"/>
		<updated>2023-02-20T18:39:49Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Cyber Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Balrog (Boxer) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= Fast light normal. This will be your go-to unorthodox anti-air to get jumpers off of you when you don&#039;t have charge. This normal is rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= This normal has a decent speed, but is still on the slow side. It is great in combos and can stop a lot moves when spaced out properly (Namely Chrome Dome&#039;s crouching hp/crouching hk) This normal is also a good tool for whiff punishing if you want to use lights instead of heavy buttons for less risk. The best thing about this normal is it&#039;s priority. Shredder retains his neutral hurtboxes while his leg has no hurtbox. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= One of shredders best normals. Slow startup but has high potential when used properly. Has far reach and is one of the go-to moves for whiff punishing. This normal is best used for whiff punishing, as you can buffer it into both aura crusher and knee crush. Be careful when throwing this move out, though. Although this move is great for nabbing whiff punishes, its slow on startup makes it vulnerable whiff punishes as well.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of shredder go-to combo starters from a jump in. Has slow startup, being a heavy move, but leads to heavy combo damage. HoopsTheWaffleBurner: For those with violent forward reversals, you can stand outside of its range, bait said reversal, punish it on recovery with this normal, then cancel into Aura or Knee Crusher. This is especially good when pressuring a cornered Raph. I got this from XFORCE!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Slow on startup but can lead to a bit of damage. This normal is good for whiff punishing, but is rarely used in combos. Use this normal safely, as you can get whiff punished for using this normal incorrectly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+3/+6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Very slow on startup and is rarely used in combos. There are better normals to use other than this one, but it is still an ok normal. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description= Another really good normal that shredder has. Fast on startup, but low on damage being a light normal. This normal is one of the go-to normals for poking. It has lots of range and is really fast. This normal is also one of the go-to normals in combos. Overall, this is an amazing normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=80&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Somewhat fast on startup, and an okay move to poke with. This normal has far range for a crouching move and crouching heavy kick. This is another good normal to use in combos as well. The biggest downside to this move is that it is slow in general, but you can get some mileage out of max-range Aura and Knee Crusher cancels&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Another one of shredder really good normals. Slow on recovery, but has far reach for a crouching normal and can lead to a lot of damage potential. Can be buffered into Knee Crush or Aura Crusher and is an amazing whiff punish tool.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/0&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Slow on startup and recovery, but can be used as a niche whiff punish tool. This normal has the most range out of all of shredders normal, but is rarely used in combos. An interesting thing to note is that this is the strongest button in the game, dealing 18 damage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Does less damage than the heavy version but when spaced out properly, can beat out certain normals and special moves. This move is one of the go-to normals for  jump in combos. Good air-to-air as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Both versions have the same range but the light one does less damage. This normal is rarely used because the heavy version is overall better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=144&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast light air normal. The heavy version is better for jump in combos. Is less used because of the heavy version, but has still has some uses.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=240&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= One of the go-to normals for a jump in combo. This normal can be a good air-to-air normal when spaced out properly as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Has far reach and can beat out a lot of jump in attacks when spaced properly. Both versions can be used as combo starters, but are less commonly used for a combo starter.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The go-to normal for jump in attacks. Has great combo potential and can beat out moves when spaced out properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder AC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder R.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7742</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7742"/>
		<updated>2023-02-20T18:28:15Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Cyber Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Balrog (Boxer) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= Fast light normal. This will be your go-to unorthodox anti-air to get jumpers off of you when you don&#039;t have charge. This normal is rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= This normal has a decent speed, but is still on the slow side. It is great in combos and can stop a lot moves when spaced out properly (Namely Chrome Dome&#039;s crouching hp/crouching hk) This normal is also a good tool for whiff punishing if you want to use lights instead of heavy buttons for less risk. The best thing about this normal is it&#039;s priority. Shredder retains his neutral hurtboxes while his leg has no hurtbox. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= One of shredders best normals. Slow startup but has high potential when used properly. Has far reach and is one of the go-to moves for whiff punishing. This normal is best used for whiff punishing, as you can buffer it into both aura crusher and knee crush. Be careful when throwing this move out, though. Although this move is great for nabbing whiff punishes, its slow on startup makes it vulnerable whiff punishes as well.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of shredder go-to combo starters from a jump in. Has slow startup, being a heavy move, but leads to heavy combo damage. HoopsTheWaffleBurner: For those with violent forward reversals, you can stand outside of its range, bait said reversal, punish it on recovery with this normal, then cancel into Aura or Knee Crusher. This is especially good when pressuring a cornered Raph. I got this from XFORCE!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Slow on startup but can lead to a bit of damage. This normal is good for whiff punishing, but is rarely used in combos. Use this normal safely, as you can get whiff punished for using this normal incorrectly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+3/+6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Very slow on startup and is rarely used in combos. There are better normals to use other than this one, but it is still an ok normal. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description= Another really good normal that shredder has. Fast on startup, but low on damage being a light normal. This normal is one of the go-to normals for poking. It has lots of range and is really fast. This normal is also one of the go-to normals in combos. Overall, this is an amazing normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=80&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Somewhat fast on startup, and an okay move to poke with. This normal has far range for a crouching move and crouching heavy kick. This is another good normal to use in combos as well. The biggest downside to this move is that it is slow in general, but you can get some mileage out of max-range Aura and Knee Crusher cancels&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Another one of shredder really good normals. Slow on recovery, but has far reach for a crouching normal and can lead to a lot of damage potential. Can be buffered into Knee Crush or Aura Crusher and is an amazing whiff punish tool.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= Slow on startup and recovery, but can be used as a niche whiff punish tool. This normal has the most range out of all of shredders normal, but is rarely used in combos. An interesting thing to note is that this is the strongest button in the game, dealing 18 damage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite &lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Does less damage than the heavy version but when spaced out properly, can beat out certain normals and special moves. This move is one of the go-to normals for  jump in combos. Good air-to-air as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Both versions have the same range but the light one does less damage. This normal is rarely used because the heavy version is overall better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=144&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast light air normal. The heavy version is better for jump in combos. Is less used because of the heavy version, but has still has some uses.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=240&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= One of the go-to normals for a jump in combo. This normal can be a good air-to-air normal when spaced out properly as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Has far reach and can beat out a lot of jump in attacks when spaced properly. Both versions can be used as combo starters, but are less commonly used for a combo starter.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The go-to normal for jump in attacks. Has great combo potential and can beat out moves when spaced out properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder AC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder R.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7741</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7741"/>
		<updated>2023-02-20T16:39:49Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Cyber Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Balrog (Boxer) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= Fast light normal. This will be your go-to unorthodox anti-air to get jumpers off of you when you don&#039;t have charge. This normal is rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= This normal has a decent speed, but is still on the slow side. It is great in combos and can stop a lot moves when spaced out properly (Namely Chrome Dome&#039;s crouching hp/crouching hk) This normal is also a good tool for whiff punishing if you want to use lights instead of heavy buttons for less risk. The best thing about this normal is it&#039;s priority. Shredder retains his neutral hurtboxes while his leg has no hurtbox. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= One of shredders best normals. Slow startup but has high potential when used properly. Has far reach and is one of the go-to moves for whiff punishing. This normal is best used for whiff punishing, as you can buffer it into both aura crusher and knee crush. Be careful when throwing this move out, though. Although this move is great for nabbing whiff punishes, its slow on startup makes it vulnerable whiff punishes as well.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of shredder go-to combo starters from a jump in. Has slow startup, being a heavy move, but leads to heavy combo damage. HoopsTheWaffleBurner: For those with violent forward reversals, you can stand outside of its range, bait said reversal, punish it on recovery with this normal, then cancel into Aura or Knee Crusher. This is especially good when pressuring a cornered Raph. I got this from XFORCE!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Slow on startup but can lead to a bit of damage. This normal is good for whiff punishing, but is rarely used in combos. Use this normal safely, as you can get whiff punished for using this normal incorrectly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Very slow on startup and is rarely used in combos. There are better normals to use other than this one, but it is still an ok normal. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Another really good normal that shredder has. Fast on startup, but low on damage being a light normal. This normal is one of the go-to normals for poking. It has lots of range and is really fast. This normal is also one of the go-to normals in combos. Overall, this is an amazing normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=80&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast on startup, and a quick move to poke with. This normal has far range for a crouching move and crouching heavy kick, this move is not slow on startup. Another good normal to use in combos as well. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Another one of shredder really good normals. Slow on startup but has far reach for a crouching normal and can lead to a lot of damage potential. Can be buffered into knee crush or aura crusher and is an amazing whiff punish tool &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Slow on startup, but can be used as a whiff punish tool. This normal has the most range out of all of shredders normals, but is rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Does less damage than the heavy version but when spaced out properly, can beat out certain normals. This normal is one of the go-to normals for a jump in combo. This normal is also a good air-to-air.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Both versions have the same range but the light one does less damage. This normal is rarely used because the heavy version is overall better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=144&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast light air normal. The heavy version is better for jump in combos. Is less used because of the heavy version, but has still has some uses.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=240&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= One of the go-to normals for a jump in combo. This normal can be a good air-to-air normal when spaced out properly as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Has far reach and can beat out a lot of jump in attacks when spaced properly. Both versions can be used as combo starters, but are less commonly used for a combo starter.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The go-to normal for jump in attacks. Has great combo potential and can beat out moves when spaced out properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder AC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder R.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_Tournament_Fighters&amp;diff=7740</id>
		<title>Teenage Mutant Ninja Turtles Tournament Fighters</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Teenage_Mutant_Ninja_Turtles_Tournament_Fighters&amp;diff=7740"/>
		<updated>2023-02-20T16:39:21Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|title=Teenage Mutant Ninja Turtles: Tournament Fighters&lt;br /&gt;
|image=[[Image:TMNTTF_boxart.png|300px]]&lt;br /&gt;
|developer=Konami&lt;br /&gt;
|publisher=Konami&lt;br /&gt;
|producer=Kuniaki Kinoshita, Kazuhiro Aoyama&lt;br /&gt;
|designer=Takemasa Miyoshi&lt;br /&gt;
|released={{Region|USA|December 1993|Japan|December 3, 1993|Europe|December 1993}}&lt;br /&gt;
|standard=US, Championship Edition	&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Another day for the Turtles as they watch TV. They saw an advertisement promoting &amp;quot;The Tournament Fighters&amp;quot; had open entries. Curious about Shredder&#039;s appearance in it, as well as seeing their friend April covering the show, Splinter somehow signs them up behind their backs. Taking on the challenge, they fight to see who is the best. What is ironic is that they are the only new entrants from that advert if you don&#039;t want to count Rat King and Karai who apparently have been part of the tournament before.&lt;br /&gt;
The Story mode kidnaps April and Splinter as the Turtles try to uncover and foil Shredder&#039;s plot, while Tournament mode has April on the screen between every fight.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
This game was made a few years in during the &#039;&#039;Street Fighter II&#039;&#039; craze, so the bar was pretty high. The SNES version happens to hold up the best even to this day. It takes a lot of cues from console &#039;&#039;Street Fighter II&#039;&#039;. There are a few features in this game that help set this game apart from others including the Mutagen meter/super moves, damage decay, a full presentation for singleplayer modes, and the ability to watch matches.&lt;br /&gt;
&lt;br /&gt;
This game might not fare as well as the arcade masterpieces, but it holds up surprisingly well on its own for what it is. The amount of game-breaking tricks is relatively minimal. While not well-balanced, the bosses are the only jank present. The game is fast, controls well, and combos do exist. Comparing this to the heap of trash that is the Genesis version shows just how much effort was put into each game.&lt;br /&gt;
&lt;br /&gt;
The reason most of the stages are banned is because of lag. In all but six of the stages, the color-changing effect generates lag for whatever odd reason. Karai&#039;s stage also generates lag each frame the helicopter moves up and down. As for two of them (Noh Stage and Back Alley), their different sizes give unique advantages to certain characters. That leaves only three stages legal.&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
* Directional commands are listed assuming your character is facing right onscreen. [[File:B.png]] and [[File:F.png]] are reversed if you&#039;re facing the other direction.&lt;br /&gt;
&#039;&#039;&#039;Basic Controls&#039;&#039;&#039;&lt;br /&gt;
[[File:U.png]] - Jump&lt;br /&gt;
&lt;br /&gt;
[[File:B.png]] - Retreat (guard during enemy attack)&lt;br /&gt;
&lt;br /&gt;
[[File:D.png]] - Crouch &lt;br /&gt;
&lt;br /&gt;
[[File:DB.png]] - Guard low (during enemy attack)&lt;br /&gt;
&lt;br /&gt;
[[File:B.png]][[File:D.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:F.png]] - Advance&lt;br /&gt;
&lt;br /&gt;
Y button - [[File:LP.png]]&lt;br /&gt;
&lt;br /&gt;
X button - [[File:HP.png]]&lt;br /&gt;
&lt;br /&gt;
B button - [[File:LK.png]]&lt;br /&gt;
&lt;br /&gt;
A button - [[File:HK.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Universal Controls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:F.png]]+[[File:HP.png]] or [[File:HK.png]] or [[File:LP.png]] - Throw Forward&lt;br /&gt;
&lt;br /&gt;
[[File:B.png]]+[[File:HP.png]] or [[File:HK.png]] or [[File:LP.png]] - Throw Backward&lt;br /&gt;
&lt;br /&gt;
[[File:HP.png]]+[[File:HK.png]] - Ultimate Attack (requires full meter)&lt;br /&gt;
&lt;br /&gt;
==Playable Characters==&lt;br /&gt;
&lt;br /&gt;
*[[Armaggon (TF)|Armaggon]]&lt;br /&gt;
*[[Aska (TF)|Aska]]&lt;br /&gt;
*[[Chrome Dome (TF)|Chrome Dome]]&lt;br /&gt;
*[[Donatello (TF)|Donatello]]&lt;br /&gt;
*[[Karai (TF)|Karai]] (Not Tournament Legal)&lt;br /&gt;
*[[Leonardo (TF)|Leonardo]]&lt;br /&gt;
*[[Michelangelo (TF)|Michelangelo]]&lt;br /&gt;
*[[Raphael (TF)|Raphael]]&lt;br /&gt;
*[[Rat King (TF)|Rat King]] (Not Tournament Legal)&lt;br /&gt;
*[[Shredder (TF)|Shredder]]&lt;br /&gt;
*[[War (TF)|War]]&lt;br /&gt;
*[[Wingnut (TF)|Wingnut]]&lt;br /&gt;
&lt;br /&gt;
==Stages==&lt;br /&gt;
&lt;br /&gt;
*[[Back Alley (TF)|Back Alley]] (Not Tournament Legal)&lt;br /&gt;
*[[Cafeteria (TF)|Cafeteria]] (Not Tournament Legal)&lt;br /&gt;
*[[Metal Works (TF)|Metal Works]] (Not Tournament Legal)&lt;br /&gt;
*[[Metro Train (TF)|Metro Train]] (Not Tournament Legal)&lt;br /&gt;
*[[Mt. Olympus (TF)|Mt. Olympus]]&lt;br /&gt;
*[[Art Museum (TF)|Art Museum]] (Not Tournament Legal)&lt;br /&gt;
*[[Noh-Stage(TF)|Noh-Stage]] (Not Tournament Legal)&lt;br /&gt;
*[[Pirate Ship (TF)|Pirate Ship]]&lt;br /&gt;
*[[Scrapyard (TF)|Scrapyard]]&lt;br /&gt;
*[[Sky Palace (TF)|Sky Palace]] (Not Tournament Legal)&lt;br /&gt;
*[[Studio 6(TF)|Studio 6]] (Not Tournament Legal)&lt;br /&gt;
*[[Thunder Dome (TF)|Thunder Dome]] (Not Tournament Legal)&lt;br /&gt;
&lt;br /&gt;
==Tier List==&lt;br /&gt;
&lt;br /&gt;
{{TierList&lt;br /&gt;
|OP-name=Boss&lt;br /&gt;
|OP-tier=&lt;br /&gt;
[[Image:KaraiPortrait.png|link=Karai (TF)]][[Image:RatkingPortrait.png|link=Rat King (TF)]]&lt;br /&gt;
|S-name=Top&lt;br /&gt;
|S-tier=&lt;br /&gt;
[[Image:ArmaggonPortrait.png|link=Armaggon (TF)]]&lt;br /&gt;
|B-name=High&lt;br /&gt;
|B-tier=[[Image:ChromeDomePortrait.png|link=Chrome Dome (TF)]][[Image:ShredderPortrait.png|link=Shredder (TF)]][[Image:RaphaelPortrait.png|link=Raphael (TF)]][[Image:WingnutPortrait.png|link=Wingnut (TF)]]&lt;br /&gt;
|C-name=Mid&lt;br /&gt;
|C-tier=[[Image:DonPortrait.png|link=Donatello (TF)]][[Image:MikeyPortrait.png|link=Michelangelo (TF)]]&lt;br /&gt;
|D-name=Low&lt;br /&gt;
|D-tier=[[Image:AskaPortrait.png|link=Aska (TF)]][[Image:LeoPortrait.png|link=Leonardo (TF)]]&lt;br /&gt;
|E-name=Bottom&lt;br /&gt;
|E-tier=[[Image:WarPortrait.png|link=War (TF)]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Data Arsenal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Calculation&#039;&#039;&#039; Damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Calculation - Entering Critical Health&#039;&#039;&#039; Health = 24 - ((Damage + 24 - Health) / 2 Rounded Down, Minimum of 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Calculation - Critical Health&#039;&#039;&#039; Damage / 2 Rounded Down, Minimum of 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chip Damage Calculation&#039;&#039;&#039; Damage / 4 Rounded Down&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chip Damage Calculation - Critical Health&#039;&#039;&#039; Damage / 8 Rounded Down&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pre-Jump Speeds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Falling Speeds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mutant Warriors==&lt;br /&gt;
&lt;br /&gt;
Regional differences between the two versions:&lt;br /&gt;
&lt;br /&gt;
* Pitch shift for various voice clips including the announcer, the Turtles and Armaggon&lt;br /&gt;
** The Turtles also have different voice clips (such as when KOed)&lt;br /&gt;
* Aska sprite changes&lt;br /&gt;
* Character art changes&lt;br /&gt;
** Donatello&#039;s, Aska&#039;s, Wingnut&#039;s, Chrome Dome&#039;s and Karai&#039;s mini portraits altered&lt;br /&gt;
* The Turtles&#039; blimp in Story mode is altered to resemble the 1987 animated series version&lt;br /&gt;
* Studio 6 stage has breakable walls with an extended stage available on either side&lt;br /&gt;
* Alternate color can be selected with the Start button&lt;br /&gt;
* Group Battle mode (unlockable via [[Teenage_Mutant_Ninja_Turtles_Tournament_Fighters#Cheat_Codes|a cheat code]])&lt;br /&gt;
* Various tweaks to improve Aska, including her double-hit DP&lt;br /&gt;
&lt;br /&gt;
==Championship Edition==&lt;br /&gt;
Championship Edition is an ongoing patch project for Teenage Mutant Ninja Turtles Tournament Fighters that adds additional content and features while leaving gameplay untouched.&lt;br /&gt;
&lt;br /&gt;
Latest official patch: [https://www.dropbox.com/sh/f3dhctd9la2i7q9/AAACj64cUDb9i5fCbZ1pZpnda Teenage Mutant Ninja Turtles Tournament Fighters Championship Edition 1.03a]&lt;br /&gt;
&lt;br /&gt;
Current changes include:&lt;br /&gt;
*Tournament settings set by default&lt;br /&gt;
*All locked options, characters and stages unlocked by default&lt;br /&gt;
*Color selection using L or R at the Character Select Screen&lt;br /&gt;
*Over 100 new character colors&lt;br /&gt;
*Improved Menus&lt;br /&gt;
&lt;br /&gt;
Known issues include:&lt;br /&gt;
*All extra palettes reuse P2&#039;s projectile colors&lt;br /&gt;
*Raphael&#039;s Genesis clone color has an error on the results screen&lt;br /&gt;
*Tourney version:&lt;br /&gt;
**Impossible to play Tournament mode (this will be fixed)&lt;br /&gt;
**Demo mode unlocks stage selection temporarily&lt;br /&gt;
&lt;br /&gt;
Future improvements include:&lt;br /&gt;
*Removing lag from stages and the health bar&lt;br /&gt;
*Homogenized Stages option allowing the use of abnormally sized stages in tournament play&lt;br /&gt;
&lt;br /&gt;
==Future Balance Patch==&lt;br /&gt;
Planned improvements include:&lt;br /&gt;
*Fixing up the Turtles and War:&lt;br /&gt;
**Throws don&#039;t reset their dizzy&lt;br /&gt;
**The throw loops only they cannot block&lt;br /&gt;
*Fixing Shredder, Aska, and Armaggon:&lt;br /&gt;
**The one frame at the end of crouch stun where they cannot block&lt;br /&gt;
**Removing full invulnerability while in prejump/landing&lt;br /&gt;
**They cannot stand during crouch block without releasing back&lt;br /&gt;
*Allow LP+LK specials while crouched&lt;br /&gt;
&lt;br /&gt;
==Cheat Codes==&lt;br /&gt;
Cheat codes are input at the title screen using Player 2&#039;s controller.&lt;br /&gt;
*X, Up, Y, Left, B, Down, A, Right, X, Up - Unlock 2 characters: Rat King &amp;amp; Karai&lt;br /&gt;
*L, R, L, R, L, R, A - Unlock 2 stages: Studio 6 &amp;amp; Metro Train&lt;br /&gt;
*B, B, B, A, A, A, X, X, X, X, X, X, X - Unlock 10 Credits option&lt;br /&gt;
*Up, Up, Down, Down, Left, Right, Left, Right, B, A - Unlock Hi-Speed 3 option&lt;br /&gt;
*Up, Left, Down, Right, X, Y, B, A, X, Y, B, A, X - Enable Ultimate Attacks in Story Mode&lt;br /&gt;
*(&#039;&#039;Mutant Warriors&#039;&#039; only) Up, Up, Down, Down, Left, Right, Left, Right, L, R - Unlock Group Battle modes &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7739</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7739"/>
		<updated>2023-02-20T16:37:19Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Balrog (Boxer) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= Fast light normal. This will be your go-to unorthodox anti-air to get jumpers off of you when you don&#039;t have charge. This normal is rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description= This normal has a decent speed, but is still on the slow side. It is great in combos and can stop a lot moves when spaced out properly (Namely Chrome Dome&#039;s crouching hp/crouching hk) This normal is also a good tool for whiff punishing if you want to use lights instead of heavy buttons for less risk. The best thing about this normal is it&#039;s priority. Shredder retains his neutral hurtboxes while his leg has no hurtbox. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description= One of shredders best normals. Slow startup but has high potential when used properly. Has far reach and is one of the go-to moves for whiff punishing. This normal is best used for whiff punishing, as you can buffer it into both aura crusher and knee crush. Be careful when throwing this move out, though. Although this move is great for nabbing whiff punishes, its slow on startup makes it vulnerable whiff punishes as well.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of shredder go-to combo starters from a jump in. Has slow startup, being a heavy move, but leads to heavy combo damage. HoopsTheWaffleBurner: For those with violent forward reversals, you can stand outside of its range, bait said reversal, punish it on recovery with this normal, then cancel into Aura or Knee Crusher. This is especially good when pressuring a cornered Raph. I got this from XFORCE!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=14&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Slow on startup but can lead to a bit of damage. This normal is good for whiff punishing, but is rarely used in combos. Use this normal safely, as you can get whiff punished for using this normal incorrectly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Very slow on startup and is rarely used in combos. There are better normals to use other than this one, but it is still an ok normal. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Another really good normal that shredder has. Fast on startup, but low on damage being a light normal. This normal is one of the go-to normals for poking. It has lots of range and is really fast. This normal is also one of the go-to normals in combos. Overall, this is an amazing normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=80&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast on startup, and a quick move to poke with. This normal has far range for a crouching move and crouching heavy kick, this move is not slow on startup. Another good normal to use in combos as well. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Another one of shredder really good normals. Slow on startup but has far reach for a crouching normal and can lead to a lot of damage potential. Can be buffered into knee crush or aura crusher and is an amazing whiff punish tool &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Slow on startup, but can be used as a whiff punish tool. This normal has the most range out of all of shredders normals, but is rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Does less damage than the heavy version but when spaced out properly, can beat out certain normals. This normal is one of the go-to normals for a jump in combo. This normal is also a good air-to-air.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Both versions have the same range but the light one does less damage. This normal is rarely used because the heavy version is overall better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=144&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast light air normal. The heavy version is better for jump in combos. Is less used because of the heavy version, but has still has some uses.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=240&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= One of the go-to normals for a jump in combo. This normal can be a good air-to-air normal when spaced out properly as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Has far reach and can beat out a lot of jump in attacks when spaced properly. Both versions can be used as combo starters, but are less commonly used for a combo starter.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The go-to normal for jump in attacks. Has great combo potential and can beat out moves when spaced out properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder AC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder R.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7738</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7738"/>
		<updated>2023-02-20T16:26:51Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Balrog (Boxer) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast light normal. This will be your go-to unorthodox anti-air to get jumpers off of you when you don&#039;t have charge. This normal is rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This normal has a decent speed, is great in combos and can stop a lot moves when spaced out properly (Namely Chrome Dome&#039;s crouching hp/crouching hk) This normal is also a good tool for whiff punishing if you want to use lights instead of heavy buttons for less risk. The best thing about this normal is it&#039;s priority. Shredder retains his neutral hurtboxes while his leg has no hurtbox. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= One of shredders best normals. Slow startup but has high potential when used properly. Has far reach and is one of the go-to moves for whiff punishing. This normal is best used for whiff punishing, as you can buffer it into both aura crusher and knee crush. Be careful when throwing this move out, though. Although this move is great for nabbing whiff punishes, its slow on startup makes it vulnerable whiff punishes as well.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=One of shredder go-to combo starters from a jump in. Has slow startup, being a heavy move, but leads to heavy combo damage. HoopsTheWaffleBurner: For those with violent forward reversals, you can stand outside of its range, bait said reversal, punish it on recovery with this normal, then cancel into Aura or Knee Crusher. This is especially good when pressuring a cornered Raph. I got this from XFORCE!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Slow on startup but can lead to a bit of damage. This normal is good for whiff punishing, but is rarely used in combos. Use this normal safely, as you can get whiff punished for using this normal incorrectly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Very slow on startup and is rarely used in combos. There are better normals to use other than this one, but it is still an ok normal. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Another really good normal that shredder has. Fast on startup, but low on damage being a light normal. This normal is one of the go-to normals for poking. It has lots of range and is really fast. This normal is also one of the go-to normals in combos. Overall, this is an amazing normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=80&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast on startup, and a quick move to poke with. This normal has far range for a crouching move and crouching heavy kick, this move is not slow on startup. Another good normal to use in combos as well. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Another one of shredder really good normals. Slow on startup but has far reach for a crouching normal and can lead to a lot of damage potential. Can be buffered into knee crush or aura crusher and is an amazing whiff punish tool &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Slow on startup, but can be used as a whiff punish tool. This normal has the most range out of all of shredders normals, but is rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Does less damage than the heavy version but when spaced out properly, can beat out certain normals. This normal is one of the go-to normals for a jump in combo. This normal is also a good air-to-air.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Both versions have the same range but the light one does less damage. This normal is rarely used because the heavy version is overall better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=144&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast light air normal. The heavy version is better for jump in combos. Is less used because of the heavy version, but has still has some uses.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=240&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= One of the go-to normals for a jump in combo. This normal can be a good air-to-air normal when spaced out properly as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Has far reach and can beat out a lot of jump in attacks when spaced properly. Both versions can be used as combo starters, but are less commonly used for a combo starter.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The go-to normal for jump in attacks. Has great combo potential and can beat out moves when spaced out properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder AC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder R.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7737</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7737"/>
		<updated>2023-02-20T16:07:09Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Boxer (Balrog) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast light normal. This will be your go-to unorthodox anti-air to get jumpers off of you when you don&#039;t have charge. This normal is rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This normal has a decent speed, is great in combos and can stop a lot moves when spaced out properly (Namely Chrome Dome&#039;s crouching hp/crouching hk) This normal is also a good tool for whiff punishing if you want to use lights instead of heavy buttons for less risk. The best thing about this normal is it&#039;s priority. Shredder retains his neutral hurtboxes while his leg has no hurtbox. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= One of shredders best normals. Slow startup but has high potential when used properly. Has far reach and is one of the go-to moves for whiff punishing. This normal is best used for whiff punishing, as you can buffer it into both aura crusher and knee crush. Be careful when throwing this move out, though. Although this move is great for nabbing whiff punishes, its slow on startup makes it vulnerable whiff punishes as well.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=One of shredder go-to combo starters from a jump in. Has slow startup, being a heavy move, but leads to heavy combo damage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Slow on startup but can lead to a bit of damage. This normal is good for whiff punishing, but is rarely used in combos. Use this normal safely, as you can get whiff punished for using this normal incorrectly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Very slow on startup and is rarely used in combos. There are better normals to use other than this one, but it is still an ok normal. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Another really good normal that shredder has. Fast on startup, but low on damage being a light normal. This normal is one of the go-to normals for poking. It has lots of range and is really fast. This normal is also one of the go-to normals in combos. Overall, this is an amazing normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=80&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast on startup, and a quick move to poke with. This normal has far range for a crouching move and crouching heavy kick, this move is not slow on startup. Another good normal to use in combos as well. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Another one of shredder really good normals. Slow on startup but has far reach for a crouching normal and can lead to a lot of damage potential. Can be buffered into knee crush or aura crusher and is an amazing whiff punish tool &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Slow on startup, but can be used as a whiff punish tool. This normal has the most range out of all of shredders normals, but is rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Does less damage than the heavy version but when spaced out properly, can beat out certain normals. This normal is one of the go-to normals for a jump in combo. This normal is also a good air-to-air.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Both versions have the same range but the light one does less damage. This normal is rarely used because the heavy version is overall better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=144&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast light air normal. The heavy version is better for jump in combos. Is less used because of the heavy version, but has still has some uses.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=240&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= One of the go-to normals for a jump in combo. This normal can be a good air-to-air normal when spaced out properly as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Has far reach and can beat out a lot of jump in attacks when spaced properly. Both versions can be used as combo starters, but are less commonly used for a combo starter.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The go-to normal for jump in attacks. Has great combo potential and can beat out moves when spaced out properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder AC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder R.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7736</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7736"/>
		<updated>2023-02-20T15:41:45Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Boxer (Balrog) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast light normal. Rarely used by shredder players but can be used as an anti air sometimes. This normal is also rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This normal has a decent speed, is great in combos and can stop certain moves when spaced out properly( Chrome Dome&#039;s crouching hp/ crouching hk.) This normal is also a good tool for whiff punishing if you want to use lights instead of heavy buttons for less risk.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= One of shredders best normals. Slow startup but has high potential when used properly. Has far reach and is one of the go-to moves for whiff punishing. Be careful when putting this move out. This normal is best used for whiff punishing, as you can buffer it into both aura crusher and knee crush. This move is great at nabbing whiff punishes but is slow on startup, which can get you whiff punished.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=One of shredder go-to combo starters from a jump in. Has slow startup, being a heavy move, but leads to heavy combo damage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Slow on startup but can lead to a bit of damage. This normal is good for whiff punishing, but is rarely used in combos. Use this normal safely, as you can get whiff punished for using this normal incorrectly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Very slow on startup and is rarely used in combos. There are better normals to use other than this one, but it is still an ok normal. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Another really good normal that shredder has. Fast on startup, but low on damage being a light normal. This normal is one of the go-to normals for poking. It has lots of range and is really fast. This normal is also one of the go-to normals in combos. Overall, this is an amazing normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=80&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast on startup, and a quick move to poke with. This normal has far range for a crouching move and crouching heavy kick, this move is not slow on startup. Another good normal to use in combos as well. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Another one of shredder really good normals. Slow on startup but has far reach for a crouching normal and can lead to a lot of damage potential. Can be buffered into knee crush or aura crusher and is an amazing whiff punish tool &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Slow on startup, but can be used as a whiff punish tool. This normal has the most range out of all of shredders normals, but is rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Does less damage than the heavy version but when spaced out properly, can beat out certain normals. This normal is one of the go-to normals for a jump in combo. This normal is also a good air-to-air.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Both versions have the same range but the light one does less damage. This normal is rarely used because the heavy version is overall better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=144&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast light air normal. The heavy version is better for jump in combos. Is less used because of the heavy version, but has still has some uses.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=240&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= One of the go-to normals for a jump in combo. This normal can be a good air-to-air normal when spaced out properly as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Has far reach and can beat out a lot of jump in attacks when spaced properly. Both versions can be used as combo starters, but are less commonly used for a combo starter.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The go-to normal for jump in attacks. Has great combo potential and can beat out moves when spaced out properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder AC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder R.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Raphael_(TF)&amp;diff=7735</id>
		<title>Raphael (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Raphael_(TF)&amp;diff=7735"/>
		<updated>2023-02-20T15:23:24Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Raphael&lt;br /&gt;
|image=[[Image:RTFp.png]]&lt;br /&gt;
|charheight=5&#039;8&amp;quot;&lt;br /&gt;
|charweight=170 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=15&lt;br /&gt;
|birthplace=Shelly&#039;s Pet City, New Hampshell&lt;br /&gt;
|weapons=Sai&lt;br /&gt;
|activities=Solitude, sarcastic joking with friends&lt;br /&gt;
|goals=He wants to purchase gifts for all of his friends. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Being an M.Bison with a fireball, Raphael is in no doubt one of the better characters in the game and is prevalent in the meta. With a top tier projectile game with Jamboree that is only rivaled by the likes of Armaggon, a swift &amp;amp; deadly Chestbuster that clips through projectiles and a Power Drill that can threaten to trap opponents who lack effective reversals such as Donatello, Wingnut, War &amp;amp; C.dome, Raphael is able to dominate a match in little time! Packed with great normals as well, particularly his cr.LK, Raphael is equipped to turn on the offensive pressure at practically all times and confirm into his game-winning blows. Do keep in mind however, Raphael does have a few minor weaknesses to watchout for, as similar to Michelangelo, he gets dizzied rather easily. He is also rather limited when backed into a corner, as he lacks the options Michelangelo &amp;amp; Leonardo have in their abilities to mixup their reversals. A Chestbuster reversal against a seasoned opponent will be readily blocked and punished with a throw right back in the corner where Raphael doesn&#039;t want to be in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech ==&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Power Drill tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As stated below, Power Drill is a deadly offensive attack that allows you to get safe damage and keep a lot of turns. Here are some ways to really take advantage of it:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Drill throw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A correctly spaced Drill will net you the ability to swiftly throw most opponents for free afterwards. &lt;br /&gt;
&lt;br /&gt;
[[ File:RPDT.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Power Drill Charge Oddity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you do a correctly spaced Power Drill, then hold back immediately, you can do any of Raph&#039;s charge moves without pressing forward if you time the button press perfectly. Doing Chest Buster will lead to an unblockable against Shredder, Aska, and Armaggon. It is theorized that this happens because the charge doesn&#039;t freeze when the game does. This doesn&#039;t seem to happen in the left corner.&lt;br /&gt;
&lt;br /&gt;
[[ File:RCNF.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Cheap Stuff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Being a character with a lot of top-tier privilege, it is no surprise that Raph has many cheesy tricks up his sleeve. Here are some:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Throw Loop Option Select&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On a downed cornered opponent, throw a Jamboree slightly before they wake-up. It should be done in a way that if they block it, it should appear to collide in the middle or behind them. After this is blocked, it becomes impossible to reverse properly, as you will be throwing them OUT of blockstun. This can only be escaped if you mistime a Jamboree or throw, the opponent does an invincible reversal before the Jamboree hits them, or the opponent takes the hit. The thing that makes this setup nasty, is that Raph will have time to simply sweep the opponent if they try to take the hit because of Jamboree&#039;s fantastic recovery, allowing the sequence to start over again. Abuse this to master the timing, as you can easily take rounds from this alone!&lt;br /&gt;
&lt;br /&gt;
[[ File:RFBOS.gif  ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Drill Cross-up&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re familiar with Dictator in some iterations of SF2, this should be pretty familiar. If Power Drill is timed correctly and causes a side switch before the opponent wakes-up, it will have to be blocked in the opposite direction, otherwise, it will be unblockable. This is much easier to set up in the corner, and can get you some cheap free damage against players who don&#039;t know it&#039;s coming. From HoopsTheWaffleBurner: I play a lot of experienced players who still forget to look out for this one. On top of that, it&#039;s hard to reverse out of properly, and if you don&#039;t, Raph is completely safe. It&#039;s just plain unfair! Be mindful of its inconsistencies, though. The turtles are immune to this cross-up in the corner and can block it either way, but are vulnerable in neutral. Shredder is vulnerable to this in neutral, and in the right corner, but is immune to it in the left corner. Wing Nut is immune to the cross-up in neutral but is vulnerable in the right corner. Aska is immune to this in neutral and in the left corner but is vulnerable in the right corner. Chrome Dome is vulnerable in neutral and in the right corner but is immune to it in the left corner. War is 100% immune to this cross-up. This is possible in the corner with light Drill, but it is MUCH harder to pull off due to picky timing and the fact that it has to be stored.&lt;br /&gt;
&lt;br /&gt;
[[ File:RPDCU.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;&amp;quot;Overheads&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Raph has a handful of useful &amp;quot;overheads&amp;quot; against crouching Askas and Armaggons. These are not to be confused with the unlockables that are possible on Aska, Armaggon, AND Shredder. All of these can be canceled into Chest Buster for deadly dizzy opportunities. &lt;br /&gt;
&lt;br /&gt;
[[ File:RSOHG.gif ]]&lt;br /&gt;
&lt;br /&gt;
The overheads are: Cr.lp into st.lp, two cr.lps into st.lp, cr.lp into CPS chained cr.hp, and cr.lk into CPS chained cr.hp respectively &lt;br /&gt;
&lt;br /&gt;
[[ File:RAOHG.gif ]]&lt;br /&gt;
&lt;br /&gt;
The overheads are: Cr.lp into st.lp, close st.lk into st.lp, and cr.lk into CPS chained standing lp respectively. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  2 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :   576 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph far st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Identical to Mike&#039;s far standing light punch. It&#039;s a slow hook with decent priority. Most of its usage comes from the overheads and unblockables it can cause on Shredder, Aska, and Armaggon.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Raph close st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close standing light punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C//N/S&lt;br /&gt;
 |description=A quick elbow. This is a mostly forgotten normal, mainly because of its relatively strict proximity. Its quick startup allows this to be a niche non-commital anti-air in some situations, but Raph has better options. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph far st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C/N&lt;br /&gt;
 |description=Raph shares this normal with Leo. This a great poke up-close, and a good button to keep aggressive characters at bay in neutral.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph close st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C?N&lt;br /&gt;
 |description=A chainable low attack that is decent for tick throws. Raph gets more mileage out of this normal than Leo and Don because of his better offense. From HoopsTheWaffleBurner: This is a great sneaky move. After dizzy punishing my opponent, I like to jump with a normal and time it so it LOOKS like it will hit, but doesn&#039;t. This can elicit a high-guard from the opponent, preventing them from blocking this normal, and allowing you to start another combo.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=-2/+1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Raph&#039;s best far anti-air. Raph&#039;s lowered hurtbox and range allow you to get lucky trades, it also makes this good as a last-second poke. Something to keep note of is that because of this normal, Raph is one of the few characters who has little trouble punishing Chrome Dome&#039;s dive with a trade anti-air when zoning.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=7&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=Your go-to up-close pressure tool. Canceling it into Powerdrill and Jamboree nets you a lot of chances to keep pressure going and harass the opponent. This is also a great anti-air to deal with close jumps. When right next to other turtles, Chrome Dome, and Armaggon facing right, this will grant you a true string when canceled into heavy Power Drill.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=-3/0&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=A working anti-air that every turtle has. Although the priority is average, it is one of Raph&#039;s most consistent anti-airs. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=10&lt;br /&gt;
 |active=2[1]5&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=192/160/336&lt;br /&gt;
 |hitadvan=	+5/+8&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A weird two hitting normal. This doesn&#039;t see much usage, but you don&#039;t get punished for having it blocked. This sets up an unblockable against a crouching Aska and Armaggon when done into cr.hk. Regardless, Raph has better options. The hitstun listed above is the stun of the first hit, second hit, and both hits respectively. Keep in mind that this move only hits once against crouhcers and War, the only exceptions to this are Shredder and Wing Nut, who will always get hit twice no matter how they&#039;re blocking.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=Disturbingly underrated move. Although this normal isn&#039;t a low, has less range, and is slower than cr.lk, it has much better priority (Raph&#039;s arm and sai are completely invincible) stun, and has a higher-positioned hitbox. This makes it a better non-commital normal for punishing advances and attacks. It is especially good at calling out Aura Crusher. Although the move doesn&#039;t combo into itself on HS1, it can chain into cr.lk, allowing you to rack up high-stun combos from afar if need be. The cr.lk propaganda is easy to get lost in, but DO NOT sleep on this normal!&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Raph cr.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=Raph&#039;s infamous hyper normal. This is an amazing poke in neutral because it allows you to call out moves and button presses and end the combo with a swift Chest Buster. Never be afraid to abuse this move to catch the opponent when they&#039;re not blocking. The only lackluster things about this normal are its below-average stun and very mediocre priority. From HoopsTheWaffleBurner: When getting an advantaged airborne hit in the corner, I like to wait at the bottom, start cr.lk&#039;ing as soon the opponent lands, then finish it off with a heavy Chest Buster if they don&#039;t block. If done successfully (and without the opponent reversing), it will grant you a nice amount of stun but will put you in the corner, the opponent&#039;s knockdown will give you enough time to jump out, but keep that in mind. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=Fantastic anti-air with amazing priority. The priority on this normal is so good that at worst, the opponent will trade after jumping in. This is similar to Ryu&#039;s cr.hp in the various versions of Street Fighter 2 in the sense that it&#039;s great at controlling vertical space, but not so good at controlling horizontal space. Make sure to always switch this up with other anti-airs depending on where you are, and where the opponent jumps. Since this is special cancelable move, you can bee sneaky and cancel it into Jamboree when need be.&lt;br /&gt;
}} &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph cr.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=9&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitstun=192&lt;br /&gt;
 |hitadvan=KD/+1&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=A sweep he shares with Leo. Not as much range as you&#039;d like, BUUUT canceling it into Power Drill offers an immense amount of pressure and offensive advantage. Canceling this into Jamboree is also a good option, but the inputs required to pull it off are a bit strict.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph j.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=Infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Universal turtle normal. This move has infinite frames despite the animation implying that it ends.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph BF.png &lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Belly Flop (Down+LP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=Infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The universal command aerial all turtles have. It&#039;s the best lingering aerial they have though its priority can be questioned. Raph gets a lot more usage out of this normal due to his far-reaching cr.lk, but remember to switch it up with his other jumping normals.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph dj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=Infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A short-range move with low priority that all the turtles have. JHK, JHP, and belly flop should be used instead.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=Infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Tons of active frames, but belly flop should be used over this due to its longer range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph j.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=192&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=This is a good jump-in for dizzy punishes and stun fishing. It is also a good air-to-air in certain situations, but its priority can definitely be questioned. From HoopsTheWaffleBurner: This normal is a weird one. Its priority is good enough, most of Raph&#039;s arm is completely invincible. Despite this, it is a rather picky normal. Because of this, I think it&#039;s best to use it as an offensive jump-in as opposed to something you want to just throw out immediately after jumping.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph dj.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Great as a crossup move. Because it has higher stun than j.hp, it can be a better combo starter.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=160&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=This move&#039;s high hitbox makes it a very situational normal, working in situations like beating War&#039;s DFA&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph LH Chest Buster.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chest Buster &lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=3&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitstun=384&lt;br /&gt;
 |hitadvan=KD/-1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A swift and deadly move that works great to clip through fireballs, reversal, and end combos. The only difference between light and heavy Chest Buster is the trajectory: heavy has a much farther vertical trajectory than light. Generally, you want to use light Buster for safe strings and when you want to stay out of the corner for dizzy punishes. Heavy Buster is for far combo-enders and reversals. Up close, this is only punishable via a throw, but be careful. Characters like Armaggon and Chrome Dome can end the match after blocking it once. Luckily, they are the only characters who can really punish it hard, but never get too greedy with this move regardless. Blocked Chest Busters can put you in the corner, or BACK in it depending on the situation and where you used it. This is a place Raph doesn&#039;t want to be in, as he&#039;ll be forced to guess again. Avid Raph&#039;s should absolutely make Chest Buster a big part of their game plan, but know when and when not to use it. This is an amazing move, but seasoned players will know when to look out for it, and how and exploit it. Be smart with it. From HoopsTheWaffleBurner: As much as I hate to say it, yes, throwing this move out randomly will work sometimes and will put you in an extremely advantaged state. Do I recommend it? Only in these two situations: When you know for a fact that the opponent is close to being stunned, or when you have a good amount of health left and are in a bad situation. Both of these do not apply when you&#039;re facing Armaggon and Chrome Dome, but sometimes risky plays can work out (if you&#039;re really, really lucky). As hinted at before, Chest Buster is NOT punishable from all ranges, and this applies even when you&#039;re close. I like to string normals into each other and end it off with a Chest Buster positioned just right to the point where it&#039;s just outside of my opponent&#039;s throw range. After this, I usually throw out a normal to call out their button press as a result of their failed throw attempt. Mastering this requires throw range knowledge; remember that War and Armaggon have above-average throw range, making this strategy a lot riskier and harder to do against them. It is much safer to pull this off with Light Chest Buster. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph Jamboree.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jamboree&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=19&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitstun=320&lt;br /&gt;
 |hitadvan=+13/+16&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Commonly regarded as one of the best fireballs in the game, and for good reason. It has a great hit advantage and insanely good recovery, making it work great as both a defensive AND offensive fireball. Raph&#039;s plan with this fireball is to function as sort of a sniper: stay near fullscreen, chuck them safely, and bait approaches. The fireball is too small for it to carry you to victory alone, so always make sure to abuse your anti-airs in case the opponent jumps in on you. Up close, you want to use this to solidify your pressure. Cancel normals into it, walk forward, and continue the harassment. One of the infamous problems with Jamboree is that it has very slow startup. To work around this, only use it when you&#039;re advantaged or far away. Using it mid-screen will be too risky most of the time.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph LH Powerdrill.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Power Drill (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=8[1]*2&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=KD/+6&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The light Psycho Crusher. This is good as a subtle way to advance across the screen while having a hitbox to back you up. Keep in mind that his doesn&#039;t cause a side-switch crossup like heavy Power Drill. From HoopsTheWaffleBurner: In general, this move is outclassed by heavy Power Drill. However, it may work better as a pressure tool in certain situations as it doesn&#039;t cross up. I tend to use this after a crouching light kick done close, start stringing with lk again, do PD again, then start more pressure.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph LH Powerdrill.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Power Drill (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=8[1]*4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=KD/+6&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The heavy Psycho Crusher. This is your main pressure tool in neutral, and it is great for closing the gap and harassing. Like its light counterpart, the drawback of this move is its lackluster priority. Most normals can beat Raph out of it easily, and because of this, you want to cancel normals into it rather than throw it out. The side switch leaves Raph very advantageous, and when done right, he&#039;ll be able to throw for free; allowing you to continue your pressure. From HoopsTheWaffleBurner: As mentioned before, this move&#039;s priority isn&#039;t the best. When canceled from normals, seasoned players will be able to identify the gap and punish you accordingly. HOWEVER, characters with lackluster reversals (or none at all) will be forced to poke you out with a normal. Most of the time, this will lead to a trade and put you both fullscreen. This allows you to start zoning automatically. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Raph UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Energy Spray&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=32&lt;br /&gt;
 |active=42&lt;br /&gt;
 |recovery-whiff=34&lt;br /&gt;
 |hitstun=384 for every fireball&lt;br /&gt;
 |hitadvan=Dizzy/+9&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=One of the better supers in the game. Similar to Leo&#039;s super in the sense that it&#039;s very setup-heavy. Every fireball counts, and you want to position it in a way that you&#039;re close enough to allow all or most of the fireballs to hit, but too far for the opponent to punish you when landing. Never throw this out in the opponent&#039;s face. Experienced opponents will be able to walk forward, dodge the fireballs, and punish you when you land. Knowledge of the roster&#039;s ways to dodge it is required to make this super work best. The turtles are immune to this super from everywhere because they are capable of stringing backflips together, and when positioned just right, Shredder can either reflect the fireballs, then Aura Crusher, or just Aura Crusher right through the fireballs. From HoopsTheWaffleBurner: Because this super is punishable, I recommend holding onto it unless you really need the chip damage (or dizzy if you&#039;re playing against a greedy opponent). You want to really use this super when you&#039;re in advantaged states like reacting to a bad fireball or when the opponent is knocked over. My favorite thing to do against a downed opponent is throw an early Jamboree to set them up in blockstun, then throw out the super. This will do serious chip damage. Against characters with violent reversals, you can wait after the Jamboree, bait the reversal, then time the super just right so you can punish their recovery. This WILL stun all legal characters no matter what and is even capable of redizzying.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes =&lt;br /&gt;
&lt;br /&gt;
Body Slam (Begin holding back) &amp;gt; 3Xcr.LKs &amp;gt; Chestbuster/Powerdrill (The staple base combo game most can be familiar with. The plan is simple: Abuse Raph&#039;s great cr.LKs to create a &amp;quot;buffer&amp;quot; and react to the situation accordingly. If the opponent is being hit by the cr.LKs, confirm into a Chestbuster. If the opponent is blocking, you can most likely chain into a Powerdrill and keep the pressure, even being able to link a Jamboree after the blocked drill.)&lt;br /&gt;
&lt;br /&gt;
J.HK (Begin holding back) &amp;gt; close HP &amp;gt; Chestbuster (This is a staple and very consistent dizzy punish. Redizzies Mike &amp;amp; other Raphs.)&lt;br /&gt;
&lt;br /&gt;
Cross up J.HK (Begin holding forward since you&#039;re ending up on other side) &amp;gt; close LK &amp;gt; standing LK &amp;gt; standing LK &amp;gt; cr.LK &amp;gt; Chestbuster ( A very challenging dizzy punish to master, but very rewarding unlike Leo&#039;s LK punish due to allowing Raph to redizzy the ENTIRE CAST. You will see many Raphs attempt and fail this punish. Please remember that since this requires a cross up, perform the punish above this one if crossing up the dizzy opponent is not possible.) https://www.twitch.tv/yartarr42/clip/ColdbloodedSullenPeppermintHassaanChop-oBQh3g_xM69PtPub?filter=clips&amp;amp;range=7d&amp;amp;sort=time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Strategies =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know your Strings (And how to build Meter)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Below are optimal safe strings you can use to call out sloppy button presses and build meter. These have variations, but end in cr.hk because it&#039;s special-cancelable, allowing you to end most of the strings with a Jamboree, Chest Buster, or Power Drill to gain even more meter depending on the situation:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Close st.lk into two far st.lks into CPS chained cr.hk: Worth 10 meter points at 0 health, and it works on everyone (Has to be done as three st.lks into CPS chained sweep VS War)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[ File:LKSC.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Close st.lk into three far st.lks into CPS chained cr.hk: Worth 12 meter points at 0 health, and it works on Armaggon only&lt;br /&gt;
&lt;br /&gt;
[[ File:ARSG.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Point-blank cr.hp/hk into Power Drill: Worth 13 meter points at 0 health, and it works on the turtles and Wing Nut (Only works Vs CD and Aska in the right corner, and it;&#039;s still fairly inconsistent. It&#039;s inconsistent for Aska because it&#039;s a crouch unblockable sequence for her in most situations) &lt;br /&gt;
&lt;br /&gt;
[[ File:HNIPDG.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Cross-up j.hk into close st.lk into two far st.lks into CPS chained cr.hk into heavy Power Drill: Worth 26 meter points at 0 health, and it works on everyone (Has to be done as three far lks VS War) The Power Drill will not string, but if the opponent respects it, it will grant you a huge amount of meter (And a free throw!).&lt;br /&gt;
&lt;br /&gt;
[[ File:HPDSG.gif ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Raphael || Startup || Active || Recovery || Advantage&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 7 || 3 || 12 || -7/-4&lt;br /&gt;
|-&lt;br /&gt;
| clLP || 6 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| clLK || 5 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 8 || 4 || 13 || -2/+1&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 7 || 7 || 8 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 7 || 5 || 13 || -3/0&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 10 || 2[1]5 || 5 || +5/+8&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 6 || 1 || 11 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 5 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 7 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 5 || 12 || KD/+1&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 6 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| BFlop || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLK || 3  || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 5 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 5 || 5 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHK || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Jamboree || 19 || N/A || 16 || +13/+16&lt;br /&gt;
|-&lt;br /&gt;
| Chest Buster || 5 || 3 || 16 || KD/-1&lt;br /&gt;
|-&lt;br /&gt;
| L Drill || 16 || 8[1]*2 || 10 || KD/+6&lt;br /&gt;
|-&lt;br /&gt;
| H Drill || 16 || 8[1]*4 || 10 || KD/+6&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| UM || 32 || 42 || 34 || Dizzy/+9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7688</id>
		<title>Chrome Dome (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7688"/>
		<updated>2023-01-27T01:18:08Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Chrome Dome&lt;br /&gt;
|image=[[Image:CDTFp.png|125px]]&lt;br /&gt;
|charheight=5&#039;10&amp;quot;&lt;br /&gt;
|charweight=200 lbs.&lt;br /&gt;
|eyes=Red&lt;br /&gt;
|age=66 MHZ&lt;br /&gt;
|birthplace=Shredders Metal Shop&lt;br /&gt;
|weapons=Thunder Gauntlets&lt;br /&gt;
|activities=Steel Magnolias&lt;br /&gt;
|goals=He wants to extract the &amp;quot;Warrior&amp;quot; program from his system memory.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Have you ever wondered what you&#039;d get if you threw Dhalsim and Zangief in some vile blender? That&#039;s right! You get an obscenity, but on good days, you get Chrome Dome! Calling Chrome a strange character would be an understatement. He&#039;s a ranged-based grappler who can really do it all. The interesting thing about him, is that he isn&#039;t held back by any specific archetype weaknesses. He&#039;s held back by Chrome Dome &#039;&#039;specific&#039;&#039; weaknesses. He&#039;s capable of zoning, but he has a mediocre fireball and struggles getting in against other fireballers. He has awesome jumping normals, but has a somewhat slow and floaty jump arc. He has great buttons; possibly the best array of normals in the game, but can have a hard time keeping opponents out of the air and has a slow walk speed. These &amp;quot;Cause and Effect&amp;quot; relationships are what make the character so interesting, and he has his fair share of strengths to make up for said weaknesses. He may have a mediocre fireball, but he can work around it with his great long-ranged grounded pokes and Chrome Spark&#039;s invincibility. He&#039;s slow and has a floaty jump arc, but he has a quick dive kick that can move him around the stage safely. He can have a hard time keeping opponents out of the air, but has a ton of things he can do with his specials that can help with that. Like many other characters, knowing Chrome Dome&#039;s quirks and oddities are mandatory if you want to really get good with this strange character. He can redizzy the turtles and War off of one grab, but there&#039;s a lot more to him than that. For one, he probably has the most gimmicky arsenal of special moves in the game. Chrome Spark is secretly a reversal and setup-up tool first and a fireball second; contrary to what is common with most projectiles. EPD is a dangerous command grab that can sneak Chrome Dome out of many bad situations and create a lot of cheap scenarios for any poor cretin who happens to fall in Chrome&#039;s deadly corner traps. All that has been mentioned doesn&#039;t even scratch the surface when it comes to all of Chrome Dome&#039;s odd traits, so the question becomes &amp;quot;What are you waiting for&amp;quot;? Get out there and get creative. His options are almost limitless. &lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Electric Pile Driver tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Electric Pile Driver being an instant grab that requires no diagonal inputs makes it a fantastic option as a punish and instant reversal. There are hundreds of ways to experiment with it, but here are a few important tricks you can do with it to really make your Chrome Dome threatening.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-air EPD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome lacking &amp;quot;The perfect anti-air&amp;quot; is a minor, but very real weakness for Chrome. Electric Pile Driver&#039;s awesome range can (kinda sorta) make up for it! The key is to watch where the opponent lands. Many times, players will make risky full screen jumps that will cause any jump-in normal to whiff. Use this to your advantage and throw them as soon as they land.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDFS.gif ]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Drill EPD Punish&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Drill is super plus, and most of the time you will get thrown for free, but don&#039;t worry! With immaculate timing (and a bit off luck) you can time an Electric Pile Driver after Raph recovers. Whether this is a true punish or not is up for debate, but it&#039;s almost unanimously agreed that it&#039;s worth trying just in case the Raph doesn&#039;t time the throw correctly. &lt;br /&gt;
&lt;br /&gt;
[[File:EPDPDP.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like the Powerdrill setup mentioned before, doing this trick successfully mostly relies on the opponent messing up. In this case, you have to either hope the opponent throws too late if you block the fireball, or; if you don&#039;t block and take the fireball, hope the opponent still attempts to throw after you get hit by it. In the gif, you can see that Raph attempts to throw after Chrome took the fireball. The Raph ended up getting a close heavy punch, and the Chrome Dome was able to throw him before the normal connected. &lt;br /&gt;
&lt;br /&gt;
‎[[File:EPDFB.gif]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Corner Trap&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the deadliest things you can do with EPD is make the opponent to block and then immediately throw them out of blockstun. This is especially viable in the corner; where you can knock the opponent over, throw a Chrome Spark, then either throw them with EPD regularly, or make them block a normal, and throw after that. The example below showcases the latter. Since the properties of Chrome&#039;s close normals vary depending on the character, you can do other setups like a far light kick or heavy kick into EPD if the character you&#039;re fighting allows it.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDC.gif ]]&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Chrome Spark Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark allows for a magnitude of eccentric techniques that will definitely catch your opponents off guard. As mentioned below, Chrome Spark works as a fantastic reversal and anti-air because of its invincibility. Use these tricks to really take advantage of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Anti-Air&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can make up for Chrome Dome&#039;s mostly average anti-air game just like EPD. In fact, it may be an even better one, as it&#039;s much better for countering actual air normals rather than the opponent&#039;s landing. &lt;br /&gt;
&lt;br /&gt;
[[ File:AACS.gif ‎]]&lt;br /&gt;
&lt;br /&gt;
*Buffered Chrome Spark Anti-Air&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can still be buffered after a whiffed normal. Use this to your advantage! &lt;br /&gt;
&lt;br /&gt;
[[File:CSBAA.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome&#039;s best option against fireball traps. There&#039;s no exact timing for this, so try and get a feel for which methods work best in these situations&lt;br /&gt;
&lt;br /&gt;
[[ File:CSDB.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Aska UA Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A neat (and the only) way to avoid Aska&#039;s super with Chrome Dome. It&#039;s possible with both light and heavy Chrome Spark, and it must be done very late.&lt;br /&gt;
&lt;br /&gt;
[[File:CSUAD.gif]] [[ File:HCSUAD.gif]]&lt;br /&gt;
&lt;br /&gt;
Left: Light Chrome Spark&lt;br /&gt;
&lt;br /&gt;
Right: Heavy Chrome Spark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A quick jab with awesome priority. It is capable of beating many attacks clean, so use it as a handy &amp;quot;attack beater&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-6/-3&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=This works great as an up-close anti-air.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3+7&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5 +2/+5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=A risky poke that&#039;s best used to cancel into EPD. It does an insane amount of stun for a light normal, but standing heavy kick should be favored over it. This is also a two part move.  It only hits once, but the initial kick is a hit as well as the extension. Both have different damages. This is a recurring theme with Chrome Dome&#039;s extended limbs.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A fast knee. Although it&#039;s not used much, it&#039;s a decent combo tool. Use it if you want to be fancy.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of Chrome Dome&#039;s main far anti-airs. In certain situations, it can be used as a poke to call out button presses and push the opponent away. This is a very important normal for CD, make sure to use it. Be mindful of its picky hitbox and the fact that CD&#039;s whole arm is venerable.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcsthp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-3/0&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Not much to say about this one. It can work in quick two-piece combos if you know it will stun. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDbst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Back Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-9/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Chrome Dome&#039;s best anti-air. It has awesome priority, and its hitbox has quite a bit of range, making it double as an anti-cross up. Make sure to abuse this against jumpy opponents.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=A surprisingly fast kick. Overall, this is a better poke than standing light kick. It is capable of calling out certain moves, but be mindful of its below average priority. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2[2]3&lt;br /&gt;
 |recovery-whiff=23&lt;br /&gt;
 |hitstun=192/497&lt;br /&gt;
 |hitadvan=-11/-8&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of the highest damaging moves in the game stun-wise if both hits connect. Perhaps the most infamous part about this normal is that it sets up the grab loop combo against the turtles and War. Even when you&#039;re facing characters who aren&#039;t venerable to the loop, use this during jump-in combos to get a quick dizzy. This builds an above-average amount of meter; six points instead of the usual four for heavy normals. Be mindful that it can setup a really specific unblocakble against Shredder in the corner if canceled into light Chrome Spark, but it&#039;s not very consistent. This normal can change the outcome of matches quickly, don&#039;t sleep on it!  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-2/+1&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=VERY similar to crouching light kick, but it&#039;s slightly slower and has less range. It also can&#039;t setup any knock-down CPS chain combos, but keep in mind that it is possible to redizzy the turtles and War by CPS chaining this move three times into crouching heavy punch after a light punch grab, so use it when you want to get creative. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A very quick low kick. This is a great normal that is mostly used in CPS chain combos into crouching heavy kick. It is also a decent close poke, and it is relatively safe to set up EPD grabs with it.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=Similar to crouching light punch in a sense that it&#039;s very similar to its kick counter part. Although crouching heavy kick is mostly the better normal, this can be great for whiff punishes and interrupting fake block strings.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=An awesome sweep that has a startup speed that&#039;s almost unfair. It works great as a cancel into EPD, to call out special and regular moves, and for ending CPS chains. This is not only one of Chrome Dome&#039;s best normals, but arguably one of the best in the game. Use this a lot to solidify Chrome Dome&#039;s ground game.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A very solid normal that should be your go-to air-to-air. It has great priority, and can beat moves even when it seems like it shouldn&#039;t be able to.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Can be used as an instant overhead, but there are better normals to use in general. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An odd pogo jump that is almost useless. It can be used during mind games to confuse the opponent, but you&#039;re better off ignoring it completely in neutral. Its usage comes when jumping in on the opponent. Its above-average priority can be used to beat many anti airs and special moves.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1+10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Great button overall. It&#039;s not only a decent air-to-air, but a great option for instant overheads too.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=13&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An okay normal in general that can call out certain moves. Most of its usage comes from it being the lowest instant overhead Chrome Dome has. This is really important, as it allows the  overhead to work against low crouchers like Armaggon. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=1+14&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=This normal&#039;s long range and awesome startup make it a fantastic air-to-air. Said long range makes matchups like Wingnut far more bearable as Chrome Dome can beat out moves while in the air and control a good amount of space. It gives Chrome Dome the opportunity to combo from a relatively far distance into cr.hk. Keep this in mind against opponents who are predictable with fireballs. Be mindful when throwing this move out though. Since it does not have infinite active frames, experienced opponents will be able to punish it off of a good read.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dive Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A quick dive. When used right, this normal can be a huge threat. It&#039;s incredibly fast, mostly safe, and perhaps the deadliest part: it must be blocked high. Avid Chrome Domes should always establish their gameplan with this move and know when and when not to use it. Dive should be used often, but it only should be abused when the opponent is in the corner. In neutral, it should mostly be used as a gap closer and mixup option. It&#039;s also a great option for getting over fireballs quickly. When the opponent is cornered, mix this up with instant overheads and EPDs to really solidify damage.  &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-10/-7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Possibly the most interesting fireball in the game. It has some bit of invincibility on startup, making it double as a reversal and anti-air. Being a good Chrome Dome player requires utilizing this as more than a fireball. In fact, some might say it&#039;s better as a reversal than a fireball. Yes, it can help Chrome Dome control space and play keep away, but it&#039;s fairly slow on recovery, and it&#039;s completely grounded, allowing fireballs like Dragon Breath to pass right over it. Seasoned Chromes will mostly use this moves as a &amp;quot;get off me&amp;quot; attack. It can help Chrome Dome wiggle out of fireball traps, counter okis, and call out special moves. Against cornered opponents, Chrome Spark mostly becomes a setup for EPD. The process is usually knock down, into canceled Chrome Spark, into EPD. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |hitadvan=-14/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Similar to the light version animation wise, but speed and recovery frames are different stories. This move, unlike the light chrome spark, has slower startup and recovery in exchange for faster speed. In reference to the light chrome spark, heavy Chrome Spark also has invincibility frames. This allows it to be used to get out of of certain fireball loop setups and as a sneaky reversal. Be sure to use this move at safe distances because you can take a bit of damage if this move is thrown out at a bad time. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDEPD.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Electric Pile Driver&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=N/A&lt;br /&gt;
 |startup=None&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The only command grab possessed by a tournament-legal character. This is one of Chrome&#039;s most important moves. It is an instant grab that cannot be jumped out of or blocked, there is no whiff animation, and it has a decent amount of range. These three traits in particular help Electric Pile Driver&#039;s general viability a lot. It allows it to be used as an unorthodox anti-air, fake block string interrupter, and most importantly, an instant reversal. EPD allows for a lot of creativity, and there is no specific way to use it. Don&#039;t be afraid to be expressive with it. Always remember that you can buffer the &amp;quot;down&amp;quot; input indefinitely, and EPD will still come out. Since you can throw out of blockstun in TMNT, it allows you to cancel almost all of his normals into it, including close st.hk and cr.hk. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CBomb.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Bomb&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Unfortunately, Chrome Bomb doesn&#039;t have a lot to offer as it&#039;s one of the worst Ultimate Attacks in the game. It can be used as an anti-air, but it&#039;s terrible as one, as the opponent is rendered airborne after one hit, effectively saving them from the entire super. It is also punishable on recovery; making it&#039;s usage somewhat risky in general.  Because of these drawbacks, you really have to rely on getting good reads to force the opponent to get hit by it without blocking. It&#039;s mostly effective against characters with rush specials like Shredder and his Aura Crusher. This makes it a fairly setup-heavy super that can&#039;t just be thrown out as soon as you gain full meter. Be patient with Chrome Bomb, and take make sure to watch for mistakes from the opponent. It is mostly a bad super, but it does a good amount of damage on hit. Remember that Chrome Bomb is a cancelable super. Canceling into it from a normal is a great option if you know it will chip kill.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos =&lt;br /&gt;
&lt;br /&gt;
== Matchups ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=WarC1.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS War&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[80/20]&lt;br /&gt;
 |This is the rare matchup where Chrome Dome can start zoning immediately. The game plan is to play lame, zone War out, and force force him to approach. If War ever gets close, the game becomes &amp;quot;Who can beat who and get the game-changing read first&amp;quot;. Most Wars will opt to try and use his standing heavy punch and heavy kick to poke you out when they get close. The best thing to do against this is to trade back with your couching heavy kick. It will lead to both of you being knocked over, but don&#039;t worry. War&#039;s options when he&#039;s in this situation are limited. If you ever knock War down, try your best to suffocate him and punish any and all of his attempts to play the game. When he&#039;s knocked over, he HAS to take damage no matter what. If he takes the hit, it will lead to a combo, if he reversal DFA&#039;s, he&#039;ll take damage from whatever jumping normal you used, if he blocks, free EPD. Remember that almost everything War can do in neutral is either punishable or easily countered by Chrome. Heavy and light turning uppercuts can be punished with Electric Pile Driver on block when done close enough. And even if the War does it far to make it safer, there&#039;s almost nothing he can do to capitalize on it. When you&#039;re zoning,  It&#039;s your main opening to knock War down, and once you do, the match flips almost entirely in Chrome Dome&#039;s favor. War will get safe jumped on for the entirety of the match, and even if he does a reversal DFA to counter throw attempts, you can still just jump in on him again to start the process all over. Never give War any chances to play an annoying game with his pokes. Establish a life lead, play lame, and the match is over. Remember that if he&#039;s dizzied once, you can grab loop him to death.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_leo_shiningcutter.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Leo&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[70/30]&lt;br /&gt;
 |The main game plan in this matchup is to make Leo mess up and get unnecessarily aggressive. Try to establish a life lead before he can so you can make Leo come to you, not the other way around. There is almost no reason to get aggressive immediately at round start. Back up and try to analyze whether the Leo plays offensive or defensive. An offensive Leo is what you want. His awesome jumping heavy punch is indeed a threat for Chrome Dome, but if the Leo is just mindlessly jumping in with it, it becomes an opening. Anti-air with a late Chrome Spark and slowly build up his dizzy. If the Leo is dizzied once, the game is over. Grab loop him until death. Take advantage of Leo&#039;s somewhat mediocre DP by purposefully jumping outside of its range and baiting it when he&#039;s in the corner. On the topic of the corner, this is the main place Leo does not want to be. If you&#039;re playing against a defensive Leo, focus on pushing him there and baiting Roto Cutter as mentioned before. &amp;quot;Baiting&amp;quot; it involves safe jumping, and shimmying around. One blocked Cutter can be the round. This match seems easy at a very basic level, but good Leos will definitely be a challenge. Don&#039;t give him any chances.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_don_Hyakuretsuki.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Don&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.8/3.2]&lt;br /&gt;
 |Very similar to the Leo matchup in terms of the general game plan, but you want a defensive Don instead of an offensive one. This is mostly because of Ground Claw and its slow startup which makes it much easier for Chrome to get a good read and push Don into the corner. Against an offensive Don, you want to watch for jump-ins. Most Dons will opt to use j.hp and Belly Flop as their go-to jumping normals. For those, you want to anti-air with b.hp or block so you won&#039;t risk trading. Dance Attack (Headspin) is a threat, and it is the main thing that makes this match slightly better for Don than Leo. Since Chrome&#039;s jump is slow, most of your attempts to pressure Don by jumping in will be punished with a well-timed Headspin. It&#039;s the main reason why you want to avoid jumping in on Don without purpose. Instead, try to figure out how and when the Don is using Headpsin and start baiting them out. With Bo Thrust, make sure to watch out for Don&#039;s overextending it, as it is only punishable when mashed longer than needed. When Don is in the corner, do the same as you would with Leo. Poke him with your buttons and Dive Kick to stop Headpsin attempts, and keep him in block strings with Chrome Spark to fish for a dizzy. Don has no good reversals to escape the corner safely.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_aska_kochounomai.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Aska&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.5/3.5]&lt;br /&gt;
 |The main thing to note about this matchup is Aska&#039;s great Kochou No Mai (DP). Because of its fantastic priority and invincibility, you have to play around it and be patient. You want to do this while also not allowing her to get too close and start her shenanigans. If you do get a knock-down, try not to pressure her too much. Try and analyze how the Aska uses their DP. If they&#039;re greedy with them, bait it and go for a punish. If they respect your advances and let you jump in, take advantage of that and proceed to pressure her. Chrome Dome excels in the middle screen in this matchup because of his good pokes. Keep Aska there and don&#039;t let her get too close. If the Aska gets in and does a close Hyabusa, remember that it can be punished with a well-timed EPD.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vs. Raph&lt;br /&gt;
*Theorized to be 6 - 4&lt;br /&gt;
&lt;br /&gt;
Like a lot of Chrome&#039;s other matches, at round start, you want to try to back up and analyze the Raph. What you want is a defensive Raph who jumps back a lot so you can push him in the corner; a place where he doesn&#039;t want to be. Dealing with a defensive Raph can be fairly difficult, though. You can be somewhat aggresive, but make sure not to be so aggresive that you essentially kill yourself. Jumping heavy punch is a good normal for calling out some of his far anti-airs, and jumping light punch is a good normal for trading with Chest Buster if you make an incorrect jump-in. Never jump-in when you&#039;re close to Raph, his amazing cr.hp will beat almost everything you throw out. When you&#039;re that close, the goal is to pressure him into making a mistake. A small one being Power Drill, and a big one being Chest Buster. Since those two moves are an essential part of Raph&#039;s tool kit, a lot of the match involves working around these moves and baiting them to get the advantage. For Power Drill, the safest way to work around it is to neutral jump with a normal like j.lp. but you can also try jump back and try to get a punish which is slightly riskier. If you get a punish on Drill, try your best to close the gap on Raph to increase your chances of putting him in the corner. As mentioned above, blocked Power Drills can be punished with an EPD, but the timing is strict. For Chest Buster, in most scenarios you can simply punish it with a lp throw. This leads into the redizzy, which is the match. If the Raph is ever pushed to the corner, this is your chance to take the round. The plan is to continuously harass Raph and take advantage of his lack of safe reversal options. This involves doing jump back lp or nj.hks to call out Power Drill, cr.hp into Chrome Spark to keep him in block strings, and b.hp to punish his attempts to jump out. Remember that you need to be correctly spaced so Chest Buster will either be blocked, or whiff completely. Keep in mind that if Raph dizzies you from midscreen, he can punish you from the left side with his redizzy, so avoid that at all costs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fair Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Chrome Dome (self)&lt;br /&gt;
*5 - 5&lt;br /&gt;
&lt;br /&gt;
This matchup is basically just a big game of &amp;quot;who wins neutral&amp;quot;. Play patient and let the Chrome Dome come to you. Anti-air him every time and build up small damage this way. Capitalizing on the opponents mistakes is huge in this matchup; a big one is bad Chrome Sparks that allow you to jump in for a quick knock-down combo. Don&#039;t be afraid to utilize some of Chrome&#039;s grounded pokes to punish bad moves. A funny thing to note is that this is the only matchup where EDP can really be challenged, obviously because your opponent has access to the same move. When you go in for okis, make sure to poke around outside of its range with your longer normals. Keep this knowledge in mind for when you&#039;re in disadvantaged states, too. If the opponent ever tries to do EPD setups, you can steal their turn and counter with you own. The match becomes a mess when both Chrome Domes are fighting for EPD, so always change it up a little by taking advantage of Chrome Sparks invincibility, and fighting for the life lead so you can start zoning safely again.&lt;br /&gt;
&lt;br /&gt;
Vs. Shredder&lt;br /&gt;
*Theorized to be 5 - 5&lt;br /&gt;
&lt;br /&gt;
Shredder&#039;s amazing normals and special moves can be a huge problem for Chrome Dome, so this matchup mostly revolves around working around and punishing them. Chrome Dome rarely gets the chance to jump in safely on Shredder because of Knee Crush, so this forces him to play a somewhat defensive game. The crazy thing about this though, is that a defensive Chrome Dome can be very problematic for Shredder. In neutral, you should utilize lp Chrome Sparks, as the slow movement makes it hard for Shredder to properly Aura Crusher through them on reaction. From there, it&#039;s just another one of those matches that involve making the opponent make mistakes and punishing said mistakes. As mentioned before, Chrome Spark in general is very important in this match. It can works as an anti- Aura Crusher move, but be prepared for Shredders to go through it with its invincibility frames. When you have this in mind, you will find out that you can sweep him out of the Crusher and put him back where he doesn&#039;t want to be. Against defensive Shredders who like to reflect your Sparks, remember that every time he does it and you read it, you can jump in for free damage. Despite this, unless you are really in need of extra damage, it is recommended that you stay where you are and throw another Spark to counter the reflection. Make sure to switch between light and heavy Chrome Spark to keep the Shredder guessing, but remember that he can do the same mind games on you. For instance, if you throw out a Chrome Spark, the Shredder reflects it, and then you throw out another one to nullify the first, Shredder can can hit you with Aura Crusher during its recovery and start bullying you. This &amp;quot;Rock, Paper, Scissors&amp;quot; aspect of the matchup is what evens it out. Play the smarter game, watch the Shredders habits, and play around them.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Wing Nut&lt;br /&gt;
*Theorized to be 4-6&lt;br /&gt;
&lt;br /&gt;
Funny matchup because in theory, it’s bad for BOTH Wingnut and Chrome Dome depending on who has the advantage. At its simplest, the matchup involves WN zoning. Chrome Dome struggles until he gets in, then he can end the round. Your game-plan should be bully your way in and STAY THERE. There are a couple of things Chrome Dome can do to make getting in a lot less miserable. The safest and most common option is to take to the skies and kick him in the face with jump-forward heavy kick. This is a good option because it does two jobs at one. It moves you forward, and hits WN, granting damage. The problem with this option is that if you are read whatsoever and punished with a trade air-to-air, air-to-air, or anti-air, you have to start all over again. Use it when you’re confident. Dive kicking, jumping over off of a read, Chrome Sparking through, and walking under Moon Busters are important options for patient Chrome Dome players who want to capitalize on sloppy MBs. You get no damage, but you get closer to Wing Nut, which can be round-ending. Be sure to always watch where, and which MBs are being thrown. You can catch many habits and get good positioning for whenever you do advance. Never try to forward jump a Moon Buster on reaction. You’ll get hit every time. When you are advantaged, continuously jump in on WN and prevent him from playing the game. There are some pretty nasty option selects you can use on him in this situation, but the best one is probably jump hp into cr.hp XX EPD. If Wing nut blocks the string, you’ll get EPD for an unavoidable sequence. If he doesn’t block, you get the knockdown and will keep your turn.&lt;br /&gt;
&lt;br /&gt;
Vs. Mike&lt;br /&gt;
*Theorized to be 4-6&lt;br /&gt;
&lt;br /&gt;
Mike&#039;s standing hp, Dragon Breath, slide (when spaced properly), and well-timed Dynamite Bombers make this a really annoying matchup for Chrome Dome. A lot of times, it will feel like you&#039;re locked down with nothing to do. Contrary to what is normal when up against a zoner, NEVER jump at Mike unless you are 100% confident with a read, standing hp is far too polarizing to do otherwise. Forcing mistakes and capitalizing on them is an extremely important aspect of this match. Whiffed Rising Thunders are the biggest, as they can be round-ending. Most Mike players will opt to use light RT in neutral as it is far less punishable. The good thing about this is that Chrome&#039;s long limbs (namely cr.hk) make it easy to punish from most ranges. If a light RT is whiffed up close, you will have enough time to grab him and take the match, but don&#039;t get greedy. Crafty Mike players will notice this and have enough time to go into another RT, knowing you down and making you start all over again. For Dynamite Bomber (P2), you will need to anticipate them and have fast enough reaction times to see it coming. You can poke him out of it with far lp, and even EPD them on landing if you&#039;re feeling lucky. Far-standing heavy punch and Dragon Breath will definitely be where most of your problems come from. You can take advantage of greedy Mikes who like to throw it a lot by whiff punishing and closing the gap. Another smart thing you can do in this situation is shimmy by making the Mike think you&#039;re in range, walking back to make the button miss, then sweeping. With Dragon Breath, you have to be patient, as CD&#039;s jump is too slow to make any moves on reaction. You can neutral jump the fireballs to make them last longer on screen, and spark back. Keep in mind that sloppy Sparks will be &amp;quot;punished&amp;quot; with the Dragon Breath, as they fly right over, so always make sure to throw them early in order to force a reaction from Mike. Never get overwhelmed. This is a pretty hard match, but one or two good plays can end it quickly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Armaggon&lt;br /&gt;
*Theorized to be 3-7&lt;br /&gt;
&lt;br /&gt;
== Throw Loop ==&lt;br /&gt;
[ LP Grab &amp;gt; jHP 2LK-2LK-2LK-2HK (dizzy) ] x ∞&lt;br /&gt;
&lt;br /&gt;
Chrome Dome has a throw loop vs. the turtles.&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7687</id>
		<title>Chrome Dome (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7687"/>
		<updated>2023-01-27T01:14:15Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Chrome Dome&lt;br /&gt;
|image=[[Image:CDTFp.png|125px]]&lt;br /&gt;
|charheight=5&#039;10&amp;quot;&lt;br /&gt;
|charweight=200 lbs.&lt;br /&gt;
|eyes=Red&lt;br /&gt;
|age=66 MHZ&lt;br /&gt;
|birthplace=Shredders Metal Shop&lt;br /&gt;
|weapons=Thunder Gauntlets&lt;br /&gt;
|activities=Steel Magnolias&lt;br /&gt;
|goals=He wants to extract the &amp;quot;Warrior&amp;quot; program from his system memory.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Have you ever wondered what you&#039;d get if you threw Dhalsim and Zangief in some vile blender? That&#039;s right! You get an obscenity, but on good days, you get Chrome Dome! Calling Chrome a strange character would be an understatement. He&#039;s a ranged-based grappler who can really do it all. The interesting thing about him, is that he isn&#039;t held back by any specific archetype weaknesses. He&#039;s held back by Chrome Dome &#039;&#039;specific&#039;&#039; weaknesses. He&#039;s capable of zoning, but he has a mediocre fireball and struggles getting in against other fireballers. He has awesome jumping normals, but has a somewhat slow and floaty jump arc. He has great buttons; possibly the best array of normals in the game, but can have a hard time keeping opponents out of the air and has a slow walk speed. These &amp;quot;Cause and Effect&amp;quot; relationships are what make the character so interesting, and he has his fair share of strengths to make up for said weaknesses. He may have a mediocre fireball, but he can work around it with his great long-ranged grounded pokes and Chrome Spark&#039;s invincibility. He&#039;s slow and has a floaty jump arc, but he has a quick dive kick that can move him around the stage safely. He can have a hard time keeping opponents out of the air, but has a ton of things he can do with his specials that can help with that. Like many other characters, knowing Chrome Dome&#039;s quirks and oddities are mandatory if you want to really get good with this strange character. He can redizzy the turtles and War off of one grab, but there&#039;s a lot more to him than that. For one, he probably has the most gimmicky arsenal of special moves in the game. Chrome Spark is secretly a reversal and setup-up tool first and a fireball second; contrary to what is common with most projectiles. EPD is a dangerous command grab that can sneak Chrome Dome out of many bad situations and create a lot of cheap scenarios for any poor cretin who happens to fall in Chrome&#039;s deadly corner traps. All that has been mentioned doesn&#039;t even scratch the surface when it comes to all of Chrome Dome&#039;s odd traits, so the question becomes &amp;quot;What are you waiting for&amp;quot;? Get out there and get creative. His options are almost limitless. &lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Electric Pile Driver tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Electric Pile Driver being an instant grab that requires no diagonal inputs makes it a fantastic option as a punish and instant reversal. There are hundreds of ways to experiment with it, but here are a few important tricks you can do with it to really make your Chrome Dome threatening.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-air EPD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome lacking &amp;quot;The perfect anti-air&amp;quot; is a minor, but very real weakness for Chrome. Electric Pile Driver&#039;s awesome range can (kinda sorta) make up for it! The key is to watch where the opponent lands. Many times, players will make risky full screen jumps that will cause any jump-in normal to whiff. Use this to your advantage and throw them as soon as they land.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDFS.gif ]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Drill EPD Punish&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Drill is super plus, and most of the time you will get thrown for free, but don&#039;t worry! With immaculate timing (and a bit off luck) you can time an Electric Pile Driver after Raph recovers. Whether this is a true punish or not is up for debate, but it&#039;s almost unanimously agreed that it&#039;s worth trying just in case the Raph doesn&#039;t time the throw correctly. &lt;br /&gt;
&lt;br /&gt;
[[File:EPDPDP.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like the Powerdrill setup mentioned before, doing this trick successfully mostly relies on the opponent messing up. In this case, you have to either hope the opponent throws too late if you block the fireball, or; if you don&#039;t block and take the fireball, hope the opponent still attempts to throw after you get hit by it. In the gif, you can see that Raph attempts to throw after Chrome took the fireball. The Raph ended up getting a close heavy punch, and the Chrome Dome was able to throw him before the normal connected. &lt;br /&gt;
&lt;br /&gt;
‎[[File:EPDFB.gif]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Corner Trap&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the deadliest things you can do with EPD is make the opponent to block and then immediately throw them out of blockstun. This is especially viable in the corner; where you can knock the opponent over, throw a Chrome Spark, then either throw them with EPD regularly, or make them block a normal, and throw after that. The example below showcases the latter. Since the properties of Chrome&#039;s close normals vary depending on the character, you can do other setups like a far light kick or heavy kick into EPD if the character you&#039;re fighting allows it.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDC.gif ]]&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Chrome Spark Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark allows for a magnitude of eccentric techniques that will definitely catch your opponents off guard. As mentioned below, Chrome Spark works as a fantastic reversal and anti-air because of its invincibility. Use these tricks to really take advantage of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Anti-Air&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can make up for Chrome Dome&#039;s mostly average anti-air game just like EPD. In fact, it may be an even better one, as it&#039;s much better for countering actual air normals rather than the opponent&#039;s landing. &lt;br /&gt;
&lt;br /&gt;
[[ File:AACS.gif ‎]]&lt;br /&gt;
&lt;br /&gt;
*Buffered Chrome Spark Anti-Air&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can still be buffered after a whiffed normal. Use this to your advantage! &lt;br /&gt;
&lt;br /&gt;
[[File:CSBAA.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome&#039;s best option against fireball traps. There&#039;s no exact timing for this, so try and get a feel for which methods work best in these situations&lt;br /&gt;
&lt;br /&gt;
[[ File:CSDB.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Aska UA Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A neat (and the only) way to avoid Aska&#039;s super with Chrome Dome. It&#039;s possible with both light and heavy Chrome Spark, and it must be done very late.&lt;br /&gt;
&lt;br /&gt;
[[File:CSUAD.gif]] [[ File:HCSUAD.gif]]&lt;br /&gt;
&lt;br /&gt;
Left: Light Chrome Spark&lt;br /&gt;
&lt;br /&gt;
Right: Heavy Chrome Spark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A quick jab with awesome priority. It is capable of beating many attacks clean, so use it as a handy &amp;quot;attack beater&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-6/-3&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=This works great as an up-close anti-air.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3+7&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5 +2/+5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=A risky poke that&#039;s best used to cancel into EPD. It does an insane amount of stun for a light normal, but standing heavy kick should be favored over it. This is also a two part move.  It only hits once, but the initial kick is a hit as well as the extension. Both have different damages. This is a recurring theme with Chrome Dome&#039;s extended limbs.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A fast knee. Although it&#039;s not used much, it&#039;s a decent combo tool. Use it if you want to be fancy.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of Chrome Dome&#039;s main far anti-airs. In certain situations, it can be used as a poke to call out button presses and push the opponent away. This is a very important normal for CD, make sure to use it. Be mindful of its picky hitbox and the fact that CD&#039;s whole arm is venerable.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcsthp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-3/0&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Not much to say about this one. It can work in quick two-piece combos if you know it will stun. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDbst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Back Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-9/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Chrome Dome&#039;s best anti-air. It has awesome priority, and its hitbox has quite a bit of range, making it double as an anti-cross up. Make sure to abuse this against jumpy opponents.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=A surprisingly fast kick. Overall, this is a better poke than standing light kick. It is capable of calling out certain moves, but be mindful of its below average priority. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2[2]3&lt;br /&gt;
 |recovery-whiff=23&lt;br /&gt;
 |hitstun=192/497&lt;br /&gt;
 |hitadvan=-11/-8&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of the highest damaging moves in the game stun-wise if both hits connect. Perhaps the most infamous part about this normal is that it sets up the grab loop combo against the turtles and War. Even when you&#039;re facing characters who aren&#039;t venerable to the loop, use this during jump-in combos to get a quick dizzy. This builds an above-average amount of meter; six points instead of the usual four for heavy normals. Be mindful that it can setup a really specific unblocakble against Shredder in the corner if canceled into light Chrome Spark, but it&#039;s not very consistent. This normal can change the outcome of matches quickly, don&#039;t sleep on it!  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-2/+1&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=VERY similar to crouching light kick, but it&#039;s slightly slower and has less range. It also can&#039;t setup any knock-down CPS chain combos, but keep in mind that it is possible to redizzy the turtles and War by CPS chaining this move three times into crouching heavy punch after a light punch grab, so use it when you want to get creative. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A very quick low kick. This is a great normal that is mostly used in CPS chain combos into crouching heavy kick. It is also a decent close poke, and it is relatively safe to set up EPD grabs with it.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=Similar to crouching light punch in a sense that it&#039;s very similar to its kick counter part. Although crouching heavy kick is mostly the better normal, this can be great for whiff punishes and interrupting fake block strings.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=An awesome sweep that has a startup speed that&#039;s almost unfair. It works great as a cancel into EPD, to call out special and regular moves, and for ending CPS chains. This is not only one of Chrome Dome&#039;s best normals, but arguably one of the best in the game. Use this a lot to solidify Chrome Dome&#039;s ground game.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A very solid normal that should be your go-to air-to-air. It has great priority, and can beat moves even when it seems like it shouldn&#039;t be able to.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Can be used as an instant overhead, but there are better normals to use in general. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An odd pogo jump that is almost useless. It can be used during mind games to confuse the opponent, but you&#039;re better off ignoring it completely in neutral. Its usage comes when jumping in on the opponent. Its above-average priority can be used to beat many anti airs and special moves.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1+10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Great button overall. It&#039;s not only a decent air-to-air, but a great option for instant overheads too.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=13&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An okay normal in general that can call out certain moves. Most of its usage comes from it being the lowest instant overhead Chrome Dome has. This is really important, as it allows the  overhead to work against low crouchers like Armaggon. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=1+14&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=This normal&#039;s long range and awesome startup make it a fantastic air-to-air. Said long range makes matchups like Wingnut far more bearable as Chrome Dome can beat out moves while in the air and control a good amount of space. It gives Chrome Dome the opportunity to combo from a relatively far distance into cr.hk. Keep this in mind against opponents who are predictable with fireballs. Be mindful when throwing this move out though. Since it does not have infinite active frames, experienced opponents will be able to punish it off of a good read.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dive Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A quick dive. When used right, this normal can be a huge threat. It&#039;s incredibly fast, mostly safe, and perhaps the deadliest part: it must be blocked high. Avid Chrome Domes should always establish their gameplan with this move and know when and when not to use it. Dive should be used often, but it only should be abused when the opponent is in the corner. In neutral, it should mostly be used as a gap closer and mixup option. It&#039;s also a great option for getting over fireballs quickly. When the opponent is cornered, mix this up with instant overheads and EPDs to really solidify damage.  &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-10/-7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Possibly the most interesting fireball in the game. It has some bit of invincibility on startup, making it double as a reversal and anti-air. Being a good Chrome Dome player requires utilizing this as more than a fireball. In fact, some might say it&#039;s better as a reversal than a fireball. Yes, it can help Chrome Dome control space and play keep away, but it&#039;s fairly slow on recovery, and it&#039;s completely grounded, allowing fireballs like Dragon Breath to pass right over it. Seasoned Chromes will mostly use this moves as a &amp;quot;get off me&amp;quot; attack. It can help Chrome Dome wiggle out of fireball traps, counter okis, and call out special moves. Against cornered opponents, Chrome Spark mostly becomes a setup for EPD. The process is usually knock down, into canceled Chrome Spark, into EPD. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |hitadvan=-14/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Similar to the light version animation wise, but speed and recovery frames are different stories. This move, unlike the light chrome spark, has slower startup and recovery in exchange for faster speed. In reference to the light chrome spark, heavy Chrome Spark also has invincibility frames. This allows it to be used to get out of of certain fireball loop setups and as a sneaky reversal. Be sure to use this move at safe distances because you can take a bit of damage if this move is thrown out at a bad time. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDEPD.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Electric Pile Driver&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=N/A&lt;br /&gt;
 |startup=None&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The only command grab possessed by a tournament-legal character. This is one of Chrome&#039;s most important moves. It is an instant grab that cannot be jumped out of or blocked, there is no whiff animation, and it has a decent amount of range. These three traits in particular help Electric Pile Driver&#039;s general viability a lot. It allows it to be used as an unorthodox anti-air, fake block string interrupter, and most importantly, an instant reversal. EPD allows for a lot of creativity, and there is no specific way to use it. Don&#039;t be afraid to be expressive with it. Always remember that you can buffer the &amp;quot;down&amp;quot; input indefinitely, and EPD will still come out. Since you can throw out of blockstun in TMNT, it allows you to cancel almost all of his normals into it, including close st.hk and cr.hk. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CBomb.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Bomb&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Unfortunately, Chrome Bomb doesn&#039;t have a lot to offer as it&#039;s one of the worst Ultimate Attacks in the game. It can be used as an anti-air, but it&#039;s terrible as one, as the opponent is rendered airborne after one hit, effectively saving them from the entire super. It is also punishable on recovery; making it&#039;s usage somewhat risky in general.  Because of these drawbacks, you really have to rely on getting good reads to force the opponent to get hit by it without blocking. It&#039;s mostly effective against characters with rush specials like Shredder and his Aura Crusher. This makes it a fairly setup-heavy super that can&#039;t just be thrown out as soon as you gain full meter. Be patient with Chrome Bomb, and take make sure to watch for mistakes from the opponent. It is mostly a bad super, but it does a good amount of damage on hit. Remember that Chrome Bomb is a cancelable super. Canceling into it from a normal is a great option if you know it will chip kill.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos =&lt;br /&gt;
&lt;br /&gt;
== Matchups ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=WarC1.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS War&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[80/20]&lt;br /&gt;
 |This is the rare matchup where Chrome Dome can start zoning immediately. The game plan is to play lame, zone War out, and force force him to approach. If War ever gets close, the game becomes &amp;quot;Who can beat who and get the game-changing read first&amp;quot;. Most Wars will opt to try and use his standing heavy punch and heavy kick to poke you out when they get close. The best thing to do against this is to trade back with your couching heavy kick. It will lead to both of you being knocked over, but don&#039;t worry. War&#039;s options when he&#039;s in this situation are limited. If you ever knock War down, try your best to suffocate him and punish any and all of his attempts to play the game. When he&#039;s knocked over, he HAS to take damage no matter what. If he takes the hit, it will lead to a combo, if he reversal DFA&#039;s, he&#039;ll take damage from whatever jumping normal you used, if he blocks, free EPD. Remember that almost everything War can do in neutral is either punishable or easily countered by Chrome. Heavy and light turning uppercuts can be punished with Electric Pile Driver on block when done close enough. And even if the War does it far to make it safer, there&#039;s almost nothing he can do to capitalize on it. When you&#039;re zoning,  It&#039;s your main opening to knock War down, and once you do, the match flips almost entirely in Chrome Dome&#039;s favor. War will get safe jumped on for the entirety of the match, and even if he does a reversal DFA to counter throw attempts, you can still just jump in on him again to start the process all over. Never give War any chances to play an annoying game with his pokes. Establish a life lead, play lame, and the match is over. Remember that if he&#039;s dizzied once, you can grab loop him to death.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_leo_shiningcutter.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Leo&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[70/30]&lt;br /&gt;
 |The main game plan in this matchup is to make Leo mess up and get unnecessarily aggressive. Try to establish a life lead before he can so you can make Leo come to you, not the other way around. There is almost no reason to get aggressive immediately at round start. Back up and try to analyze whether the Leo plays offensive or defensive. An offensive Leo is what you want. His awesome jumping heavy punch is indeed a threat for Chrome Dome, but if the Leo is just mindlessly jumping in with it, it becomes an opening. Anti-air with a late Chrome Spark and slowly build up his dizzy. If the Leo is dizzied once, the game is over. Grab loop him until death. Take advantage of Leo&#039;s somewhat mediocre DP by purposefully jumping outside of its range and baiting it when he&#039;s in the corner. On the topic of the corner, this is the main place Leo does not want to be. If you&#039;re playing against a defensive Leo, focus on pushing him there and baiting Roto Cutter as mentioned before. &amp;quot;Baiting&amp;quot; it involves safe jumping, and shimmying around. One blocked Cutter can be the round. This match seems easy at a very basic level, but good Leos will definitely be a challenge. Don&#039;t give him any chances.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_don_Hyakuretsuki.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Don&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.8/3.2]&lt;br /&gt;
 |Very similar to the Leo matchup in terms of the general game plan, but you want a defensive Don instead of an offensive one. This is mostly because of Ground Claw and its slow startup which makes it much easier for Chrome to get a good read and push Don into the corner. Against an offensive Don, you want to watch for jump-ins. Most Dons will opt to use j.hp and Belly Flop as their go-to jumping normals. For those, you want to anti-air with b.hp or block so you won&#039;t risk trading. Dance Attack (Headspin) is a threat, and it is the main thing that makes this match slightly better for Don than Leo. Since Chrome&#039;s jump is slow, most of your attempts to pressure Don by jumping in will be punished with a well-timed Headspin. It&#039;s the main reason why you want to avoid jumping in on Don without purpose. Instead, try to figure out how and when the Don is using Headpsin and start baiting them out. With Bo Thrust, make sure to watch out for Don&#039;s overextending it, as it is only punishable when mashed longer than needed. When Don is in the corner, do the same as you would with Leo. Poke him with your buttons and Dive Kick to stop Headpsin attempts, and keep him in block strings with Chrome Spark to fish for a dizzy. Don has no good reversals to escape the corner safely.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_aska_kochounomai.pn&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Aska&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.5/3.5]&lt;br /&gt;
 |Tmnttf_aska_kochounomai.png&lt;br /&gt;
}}The main thing to note about this matchup is Aska&#039;s great Kochou No Mai (DP). Because of its fantastic priority and invincibility, you have to play around it and be patient. You want to do this while also not allowing her to get too close and start her shenanigans. If you do get a knock-down, try not to pressure her too much. Try and analyze how the Aska uses their DP. If they&#039;re greedy with them, bait it and go for a punish. If they respect your advances and let you jump in, take advantage of that and proceed to pressure her. Chrome Dome excels in the middle of the screen in this matchup because of his good pokes. Keep Aska there and don&#039;t let her get too close. If the Aska gets in and does a close Hyabusa, remember that it can be punished with a well-timed EPD.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vs. Raph&lt;br /&gt;
*Theorized to be 6 - 4&lt;br /&gt;
&lt;br /&gt;
Like a lot of Chrome&#039;s other matches, at round start, you want to try to back up and analyze the Raph. What you want is a defensive Raph who jumps back a lot so you can push him in the corner; a place where he doesn&#039;t want to be. Dealing with a defensive Raph can be fairly difficult, though. You can be somewhat aggresive, but make sure not to be so aggresive that you essentially kill yourself. Jumping heavy punch is a good normal for calling out some of his far anti-airs, and jumping light punch is a good normal for trading with Chest Buster if you make an incorrect jump-in. Never jump-in when you&#039;re close to Raph, his amazing cr.hp will beat almost everything you throw out. When you&#039;re that close, the goal is to pressure him into making a mistake. A small one being Power Drill, and a big one being Chest Buster. Since those two moves are an essential part of Raph&#039;s tool kit, a lot of the match involves working around these moves and baiting them to get the advantage. For Power Drill, the safest way to work around it is to neutral jump with a normal like j.lp. but you can also try jump back and try to get a punish which is slightly riskier. If you get a punish on Drill, try your best to close the gap on Raph to increase your chances of putting him in the corner. As mentioned above, blocked Power Drills can be punished with an EPD, but the timing is strict. For Chest Buster, in most scenarios you can simply punish it with a lp throw. This leads into the redizzy, which is the match. If the Raph is ever pushed to the corner, this is your chance to take the round. The plan is to continuously harass Raph and take advantage of his lack of safe reversal options. This involves doing jump back lp or nj.hks to call out Power Drill, cr.hp into Chrome Spark to keep him in block strings, and b.hp to punish his attempts to jump out. Remember that you need to be correctly spaced so Chest Buster will either be blocked, or whiff completely. Keep in mind that if Raph dizzies you from midscreen, he can punish you from the left side with his redizzy, so avoid that at all costs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fair Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Chrome Dome (self)&lt;br /&gt;
*5 - 5&lt;br /&gt;
&lt;br /&gt;
This matchup is basically just a big game of &amp;quot;who wins neutral&amp;quot;. Play patient and let the Chrome Dome come to you. Anti-air him every time and build up small damage this way. Capitalizing on the opponents mistakes is huge in this matchup; a big one is bad Chrome Sparks that allow you to jump in for a quick knock-down combo. Don&#039;t be afraid to utilize some of Chrome&#039;s grounded pokes to punish bad moves. A funny thing to note is that this is the only matchup where EDP can really be challenged, obviously because your opponent has access to the same move. When you go in for okis, make sure to poke around outside of its range with your longer normals. Keep this knowledge in mind for when you&#039;re in disadvantaged states, too. If the opponent ever tries to do EPD setups, you can steal their turn and counter with you own. The match becomes a mess when both Chrome Domes are fighting for EPD, so always change it up a little by taking advantage of Chrome Sparks invincibility, and fighting for the life lead so you can start zoning safely again.&lt;br /&gt;
&lt;br /&gt;
Vs. Shredder&lt;br /&gt;
*Theorized to be 5 - 5&lt;br /&gt;
&lt;br /&gt;
Shredder&#039;s amazing normals and special moves can be a huge problem for Chrome Dome, so this matchup mostly revolves around working around and punishing them. Chrome Dome rarely gets the chance to jump in safely on Shredder because of Knee Crush, so this forces him to play a somewhat defensive game. The crazy thing about this though, is that a defensive Chrome Dome can be very problematic for Shredder. In neutral, you should utilize lp Chrome Sparks, as the slow movement makes it hard for Shredder to properly Aura Crusher through them on reaction. From there, it&#039;s just another one of those matches that involve making the opponent make mistakes and punishing said mistakes. As mentioned before, Chrome Spark in general is very important in this match. It can works as an anti- Aura Crusher move, but be prepared for Shredders to go through it with its invincibility frames. When you have this in mind, you will find out that you can sweep him out of the Crusher and put him back where he doesn&#039;t want to be. Against defensive Shredders who like to reflect your Sparks, remember that every time he does it and you read it, you can jump in for free damage. Despite this, unless you are really in need of extra damage, it is recommended that you stay where you are and throw another Spark to counter the reflection. Make sure to switch between light and heavy Chrome Spark to keep the Shredder guessing, but remember that he can do the same mind games on you. For instance, if you throw out a Chrome Spark, the Shredder reflects it, and then you throw out another one to nullify the first, Shredder can can hit you with Aura Crusher during its recovery and start bullying you. This &amp;quot;Rock, Paper, Scissors&amp;quot; aspect of the matchup is what evens it out. Play the smarter game, watch the Shredders habits, and play around them.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Wing Nut&lt;br /&gt;
*Theorized to be 4-6&lt;br /&gt;
&lt;br /&gt;
Funny matchup because in theory, it’s bad for BOTH Wingnut and Chrome Dome depending on who has the advantage. At its simplest, the matchup involves WN zoning. Chrome Dome struggles until he gets in, then he can end the round. Your game-plan should be bully your way in and STAY THERE. There are a couple of things Chrome Dome can do to make getting in a lot less miserable. The safest and most common option is to take to the skies and kick him in the face with jump-forward heavy kick. This is a good option because it does two jobs at one. It moves you forward, and hits WN, granting damage. The problem with this option is that if you are read whatsoever and punished with a trade air-to-air, air-to-air, or anti-air, you have to start all over again. Use it when you’re confident. Dive kicking, jumping over off of a read, Chrome Sparking through, and walking under Moon Busters are important options for patient Chrome Dome players who want to capitalize on sloppy MBs. You get no damage, but you get closer to Wing Nut, which can be round-ending. Be sure to always watch where, and which MBs are being thrown. You can catch many habits and get good positioning for whenever you do advance. Never try to forward jump a Moon Buster on reaction. You’ll get hit every time. When you are advantaged, continuously jump in on WN and prevent him from playing the game. There are some pretty nasty option selects you can use on him in this situation, but the best one is probably jump hp into cr.hp XX EPD. If Wing nut blocks the string, you’ll get EPD for an unavoidable sequence. If he doesn’t block, you get the knockdown and will keep your turn.&lt;br /&gt;
&lt;br /&gt;
Vs. Mike&lt;br /&gt;
*Theorized to be 4-6&lt;br /&gt;
&lt;br /&gt;
Mike&#039;s standing hp, Dragon Breath, slide (when spaced properly), and well-timed Dynamite Bombers make this a really annoying matchup for Chrome Dome. A lot of times, it will feel like you&#039;re locked down with nothing to do. Contrary to what is normal when up against a zoner, NEVER jump at Mike unless you are 100% confident with a read, standing hp is far too polarizing to do otherwise. Forcing mistakes and capitalizing on them is an extremely important aspect of this match. Whiffed Rising Thunders are the biggest, as they can be round-ending. Most Mike players will opt to use light RT in neutral as it is far less punishable. The good thing about this is that Chrome&#039;s long limbs (namely cr.hk) make it easy to punish from most ranges. If a light RT is whiffed up close, you will have enough time to grab him and take the match, but don&#039;t get greedy. Crafty Mike players will notice this and have enough time to go into another RT, knowing you down and making you start all over again. For Dynamite Bomber (P2), you will need to anticipate them and have fast enough reaction times to see it coming. You can poke him out of it with far lp, and even EPD them on landing if you&#039;re feeling lucky. Far-standing heavy punch and Dragon Breath will definitely be where most of your problems come from. You can take advantage of greedy Mikes who like to throw it a lot by whiff punishing and closing the gap. Another smart thing you can do in this situation is shimmy by making the Mike think you&#039;re in range, walking back to make the button miss, then sweeping. With Dragon Breath, you have to be patient, as CD&#039;s jump is too slow to make any moves on reaction. You can neutral jump the fireballs to make them last longer on screen, and spark back. Keep in mind that sloppy Sparks will be &amp;quot;punished&amp;quot; with the Dragon Breath, as they fly right over, so always make sure to throw them early in order to force a reaction from Mike. Never get overwhelmed. This is a pretty hard match, but one or two good plays can end it quickly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Armaggon&lt;br /&gt;
*Theorized to be 3-7&lt;br /&gt;
&lt;br /&gt;
== Throw Loop ==&lt;br /&gt;
[ LP Grab &amp;gt; jHP 2LK-2LK-2LK-2HK (dizzy) ] x ∞&lt;br /&gt;
&lt;br /&gt;
Chrome Dome has a throw loop vs. the turtles.&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7686</id>
		<title>Chrome Dome (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Chrome_Dome_(TF)&amp;diff=7686"/>
		<updated>2023-01-27T01:07:33Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{TF_Profile&lt;br /&gt;
|title=Chrome Dome&lt;br /&gt;
|image=[[Image:CDTFp.png|125px]]&lt;br /&gt;
|charheight=5&#039;10&amp;quot;&lt;br /&gt;
|charweight=200 lbs.&lt;br /&gt;
|eyes=Red&lt;br /&gt;
|age=66 MHZ&lt;br /&gt;
|birthplace=Shredders Metal Shop&lt;br /&gt;
|weapons=Thunder Gauntlets&lt;br /&gt;
|activities=Steel Magnolias&lt;br /&gt;
|goals=He wants to extract the &amp;quot;Warrior&amp;quot; program from his system memory.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Have you ever wondered what you&#039;d get if you threw Dhalsim and Zangief in some vile blender? That&#039;s right! You get an obscenity, but on good days, you get Chrome Dome! Calling Chrome a strange character would be an understatement. He&#039;s a ranged-based grappler who can really do it all. The interesting thing about him, is that he isn&#039;t held back by any specific archetype weaknesses. He&#039;s held back by Chrome Dome &#039;&#039;specific&#039;&#039; weaknesses. He&#039;s capable of zoning, but he has a mediocre fireball and struggles getting in against other fireballers. He has awesome jumping normals, but has a somewhat slow and floaty jump arc. He has great buttons; possibly the best array of normals in the game, but can have a hard time keeping opponents out of the air and has a slow walk speed. These &amp;quot;Cause and Effect&amp;quot; relationships are what make the character so interesting, and he has his fair share of strengths to make up for said weaknesses. He may have a mediocre fireball, but he can work around it with his great long-ranged grounded pokes and Chrome Spark&#039;s invincibility. He&#039;s slow and has a floaty jump arc, but he has a quick dive kick that can move him around the stage safely. He can have a hard time keeping opponents out of the air, but has a ton of things he can do with his specials that can help with that. Like many other characters, knowing Chrome Dome&#039;s quirks and oddities are mandatory if you want to really get good with this strange character. He can redizzy the turtles and War off of one grab, but there&#039;s a lot more to him than that. For one, he probably has the most gimmicky arsenal of special moves in the game. Chrome Spark is secretly a reversal and setup-up tool first and a fireball second; contrary to what is common with most projectiles. EPD is a dangerous command grab that can sneak Chrome Dome out of many bad situations and create a lot of cheap scenarios for any poor cretin who happens to fall in Chrome&#039;s deadly corner traps. All that has been mentioned doesn&#039;t even scratch the surface when it comes to all of Chrome Dome&#039;s odd traits, so the question becomes &amp;quot;What are you waiting for&amp;quot;? Get out there and get creative. His options are almost limitless. &lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Electric Pile Driver tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Electric Pile Driver being an instant grab that requires no diagonal inputs makes it a fantastic option as a punish and instant reversal. There are hundreds of ways to experiment with it, but here are a few important tricks you can do with it to really make your Chrome Dome threatening.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-air EPD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome lacking &amp;quot;The perfect anti-air&amp;quot; is a minor, but very real weakness for Chrome. Electric Pile Driver&#039;s awesome range can (kinda sorta) make up for it! The key is to watch where the opponent lands. Many times, players will make risky full screen jumps that will cause any jump-in normal to whiff. Use this to your advantage and throw them as soon as they land.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDFS.gif ]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Drill EPD Punish&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power Drill is super plus, and most of the time you will get thrown for free, but don&#039;t worry! With immaculate timing (and a bit off luck) you can time an Electric Pile Driver after Raph recovers. Whether this is a true punish or not is up for debate, but it&#039;s almost unanimously agreed that it&#039;s worth trying just in case the Raph doesn&#039;t time the throw correctly. &lt;br /&gt;
&lt;br /&gt;
[[File:EPDPDP.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like the Powerdrill setup mentioned before, doing this trick successfully mostly relies on the opponent messing up. In this case, you have to either hope the opponent throws too late if you block the fireball, or; if you don&#039;t block and take the fireball, hope the opponent still attempts to throw after you get hit by it. In the gif, you can see that Raph attempts to throw after Chrome took the fireball. The Raph ended up getting a close heavy punch, and the Chrome Dome was able to throw him before the normal connected. &lt;br /&gt;
&lt;br /&gt;
‎[[File:EPDFB.gif]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EPD Corner Trap&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the deadliest things you can do with EPD is make the opponent to block and then immediately throw them out of blockstun. This is especially viable in the corner; where you can knock the opponent over, throw a Chrome Spark, then either throw them with EPD regularly, or make them block a normal, and throw after that. The example below showcases the latter. Since the properties of Chrome&#039;s close normals vary depending on the character, you can do other setups like a far light kick or heavy kick into EPD if the character you&#039;re fighting allows it.&lt;br /&gt;
&lt;br /&gt;
[[ File:EPDC.gif ]]&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Chrome Spark Tricks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark allows for a magnitude of eccentric techniques that will definitely catch your opponents off guard. As mentioned below, Chrome Spark works as a fantastic reversal and anti-air because of its invincibility. Use these tricks to really take advantage of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Anti-Air&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can make up for Chrome Dome&#039;s mostly average anti-air game just like EPD. In fact, it may be an even better one, as it&#039;s much better for countering actual air normals rather than the opponent&#039;s landing. &lt;br /&gt;
&lt;br /&gt;
[[ File:AACS.gif ‎]]&lt;br /&gt;
&lt;br /&gt;
*Buffered Chrome Spark Anti-Air&lt;br /&gt;
&lt;br /&gt;
Chrome Spark can still be buffered after a whiffed normal. Use this to your advantage! &lt;br /&gt;
&lt;br /&gt;
[[File:CSBAA.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Fireball Trap Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrome Dome&#039;s best option against fireball traps. There&#039;s no exact timing for this, so try and get a feel for which methods work best in these situations&lt;br /&gt;
&lt;br /&gt;
[[ File:CSDB.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chrome Spark Aska UA Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A neat (and the only) way to avoid Aska&#039;s super with Chrome Dome. It&#039;s possible with both light and heavy Chrome Spark, and it must be done very late.&lt;br /&gt;
&lt;br /&gt;
[[File:CSUAD.gif]] [[ File:HCSUAD.gif]]&lt;br /&gt;
&lt;br /&gt;
Left: Light Chrome Spark&lt;br /&gt;
&lt;br /&gt;
Right: Heavy Chrome Spark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Normal Attacks ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=+1/+4&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A quick jab with awesome priority. It is capable of beating many attacks clean, so use it as a handy &amp;quot;attack beater&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=10&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-6/-3&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=This works great as an up-close anti-air.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=3+7&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5 +2/+5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=A risky poke that&#039;s best used to cancel into EPD. It does an insane amount of stun for a light normal, but standing heavy kick should be favored over it. This is also a two part move.  It only hits once, but the initial kick is a hit as well as the extension. Both have different damages. This is a recurring theme with Chrome Dome&#039;s extended limbs.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A fast knee. Although it&#039;s not used much, it&#039;s a decent combo tool. Use it if you want to be fancy.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-5/-2&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of Chrome Dome&#039;s main far anti-airs. In certain situations, it can be used as a poke to call out button presses and push the opponent away. This is a very important normal for CD, make sure to use it. Be mindful of its picky hitbox and the fact that CD&#039;s whole arm is venerable.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcsthp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-3/0&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Not much to say about this one. It can work in quick two-piece combos if you know it will stun. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDbst.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Back Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-9/-6&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=Chrome Dome&#039;s best anti-air. It has awesome priority, and its hitbox has quite a bit of range, making it double as an anti-cross up. Make sure to abuse this against jumpy opponents.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=4&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=A surprisingly fast kick. Overall, this is a better poke than standing light kick. It is capable of calling out certain moves, but be mindful of its below average priority. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2[2]3&lt;br /&gt;
 |recovery-whiff=23&lt;br /&gt;
 |hitstun=192/497&lt;br /&gt;
 |hitadvan=-11/-8&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=One of the highest damaging moves in the game stun-wise if both hits connect. Perhaps the most infamous part about this normal is that it sets up the grab loop combo against the turtles and War. Even when you&#039;re facing characters who aren&#039;t venerable to the loop, use this during jump-in combos to get a quick dizzy. This builds an above-average amount of meter; six points instead of the usual four for heavy normals. Be mindful that it can setup a really specific unblocakble against Shredder in the corner if canceled into light Chrome Spark, but it&#039;s not very consistent. This normal can change the outcome of matches quickly, don&#039;t sleep on it!  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-2/+1&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=VERY similar to crouching light kick, but it&#039;s slightly slower and has less range. It also can&#039;t setup any knock-down CPS chain combos, but keep in mind that it is possible to redizzy the turtles and War by CPS chaining this move three times into crouching heavy punch after a light punch grab, so use it when you want to get creative. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=2&lt;br /&gt;
 |recovery-whiff=6&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=C/N/S&lt;br /&gt;
 |description=A very quick low kick. This is a great normal that is mostly used in CPS chain combos into crouching heavy kick. It is also a decent close poke, and it is relatively safe to set up EPD grabs with it.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=17&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-8/-5&lt;br /&gt;
 |cancelable=C/S&lt;br /&gt;
 |description=Similar to crouching light punch in a sense that it&#039;s very similar to its kick counter part. Although crouching heavy kick is mostly the better normal, this can be great for whiff punishes and interrupting fake block strings.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDcr.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=4&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/-4&lt;br /&gt;
 |cancelable=S&lt;br /&gt;
 |description=An awesome sweep that has a startup speed that&#039;s almost unfair. It works great as a cancel into EPD, to call out special and regular moves, and for ending CPS chains. This is not only one of Chrome Dome&#039;s best normals, but arguably one of the best in the game. Use this a lot to solidify Chrome Dome&#039;s ground game.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A very solid normal that should be your go-to air-to-air. It has great priority, and can beat moves even when it seems like it shouldn&#039;t be able to.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Can be used as an instant overhead, but there are better normals to use in general. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=11&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An odd pogo jump that is almost useless. It can be used during mind games to confuse the opponent, but you&#039;re better off ignoring it completely in neutral. Its usage comes when jumping in on the opponent. Its above-average priority can be used to beat many anti airs and special moves.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDj.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1+10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Great button overall. It&#039;s not only a decent air-to-air, but a great option for instant overheads too.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=13&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An okay normal in general that can call out certain moves. Most of its usage comes from it being the lowest instant overhead Chrome Dome has. This is really important, as it allows the  overhead to work against low crouchers like Armaggon. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDdj.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Diagonal Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=2&lt;br /&gt;
 |active=1+14&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256 &lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=This normal&#039;s long range and awesome startup make it a fantastic air-to-air. Said long range makes matchups like Wingnut far more bearable as Chrome Dome can beat out moves while in the air and control a good amount of space. It gives Chrome Dome the opportunity to combo from a relatively far distance into cr.hk. Keep this in mind against opponents who are predictable with fireballs. Be mindful when throwing this move out though. Since it does not have infinite active frames, experienced opponents will be able to punish it off of a good read.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDnj.hk-divekick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dive Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A quick dive. When used right, this normal can be a huge threat. It&#039;s incredibly fast, mostly safe, and perhaps the deadliest part: it must be blocked high. Avid Chrome Domes should always establish their gameplan with this move and know when and when not to use it. Dive should be used often, but it only should be abused when the opponent is in the corner. In neutral, it should mostly be used as a gap closer and mixup option. It&#039;s also a great option for getting over fireballs quickly. When the opponent is cornered, mix this up with instant overheads and EPDs to really solidify damage.  &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=37&lt;br /&gt;
 |hitadvan=-10/-7&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Possibly the most interesting fireball in the game. It has some bit of invincibility on startup, making it double as a reversal and anti-air. Being a good Chrome Dome player requires utilizing this as more than a fireball. In fact, some might say it&#039;s better as a reversal than a fireball. Yes, it can help Chrome Dome control space and play keep away, but it&#039;s fairly slow on recovery, and it&#039;s completely grounded, allowing fireballs like Dragon Breath to pass right over it. Seasoned Chromes will mostly use this moves as a &amp;quot;get off me&amp;quot; attack. It can help Chrome Dome wiggle out of fireball traps, counter okis, and call out special moves. Against cornered opponents, Chrome Spark mostly becomes a setup for EPD. The process is usually knock down, into canceled Chrome Spark, into EPD. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=ChromeS.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Spark (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=41&lt;br /&gt;
 |hitadvan=-14/-11&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Similar to the light version animation wise, but speed and recovery frames are different stories. This move, unlike the light chrome spark, has slower startup and recovery in exchange for faster speed. In reference to the light chrome spark, heavy Chrome Spark also has invincibility frames. This allows it to be used to get out of of certain fireball loop setups and as a sneaky reversal. Be sure to use this move at safe distances because you can take a bit of damage if this move is thrown out at a bad time. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CDEPD.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Electric Pile Driver&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=N/A&lt;br /&gt;
 |startup=None&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The only command grab possessed by a tournament-legal character. This is one of Chrome&#039;s most important moves. It is an instant grab that cannot be jumped out of or blocked, there is no whiff animation, and it has a decent amount of range. These three traits in particular help Electric Pile Driver&#039;s general viability a lot. It allows it to be used as an unorthodox anti-air, fake block string interrupter, and most importantly, an instant reversal. EPD allows for a lot of creativity, and there is no specific way to use it. Don&#039;t be afraid to be expressive with it. Always remember that you can buffer the &amp;quot;down&amp;quot; input indefinitely, and EPD will still come out. Since you can throw out of blockstun in TMNT, it allows you to cancel almost all of his normals into it, including close st.hk and cr.hk. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=CBomb.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Chrome Bomb&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=25&lt;br /&gt;
 |active=180&lt;br /&gt;
 |recovery-whiff=35&lt;br /&gt;
 |hitadvan=-??/-13&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Unfortunately, Chrome Bomb doesn&#039;t have a lot to offer as it&#039;s one of the worst Ultimate Attacks in the game. It can be used as an anti-air, but it&#039;s terrible as one, as the opponent is rendered airborne after one hit, effectively saving them from the entire super. It is also punishable on recovery; making it&#039;s usage somewhat risky in general.  Because of these drawbacks, you really have to rely on getting good reads to force the opponent to get hit by it without blocking. It&#039;s mostly effective against characters with rush specials like Shredder and his Aura Crusher. This makes it a fairly setup-heavy super that can&#039;t just be thrown out as soon as you gain full meter. Be patient with Chrome Bomb, and take make sure to watch for mistakes from the opponent. It is mostly a bad super, but it does a good amount of damage on hit. Remember that Chrome Bomb is a cancelable super. Canceling into it from a normal is a great option if you know it will chip kill.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos =&lt;br /&gt;
&lt;br /&gt;
== Matchups ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=WarC1.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS War&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[80/20]&lt;br /&gt;
 |This is the rare matchup where Chrome Dome can start zoning immediately. The game plan is to play lame, zone War out, and force force him to approach. If War ever gets close, the game becomes &amp;quot;Who can beat who and get the game-changing read first&amp;quot;. Most Wars will opt to try and use his standing heavy punch and heavy kick to poke you out when they get close. The best thing to do against this is to trade back with your couching heavy kick. It will lead to both of you being knocked over, but don&#039;t worry. War&#039;s options when he&#039;s in this situation are limited. If you ever knock War down, try your best to suffocate him and punish any and all of his attempts to play the game. When he&#039;s knocked over, he HAS to take damage no matter what. If he takes the hit, it will lead to a combo, if he reversal DFA&#039;s, he&#039;ll take damage from whatever jumping normal you used, if he blocks, free EPD. Remember that almost everything War can do in neutral is either punishable or easily countered by Chrome. Heavy and light turning uppercuts can be punished with Electric Pile Driver on block when done close enough. And even if the War does it far to make it safer, there&#039;s almost nothing he can do to capitalize on it. When you&#039;re zoning,  It&#039;s your main opening to knock War down, and once you do, the match flips almost entirely in Chrome Dome&#039;s favor. War will get safe jumped on for the entirety of the match, and even if he does a reversal DFA to counter throw attempts, you can still just jump in on him again to start the process all over. Never give War any chances to play an annoying game with his pokes. Establish a life lead, play lame, and the match is over. Remember that if he&#039;s dizzied once, you can grab loop him to death.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_leo_shiningcutter.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VS Leo&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[70/30]&lt;br /&gt;
 |The main game plan in this matchup is to make Leo mess up and get unnecessarily aggressive. Try to establish a life lead before he can so you can make Leo come to you, not the other way around. There is almost no reason to get aggressive immediately at round start. Back up and try to analyze whether the Leo plays offensive or defensive. An offensive Leo is what you want. His awesome jumping heavy punch is indeed a threat for Chrome Dome, but if the Leo is just mindlessly jumping in with it, it becomes an opening. Anti-air with a late Chrome Spark and slowly build up his dizzy. If the Leo is dizzied once, the game is over. Grab loop him until death. Take advantage of Leo&#039;s somewhat mediocre DP by purposefully jumping outside of its range and baiting it when he&#039;s in the corner. On the topic of the corner, this is the main place Leo does not want to be. If you&#039;re playing against a defensive Leo, focus on pushing him there and baiting Roto Cutter as mentioned before. &amp;quot;Baiting&amp;quot; it involves safe jumping, and shimmying around. One blocked Cutter can be the round. This match seems easy at a very basic level, but good Leos will definitely be a challenge. Don&#039;t give him any chances.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_don_Hyakuretsuki.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=VSDon&lt;br /&gt;
&lt;br /&gt;
 |data=&lt;br /&gt;
{{&lt;br /&gt;
 |MU Rating=[6.8/3.2]&lt;br /&gt;
 |Very similar to the Leo matchup in terms of the general game plan, but you want a defensive Don instead of an offensive one. This is mostly because of Ground Claw and its slow startup which makes it much easier for Chrome to get a good read and push Don into the corner. Against an offensive Don, you want to watch for jump-ins. Most Dons will opt to use j.hp and Belly Flop as their go-to jumping normals. For those, you want to anti-air with b.hp or block so you won&#039;t risk trading. Dance Attack (Headspin) is a threat, and it is the main thing that makes this match slightly better for Don than Leo. Since Chrome&#039;s jump is slow, most of your attempts to pressure Don by jumping in will be punished with a well-timed Headspin. It&#039;s the main reason why you want to avoid jumping in on Don without purpose. Instead, try to figure out how and when the Don is using Headpsin and start baiting them out. With Bo Thrust, make sure to watch out for Don&#039;s overextending it, as it is only punishable when mashed longer than needed. When Don is in the corner, do the same as you would with Leo. Poke him with your buttons and Dive Kick to stop Headpsin attempts, and keep him in block strings with Chrome Spark to fish for a dizzy. Don has no good reversals to escape the corner safely.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Aska&lt;br /&gt;
*Theorized to be 6.5 - 3.5&lt;br /&gt;
&lt;br /&gt;
The main thing to note about this matchup is Aska&#039;s great Kochou No Mai (DP). Because of its fantastic priority and invincibility, you have to play around it and be patient. You want to do this while also not allowing her to get too close and start her shenanigans. If you do get a knock-down, try not to pressure her too much. Try and analyze how the Aska uses their DP. If they&#039;re greedy with them, bait it and go for a punish. If they respect your advances and let you jump in, take advantage of that and proceed to pressure her. Chrome Dome excels in the middle screen in this matchup because of his good pokes. Keep Aska there and don&#039;t let her get too close. If the Aska gets in and does a close Hyabusa, remember that it can be punished with a well-timed EPD.&lt;br /&gt;
&lt;br /&gt;
Vs. Raph&lt;br /&gt;
*Theorized to be 6 - 4&lt;br /&gt;
&lt;br /&gt;
Like a lot of Chrome&#039;s other matches, at round start, you want to try to back up and analyze the Raph. What you want is a defensive Raph who jumps back a lot so you can push him in the corner; a place where he doesn&#039;t want to be. Dealing with a defensive Raph can be fairly difficult, though. You can be somewhat aggresive, but make sure not to be so aggresive that you essentially kill yourself. Jumping heavy punch is a good normal for calling out some of his far anti-airs, and jumping light punch is a good normal for trading with Chest Buster if you make an incorrect jump-in. Never jump-in when you&#039;re close to Raph, his amazing cr.hp will beat almost everything you throw out. When you&#039;re that close, the goal is to pressure him into making a mistake. A small one being Power Drill, and a big one being Chest Buster. Since those two moves are an essential part of Raph&#039;s tool kit, a lot of the match involves working around these moves and baiting them to get the advantage. For Power Drill, the safest way to work around it is to neutral jump with a normal like j.lp. but you can also try jump back and try to get a punish which is slightly riskier. If you get a punish on Drill, try your best to close the gap on Raph to increase your chances of putting him in the corner. As mentioned above, blocked Power Drills can be punished with an EPD, but the timing is strict. For Chest Buster, in most scenarios you can simply punish it with a lp throw. This leads into the redizzy, which is the match. If the Raph is ever pushed to the corner, this is your chance to take the round. The plan is to continuously harass Raph and take advantage of his lack of safe reversal options. This involves doing jump back lp or nj.hks to call out Power Drill, cr.hp into Chrome Spark to keep him in block strings, and b.hp to punish his attempts to jump out. Remember that you need to be correctly spaced so Chest Buster will either be blocked, or whiff completely. Keep in mind that if Raph dizzies you from midscreen, he can punish you from the left side with his redizzy, so avoid that at all costs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fair Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Chrome Dome (self)&lt;br /&gt;
*5 - 5&lt;br /&gt;
&lt;br /&gt;
This matchup is basically just a big game of &amp;quot;who wins neutral&amp;quot;. Play patient and let the Chrome Dome come to you. Anti-air him every time and build up small damage this way. Capitalizing on the opponents mistakes is huge in this matchup; a big one is bad Chrome Sparks that allow you to jump in for a quick knock-down combo. Don&#039;t be afraid to utilize some of Chrome&#039;s grounded pokes to punish bad moves. A funny thing to note is that this is the only matchup where EDP can really be challenged, obviously because your opponent has access to the same move. When you go in for okis, make sure to poke around outside of its range with your longer normals. Keep this knowledge in mind for when you&#039;re in disadvantaged states, too. If the opponent ever tries to do EPD setups, you can steal their turn and counter with you own. The match becomes a mess when both Chrome Domes are fighting for EPD, so always change it up a little by taking advantage of Chrome Sparks invincibility, and fighting for the life lead so you can start zoning safely again.&lt;br /&gt;
&lt;br /&gt;
Vs. Shredder&lt;br /&gt;
*Theorized to be 5 - 5&lt;br /&gt;
&lt;br /&gt;
Shredder&#039;s amazing normals and special moves can be a huge problem for Chrome Dome, so this matchup mostly revolves around working around and punishing them. Chrome Dome rarely gets the chance to jump in safely on Shredder because of Knee Crush, so this forces him to play a somewhat defensive game. The crazy thing about this though, is that a defensive Chrome Dome can be very problematic for Shredder. In neutral, you should utilize lp Chrome Sparks, as the slow movement makes it hard for Shredder to properly Aura Crusher through them on reaction. From there, it&#039;s just another one of those matches that involve making the opponent make mistakes and punishing said mistakes. As mentioned before, Chrome Spark in general is very important in this match. It can works as an anti- Aura Crusher move, but be prepared for Shredders to go through it with its invincibility frames. When you have this in mind, you will find out that you can sweep him out of the Crusher and put him back where he doesn&#039;t want to be. Against defensive Shredders who like to reflect your Sparks, remember that every time he does it and you read it, you can jump in for free damage. Despite this, unless you are really in need of extra damage, it is recommended that you stay where you are and throw another Spark to counter the reflection. Make sure to switch between light and heavy Chrome Spark to keep the Shredder guessing, but remember that he can do the same mind games on you. For instance, if you throw out a Chrome Spark, the Shredder reflects it, and then you throw out another one to nullify the first, Shredder can can hit you with Aura Crusher during its recovery and start bullying you. This &amp;quot;Rock, Paper, Scissors&amp;quot; aspect of the matchup is what evens it out. Play the smarter game, watch the Shredders habits, and play around them.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Wing Nut&lt;br /&gt;
*Theorized to be 4-6&lt;br /&gt;
&lt;br /&gt;
Funny matchup because in theory, it’s bad for BOTH Wingnut and Chrome Dome depending on who has the advantage. At its simplest, the matchup involves WN zoning. Chrome Dome struggles until he gets in, then he can end the round. Your game-plan should be bully your way in and STAY THERE. There are a couple of things Chrome Dome can do to make getting in a lot less miserable. The safest and most common option is to take to the skies and kick him in the face with jump-forward heavy kick. This is a good option because it does two jobs at one. It moves you forward, and hits WN, granting damage. The problem with this option is that if you are read whatsoever and punished with a trade air-to-air, air-to-air, or anti-air, you have to start all over again. Use it when you’re confident. Dive kicking, jumping over off of a read, Chrome Sparking through, and walking under Moon Busters are important options for patient Chrome Dome players who want to capitalize on sloppy MBs. You get no damage, but you get closer to Wing Nut, which can be round-ending. Be sure to always watch where, and which MBs are being thrown. You can catch many habits and get good positioning for whenever you do advance. Never try to forward jump a Moon Buster on reaction. You’ll get hit every time. When you are advantaged, continuously jump in on WN and prevent him from playing the game. There are some pretty nasty option selects you can use on him in this situation, but the best one is probably jump hp into cr.hp XX EPD. If Wing nut blocks the string, you’ll get EPD for an unavoidable sequence. If he doesn’t block, you get the knockdown and will keep your turn.&lt;br /&gt;
&lt;br /&gt;
Vs. Mike&lt;br /&gt;
*Theorized to be 4-6&lt;br /&gt;
&lt;br /&gt;
Mike&#039;s standing hp, Dragon Breath, slide (when spaced properly), and well-timed Dynamite Bombers make this a really annoying matchup for Chrome Dome. A lot of times, it will feel like you&#039;re locked down with nothing to do. Contrary to what is normal when up against a zoner, NEVER jump at Mike unless you are 100% confident with a read, standing hp is far too polarizing to do otherwise. Forcing mistakes and capitalizing on them is an extremely important aspect of this match. Whiffed Rising Thunders are the biggest, as they can be round-ending. Most Mike players will opt to use light RT in neutral as it is far less punishable. The good thing about this is that Chrome&#039;s long limbs (namely cr.hk) make it easy to punish from most ranges. If a light RT is whiffed up close, you will have enough time to grab him and take the match, but don&#039;t get greedy. Crafty Mike players will notice this and have enough time to go into another RT, knowing you down and making you start all over again. For Dynamite Bomber (P2), you will need to anticipate them and have fast enough reaction times to see it coming. You can poke him out of it with far lp, and even EPD them on landing if you&#039;re feeling lucky. Far-standing heavy punch and Dragon Breath will definitely be where most of your problems come from. You can take advantage of greedy Mikes who like to throw it a lot by whiff punishing and closing the gap. Another smart thing you can do in this situation is shimmy by making the Mike think you&#039;re in range, walking back to make the button miss, then sweeping. With Dragon Breath, you have to be patient, as CD&#039;s jump is too slow to make any moves on reaction. You can neutral jump the fireballs to make them last longer on screen, and spark back. Keep in mind that sloppy Sparks will be &amp;quot;punished&amp;quot; with the Dragon Breath, as they fly right over, so always make sure to throw them early in order to force a reaction from Mike. Never get overwhelmed. This is a pretty hard match, but one or two good plays can end it quickly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serious Disadvantage Match-ups&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vs. Armaggon&lt;br /&gt;
*Theorized to be 3-7&lt;br /&gt;
&lt;br /&gt;
== Throw Loop ==&lt;br /&gt;
[ LP Grab &amp;gt; jHP 2LK-2LK-2LK-2HK (dizzy) ] x ∞&lt;br /&gt;
&lt;br /&gt;
Chrome Dome has a throw loop vs. the turtles.&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:List of Fighting Games]][[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7651</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7651"/>
		<updated>2023-01-16T19:00:20Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Boxer (Balrog) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, meaning that he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast light normal. Rarely used by shredder players but can be used as an anti air sometimes. This normal is also rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= This normal has a decent speed, is great in combos and can stop certain moves when spaced out properly( Chrome Dome&#039;s crouching hp/ crouching hk.) This normal is also a good tool for whiff punishing if you want to use lights instead of heavy buttons for less risk.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= One of shredders best normals. Slow startup but has high potential when used properly. Has far reach and is one of the go-to moves for whiff punishing. Be careful when putting this move out. This normal is best used for whiff punishing, as you can buffer it into both aura crusher and knee crush. This move is great at nabbing whiff punishes but is slow on startup, which can get you whiff punished.  &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=One of shredder go-to combo starters from a jump in. Has slow startup, being a heavy move, but leads to heavy combo damage.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Slow on startup but can lead to a bit of damage. This normal is good for whiff punishing, but is rarely used in combos. Use this normal safely, as you can get whiff punished for using this normal incorrectly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Very slow on startup and is rarely used in combos. There are better normals to use other than this one, but it is still an ok normal. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Another really good normal that shredder has. Fast on startup, but low on damage being a light normal. This normal is one of the go-to normals for poking. It has lots of range and is really fast. This normal is also one of the go-to normals in combos. Overall, this is an amazing normal.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=80&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast on startup, and a quick move to poke with. This normal has far range for a crouching move and crouching heavy kick, this move is not slow on startup. Another good normal to use in combos as well. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Another one of shredder really good normals. Slow on startup but has far reach for a crouching normal and can lead to a lot of damage potential. Can be buffered into knee crush or aura crusher and is an amazing whiff punish tool &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Slow on startup, but can be used as a whiff punish tool. This normal has the most range out of all of shredders normals, but is rarely used in combos.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Does less damage than the heavy version but when spaced out properly, can beat out certain normals. This normal is one of the go-to normals for a jump in combo. This normal is also a good air-to-air.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Both versions have the same range but the light one does less damage. This normal is rarely used because the heavy version is overall better.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=144&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Fast light air normal. The heavy version is better for jump in combos. Is less used because of the heavy version, but has still has some uses.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=240&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= One of the go-to normals for a jump in combo. This normal can be a good air-to-air normal when spaced out properly as well.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= Has far reach and can beat out a lot of jump in attacks when spaced properly. Both versions can be used as combo starters, but are less commonly used for a combo starter.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= The go-to normal for jump in attacks. Has great combo potential and can beat out moves when spaced out properly.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder AC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder R.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7371</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7371"/>
		<updated>2022-11-27T07:18:06Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Boxer (Balrog) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, meaning that he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=80&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=144&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=240&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder AC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder KC.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder R.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:Shredder_R.png&amp;diff=7370</id>
		<title>File:Shredder R.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:Shredder_R.png&amp;diff=7370"/>
		<updated>2022-11-27T07:10:09Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:Shredder_KC.png&amp;diff=7369</id>
		<title>File:Shredder KC.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:Shredder_KC.png&amp;diff=7369"/>
		<updated>2022-11-27T07:09:27Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=File:Shredder_AC.png&amp;diff=7368</id>
		<title>File:Shredder AC.png</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=File:Shredder_AC.png&amp;diff=7368"/>
		<updated>2022-11-27T07:08:39Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7367</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7367"/>
		<updated>2022-11-27T07:00:24Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Boxer (Balrog) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, meaning that he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=80&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=144&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=240&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrusher.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrush.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_aurabarrier.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7366</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7366"/>
		<updated>2022-11-27T06:58:54Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Boxer (Balrog) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, meaning that he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  4 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=80&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=128&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=144&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=240&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder nj.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrusher.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrush.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_aurabarrier.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7365</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7365"/>
		<updated>2022-11-27T05:58:33Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Boxer (Balrog) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, meaning that he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  1 frame (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrusher.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrush.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_aurabarrier.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7364</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7364"/>
		<updated>2022-11-27T03:12:31Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is THE rushdown Boxer (Balrog) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, meaning that he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  1 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrusher.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrush.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_aurabarrier.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7363</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7363"/>
		<updated>2022-11-27T03:02:36Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is the Boxer (Balrog) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, meaning that he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  1 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrusher.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrush.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_aurabarrier.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7362</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7362"/>
		<updated>2022-11-27T03:01:45Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is the Boxer (Balrog) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, meaning that he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong poker character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  1 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrusher.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrush.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_aurabarrier.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7361</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7361"/>
		<updated>2022-11-27T03:01:06Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is the Boxer (Balrog) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, meaning that he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his stubby but powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong poker character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  1 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrusher.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrush.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_aurabarrier.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7360</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7360"/>
		<updated>2022-11-27T03:00:12Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber. At its simplest, Shredder is the Boxer (Balrog) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his stubby but powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong poker character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  1 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrusher.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrush.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_aurabarrier.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7359</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7359"/>
		<updated>2022-11-27T02:58:42Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
At its simplest, Shredder is the Boxer (Balrog) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura  Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, he’s vulnerable to character-specific crouch unblockables that affect no other legal character.  Although commonly regarded as an “easy” character, decent knowledge about how and when to use his stubby but powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong poker character.&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber.&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  1 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrusher.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrush.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_aurabarrier.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7358</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7358"/>
		<updated>2022-11-27T01:57:51Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber.&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  1 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrusher.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrush.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_aurabarrier.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7357</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7357"/>
		<updated>2022-11-27T01:57:31Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber.&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  1 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :  640 points&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  &lt;br /&gt;
 Dizzy                                  :  &lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrusher.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrush.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_aurabarrier.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Donatello_(TF)&amp;diff=7356</id>
		<title>Donatello (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Donatello_(TF)&amp;diff=7356"/>
		<updated>2022-11-27T01:13:41Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Donatello&lt;br /&gt;
|image=[[Image:tmnttf_don.png|125px]]&lt;br /&gt;
|charheight=5&#039;8&amp;quot;&lt;br /&gt;
|charweight=170 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=15&lt;br /&gt;
|birthplace=Joe&#039;s Pet Place, Slowklahoma&lt;br /&gt;
|weapons=Bo&lt;br /&gt;
|activities=Inventing mechanical and electronical devices&lt;br /&gt;
|goals=He needs the money to complete his latest invention&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Donatello is probably the strangest “normal” character in Tournament Fighters. It certainly feels like he just had moves thrown onto him just to complete the character. Leo is inspired by Ryu, Raph by Bison, Mike by Blanka (Or really just a charge shoto) and Don is like &amp;quot;Oh hey, we dont have E. Honda and some Chun li in there, slap their moves on this last one.&amp;quot; Even his normals feel like a hybridization of the other three turtles. Don was probably made last of the quartet and they just &amp;quot;plugged and fit&amp;quot; his moves. He is really an enigma with no clear archetype.  A good understanding of neutral and when to use his fantastic pokes is required to fully take advantage of this character. Don is considered the third best turtle of the four. He excels in up-close combat, but generally struggles from full screen. Not unlike the other turtles, Don’s general game plan depends on the matchup, but he almost always wants to get in and harass. Most of his harassment includes the use of his strong standing HP, quick crouching LK, and Bo Thrust while simultaneously building meter for his awesome super to either get free chip, or turn the tide of the match.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech ==&lt;br /&gt;
&lt;br /&gt;
Heavy Bo Thrust can be done by simply doing the inputs LP, HP, HP. This makes it safer to do in neutral as there&#039;s no risk of whiffing heavy punch.&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  2 frames (Hi-Speed 1)&lt;br /&gt;
 Dizzy                                  :   640 points&lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf don LP.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=Like Leo&#039;s standing light punch, it&#039;s an okay anti-air. Use this in close scrambles when standing heavy punch won&#039;t suffice. After jumping heavy punch, chain this into Bo Thrust to redizzy Mike &amp;amp; Raph if the situation allows you to.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Donst.lk.png ‎&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=A quick but poor anti air that can be chained with other lights. This move should be avoided for the most part&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf don nLK.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=C?N&lt;br /&gt;
 |description=A chainable low attack that is decent for tick throws&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_don_HP.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=8&lt;br /&gt;
 |active=4+3&lt;br /&gt;
 |recovery-whiff=12&lt;br /&gt;
 |hitstun=256/447&lt;br /&gt;
 |hitadvan=-3/0 +1/+4&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=One of Don&#039;s best normals. It is best used as an anti-air or to trade. This move makes for a very good poke in grounded situations, but be mindful when using it in neutral as it can be punished. Throwing it out haphazardly is only really worth it when the opponent is close to being stunned. Second hit is a high. First advantage reflects this case.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=DonSt.Heavykick.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=13&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=-4/-10&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=A working anti-air that every turtle has. In some situations, it works as a better option than standing heavy punch due to the position of the hitbox.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Donclst.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=7&lt;br /&gt;
 |hitstun=192&lt;br /&gt;
 |hitadvan=+2/+5&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=Similar to standing lk in a sense that it&#039;s a fairly lousy anti-air. Standing hp should be favored.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf don cLP.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=6&lt;br /&gt;
 |recovery-whiff=11&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=--4/-1&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=Has decent priority, but it&#039;s too slow to combo into itself. This is best used as a chain into Hyakuretsuki (Bo Thrust).&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf don cLK.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=-1/+2&lt;br /&gt;
 |cancelable=N/S&lt;br /&gt;
 |description=Does the same damage as Leo&#039;s and Raph&#039;s cr.lk, while having more reach than Leo&#039;s. Like Raph&#039;s cr.lk, the drawback is that it does less stun. Since it can be canceled into backflip, this move works great as a meter builder. This is also one of Don&#039;s best up-close pokes. Use this instead of standing heavy punch if you want to apply pressure safely. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf don cHP.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=12&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=-4/-1&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=This move was probably intended to be an anti-air. It works as one, but it should not be used as much as Don’s other anti-airs due to its mediocre priority and long duration. This gets much more use in the corner because of its high hitbox. In fact, it&#039;s one of Don&#039;s only working anti-airs there. This one factor increases this normal&#039;s viability a lot, but as said before, remember not to abuse it. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf don cHK.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=7&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=16&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=KD/-8&lt;br /&gt;
 |cancelable=N&lt;br /&gt;
 |description=A decent slide. It can beat moves like Aska&#039;s Hayabusa from afar, and close the gap between you and the opponent. It is safer from farther distances. Use this move with caution as it can be punished on block.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf don jLP.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=6&lt;br /&gt;
 |active=Infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Like Leo&#039;s j.lp, this move has infinite frames despite the animation implying that it ends.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf don jdLP.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Belly Flop (Down+LP)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=Infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=The universal command aerial all turtles have. It&#039;s the best lingering aerial they have though its priority can be questioned.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_don_jLK.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=Infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=64&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=A short-range move with low priority that all the turtles have. JHK, JHP, and belly flop should be used instead.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf don ujK.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jump Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=Infinite&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=96&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Tons of active frames, but belly flop should be used over this due to its longer range.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf don jHP.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=192&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Worse priority than Leo&#039;s, but it is still very important as it is a fantastic air-to-air that can beat certain attacks safely. This will be your go-to jump-in normal, mostly because it automatically sets up heavy Bo Thrust.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf don jHK.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=5&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Great as a crossup move. Because it has higher stun than j.hp, it can be a better combo starter.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf don ujK.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Neutral Jump Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=10&lt;br /&gt;
 |recovery-whiff=N/A&lt;br /&gt;
 |hitstun=160&lt;br /&gt;
 |hitadvan=N/A&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=This move&#039;s high hitbox makes it a very situational normal, working in situations like beating War&#039;s DFA&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_don_Hyakuretsuki.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Hyakuretsuki/Bo Thrust  (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=5&lt;br /&gt;
 |active=1[9]*5&lt;br /&gt;
 |recovery-whiff=5&lt;br /&gt;
 |hitstun=297&lt;br /&gt;
 |hitadvan=-19/-16&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Has more active frames than heavy Hyakuretsuki, but because it lasts longer, using it is not worth it. Favor heavy Bo Thrust in most scenarios. Pushback after the second hit causes the next to whiff. There&#039;s an extra frame of advantage because the final hit lands on the last possible frame when holding forward the entire time.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_don_Hyakuretsuki.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Hyakuretsuki/Bo Thrust  (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=3&lt;br /&gt;
 |active=1[4]*4&lt;br /&gt;
 |recovery-whiff=8&lt;br /&gt;
 |hitstun=412&lt;br /&gt;
 |hitadvan=+3/+6&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=Don&#039;s main pressure tool. It&#039;s mostly used as a combo ender, but it works great as a neutral tool and poke. Keep in mind that it is possible to steer Don during the move&#039;s active frames, making it possible to not only poke outside of the opponent&#039;s range, but link more hits if it combos too. Pushback after the second hit causes the next to whiff. There&#039;s an extra frame of advantage because the final hit lands on the last possible frame when holding forward the entire time.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_don_Groundclaw.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ground Claw&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=16&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=29&lt;br /&gt;
 |hitstun=320&lt;br /&gt;
 |hitadvan=0/+3&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=In terms of a fireball, Ground Claw is mediocre. It&#039;s on the slow side, its startup leaves a lot to be desired, and Don cannot combo into it whatsoever. A fireball is still a fireball though, and it is not without its strengths. It&#039;s faster than Leo&#039;s on recovery, does a decent amount of stun, and because of its taller hitbox, works as a situational anti-air. However, because of its aforementioned weaknesses, you should only really use it up-close on the opponent&#039;s knock-down, and when you&#039;re full screen away. Keep in mind that during ground Claw&#039;s active frames, most of Don&#039;s Arm is invulnerable, and the Bo is completely invincible.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_don_Danceattack.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dance Attack (Light)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=22&lt;br /&gt;
 |active=2[8]2&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=KD/+1&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An interesting &amp;quot;get off me&amp;quot; attack that is best used as a reversal. It&#039;s one of Don&#039;s best answers to jump-ins as its invincibility frames allow Don to avoid the jumping normal and counter the landing. Although it is capable of hurting the opponent and does chip damage, you should almost primarily use this for its invulnerable frames as it is fairly lackluster as an attack. After the invincibility frames, Don is completely vulnerable and is open to all types of attacks.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_don_Danceattack.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Dance Attack (Heavy)&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=22&lt;br /&gt;
 |active=2[8]*5+2&lt;br /&gt;
 |recovery-whiff=15&lt;br /&gt;
 |hitstun=224&lt;br /&gt;
 |hitadvan=KD/+2&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=An arguably worse version of light Dance Attack, but it has its uses. You can take advantage of its relatively safe active frames up close, but remember to tilt Don in the opponent&#039;s direction so he won&#039;t immediately bounce away. This move is best used for getting safe chip damage. Be mindful that because of its long duration, it is extremely punishable, and there are various vulnerable gaps in this move depending on your opponent. Make sure to use this wisely. &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_don_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Ryou Hadou&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=28&lt;br /&gt;
 |active=N/A&lt;br /&gt;
 |recovery-whiff=72&lt;br /&gt;
 |hitstun=256&lt;br /&gt;
 |hitadvan=KD/+23/+8*&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=One of the best Ultimate Attacks in the game. Don is invincible on startup and during some of its active frames, which essentially makes him invulnerable throughout the entire super. This is one of the few Ultimates that can be thrown without thought from anywhere on the screen as it is completely unavoidable (Aska can dodge it, but it is very situational as it can only be done off of a perfect read). The Dragon tilts downward near the end of its duration preventing any attempts to crouch or slide under it. Because of this Ultimate&#039;s viability, Don players should establish their game plan around building meter and using this super as a surprise &amp;quot;clutch&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes =&lt;br /&gt;
&lt;br /&gt;
Jump in J.HP mash HP for Fierce Bo thrust. This can dizzy when done properly, chaining to itself or the dizzy punish below and being able to redizzy the likes of Mike &amp;amp; Raph.&lt;br /&gt;
&lt;br /&gt;
Cross up J.HK &amp;gt; cr.LP &amp;gt; mash HP for Fierce Bo thrust. (This dizzy punish hits most characters, though Shredder seems avoid the last hit which means it is better to forego the cr.LP) https://www.twitch.tv/yartarr42/clip/EnchantingJazzyRedpandaRitzMitz-4o6j5z1P_CU67ndG?filter=clips&amp;amp;range=7d&amp;amp;sort=time&lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
! Donatello || Startup || Active || Recovery || Advantage&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 6 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| clLK || 5 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 8 || 4+3 || 12 || -3/0* +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 7 || 5 || 13 || -4/-10&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 7 || 5 || 7 || +2/+5&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 6 || 1 || 11 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 5 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 12 || 5 || 15 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 7 || 10 || 16 || KD/-8&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 6 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| BFlop || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLK || 3  || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 5 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 5 || 5 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHK || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lRB || 5 || 1[9]*5 || 5 || -19/-16&lt;br /&gt;
|-&lt;br /&gt;
| hRB || 3 || 1[4]*4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| Claw || 16 || N/A || 29 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| lSpn || 22 || 2[8]2 || 15 || KD/+1&lt;br /&gt;
|-&lt;br /&gt;
| hSpn || 22 || 2[8]*5+2 || 15 || KD/+2*&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| UM || 28 || N/A || 72 || KD/+23/+8*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7355</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7355"/>
		<updated>2022-11-26T22:29:21Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=?&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=Planning world conquest &lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber.&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  &lt;br /&gt;
 Dizzy                                  :  &lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrusher.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrush.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_aurabarrier.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
	<entry>
		<id>http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7354</id>
		<title>Shredder (TF)</title>
		<link rel="alternate" type="text/html" href="http://newchallenger.net/w/index.php?title=Shredder_(TF)&amp;diff=7354"/>
		<updated>2022-11-26T22:26:37Z</updated>

		<summary type="html">&lt;p&gt;HoopsTheWaffleBurner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TF_Profile&lt;br /&gt;
|title=Shredder&lt;br /&gt;
|image=[[Image:ShredP.png]]&lt;br /&gt;
|charheight=6&#039;6&amp;quot;&lt;br /&gt;
|charweight=280 lbs.&lt;br /&gt;
|eyes=Black&lt;br /&gt;
|age=&lt;br /&gt;
|birthplace=Osaka Japan&lt;br /&gt;
|weapons=Battle Armor&lt;br /&gt;
|activities=&lt;br /&gt;
|goals= To regain control over the &amp;quot;mindless&amp;quot; masses of New York.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Schröder is back, and this time he&#039;s Cyber.&lt;br /&gt;
&lt;br /&gt;
== Quirks &amp;amp; Tech == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Data Arsenal ==&lt;br /&gt;
&lt;br /&gt;
 Pre-jump Frames                        :  &lt;br /&gt;
 Dizzy                                  :  &lt;br /&gt;
&lt;br /&gt;
=Movelist=&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
N = Normal chain ok&lt;br /&gt;
S = Special cancel ok&lt;br /&gt;
C = CPS Chain ok&lt;br /&gt;
[] = frames between next active hitbox&lt;br /&gt;
* = After active frame(s) For calculating total move time&lt;br /&gt;
Advantage is on hit and block, respectively&lt;br /&gt;
&lt;br /&gt;
== Standing Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder st.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder st.lk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder far st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder far st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Standing Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder close st.hk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Close Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crouching Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=-&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.hp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder cr.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Crouching Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Low.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description= &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Jumping Normals ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Light Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=	Shredder j.lphp.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Punch&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Shredder j.lkhk.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Jumping Heavy Kick&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:High.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Special Moves ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrusher.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Crusher&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_auracrush.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Knee Crush&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_aurabarrier.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Aura Shield&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ultimate Attack ==&lt;br /&gt;
&lt;br /&gt;
{{SVG-Move&lt;br /&gt;
|image=Tmnttf_shred_UA.png&lt;br /&gt;
|caption=&lt;br /&gt;
|attack=Lightning Pressure&lt;br /&gt;
|data=&lt;br /&gt;
 {{TF-Data&lt;br /&gt;
 |guard=[[Image:Mid.png|link]]&lt;br /&gt;
 |startup=&lt;br /&gt;
 |active=&lt;br /&gt;
 |recovery-whiff=&lt;br /&gt;
 |hitadvan=&lt;br /&gt;
 |cancelable=&lt;br /&gt;
 |description=&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Combos/Punishes = &lt;br /&gt;
&lt;br /&gt;
= Frame Data Quick List = &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shredder || Startup || Active || Recovery || Adv&lt;br /&gt;
|-&lt;br /&gt;
| sLP || 3 || 1 || 8 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| sLK || 5 || 2 || 5 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| sHP || 6 || 4 || 10 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| clHP || 8 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| sHK || 4 || 5 || 14 || -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| clHK || 12 || 4 || 8 || +3/+6&lt;br /&gt;
|-&lt;br /&gt;
| crLP || 3 || 1 || 7 || 0/+3&lt;br /&gt;
|-&lt;br /&gt;
| crLK || 6 || 1 || 6 || +1/+4&lt;br /&gt;
|-&lt;br /&gt;
| crHP || 6 || 5 || 11 || -1/+2&lt;br /&gt;
|-&lt;br /&gt;
| crHK || 9 || 3 || 15 || KD/0&lt;br /&gt;
|-&lt;br /&gt;
| jLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djLP || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jLK || 3 || infinite || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| djHP || 5 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| jHK || 7 || 10 || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| lAC || 6-13 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| hAC || 6-45 || 3+8 || 10 || -7/-4 -4/-1&lt;br /&gt;
|-&lt;br /&gt;
| Aura || 12 || 24 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
| lKN || 5 || 9 || 18 || KD/-5&lt;br /&gt;
|-&lt;br /&gt;
| hKN || 5 || 9 || 16 || KD/-3&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| CA || 16 || 58 || N/A || KD/-15&lt;br /&gt;
|}&lt;br /&gt;
* Aura Crusher&#039;s second hit may whiff. Use second set if both hits connect.&lt;br /&gt;
* The lightning bolt itself is not a separate attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TMNTTF_Nav}}{{GenPgNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TMNT Tournament Fighters]]&lt;/div&gt;</summary>
		<author><name>HoopsTheWaffleBurner</name></author>
	</entry>
</feed>