Donatello (TF): Difference between revisions
No edit summary |
No edit summary |
||
| (45 intermediate revisions by 2 users not shown) | |||
| Line 15: | Line 15: | ||
== Introduction == | == Introduction == | ||
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 "Oh hey, we dont have E. Honda and some Chun li in there, slap their moves on this last one." Even his normals feel like a hybridization of the other three turtles. Don was probably made last of the quartet and they just "plugged and fit" 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. | |||
== Quirks & Tech == | |||
Heavy Bo Thrust can be done by simply doing the inputs LP, HP, HP. This makes it safer to do in neutral as there's no risk of whiffing heavy punch. | |||
== Data Arsenal == | == Data Arsenal == | ||
Pre-jump Frames : | Pre-jump Frames : 2 frames (Hi-Speed 1) | ||
Dizzy : | Dizzy : 640 points | ||
=Movelist= | =Movelist= | ||
| Line 48: | Line 50: | ||
|active=1 | |active=1 | ||
|recovery-whiff=7 | |recovery-whiff=7 | ||
|hitstun=96 | |||
|hitadvan=0/+3 | |hitadvan=0/+3 | ||
|cancelable=N/S | |cancelable=N/S | ||
|description= | |description=Like Leo's standing light punch, it's an okay anti-air. Use this in close scrambles when standing heavy punch won't suffice. After jumping heavy punch, chain this into Bo Thrust to redizzy Mike & Raph if the situation allows you to. | ||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=Donst.lk.png | ||
|caption= | |caption= | ||
|attack=Standing Light Kick | |attack=Standing Light Kick | ||
| Line 64: | Line 67: | ||
|active=1 | |active=1 | ||
|recovery-whiff=8 | |recovery-whiff=8 | ||
|hitstun=96 | |||
|hitadvan=-1/+2 | |hitadvan=-1/+2 | ||
|cancelable=N | |cancelable=N | ||
|description= | |description=A quick but poor anti air that can be chained with other lights. This move should be avoided for the most part | ||
}} | }} | ||
}} | }} | ||
| Line 80: | Line 84: | ||
|active=1 | |active=1 | ||
|recovery-whiff=8 | |recovery-whiff=8 | ||
|hitstun=96 | |||
|hitadvan=-1/+2 | |hitadvan=-1/+2 | ||
|cancelable=N | |cancelable=C?N | ||
|description= | |description=A chainable low attack that is decent for tick throws | ||
}} | }} | ||
}} | }} | ||
| Line 96: | Line 101: | ||
|active=4+3 | |active=4+3 | ||
|recovery-whiff=12 | |recovery-whiff=12 | ||
|hitstun=256/447 | |||
|hitadvan=-3/0 +1/+4 | |hitadvan=-3/0 +1/+4 | ||
|cancelable= | |cancelable=N | ||
|description=Second hit is a high. First advantage reflects this case | |description=One of Don'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. | ||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=DonSt.Heavykick.png | ||
|caption= | |caption= | ||
|attack=Standing Heavy Kick | |attack=Standing Heavy Kick | ||
| Line 112: | Line 118: | ||
|active=5 | |active=5 | ||
|recovery-whiff=13 | |recovery-whiff=13 | ||
|hitstun=224 | |||
|hitadvan=-4/-10 | |hitadvan=-4/-10 | ||
|cancelable= | |cancelable=N | ||
|description= | |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. | ||
}} | }} | ||
}} | }} | ||
{{SVG-Move | {{SVG-Move | ||
|image= | |image=Donclst.hk.png | ||
|caption= | |caption= | ||
|attack=Close Heavy Kick | |attack=Close Standing Heavy Kick | ||
|data= | |data= | ||
{{TF-Data | {{TF-Data | ||
| Line 128: | Line 135: | ||
|active=5 | |active=5 | ||
|recovery-whiff=7 | |recovery-whiff=7 | ||
|hitstun=192 | |||
|hitadvan=+2/+5 | |hitadvan=+2/+5 | ||
|cancelable= | |cancelable=N | ||
|description= | |description=Similar to standing lk in a sense that it's a fairly lousy anti-air. Standing hp should be favored. | ||
}} | }} | ||
}} | }} | ||
| Line 146: | Line 154: | ||
|active=6 | |active=6 | ||
|recovery-whiff=11 | |recovery-whiff=11 | ||
|hitstun=96 | |||
|hitadvan=--4/-1 | |hitadvan=--4/-1 | ||
|cancelable=N/S | |cancelable=N/S | ||
|description= | |description=Has decent priority, but it's too slow to combo into itself. This is best used as a chain into Hyakuretsuki (Bo Thrust). | ||
}} | }} | ||
}} | }} | ||
| Line 162: | Line 171: | ||
|active=1 | |active=1 | ||
|recovery-whiff=8 | |recovery-whiff=8 | ||
|hitstun=64 | |||
|hitadvan=-1/+2 | |hitadvan=-1/+2 | ||
|cancelable=N/S | |cancelable=N/S | ||
|description= | |description=Does the same damage as Leo's and Raph's cr.lk, while having more reach than Leo's. Like Raph'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's best up-close pokes. Use this instead of standing heavy punch if you want to apply pressure safely. | ||
}} | }} | ||
}} | }} | ||
| Line 178: | Line 188: | ||
|active=5 | |active=5 | ||
|recovery-whiff=15 | |recovery-whiff=15 | ||
|hitstun=224 | |||
|hitadvan=-4/-1 | |hitadvan=-4/-1 | ||
|cancelable= | |cancelable=N | ||
|description= | |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's one of Don's only working anti-airs there. This one factor increases this normal's viability a lot, but as said before, remember not to abuse it. | ||
}} | }} | ||
}} | }} | ||
| Line 194: | Line 205: | ||
|active=10 | |active=10 | ||
|recovery-whiff=16 | |recovery-whiff=16 | ||
|hitstun=224 | |||
|hitadvan=KD/-8 | |hitadvan=KD/-8 | ||
|cancelable= | |cancelable=N | ||
|description= | |description=A decent slide. It can beat moves like Aska'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. | ||
}} | }} | ||
}} | }} | ||
| Line 212: | Line 224: | ||
|active=Infinite | |active=Infinite | ||
|recovery-whiff=N/A | |recovery-whiff=N/A | ||
|hitstun=96 | |||
|hitadvan=N/A | |hitadvan=N/A | ||
|cancelable= | |cancelable= | ||
|description= | |description=Like Leo's j.lp, this move has infinite frames despite the animation implying that it ends. | ||
}} | }} | ||
}} | }} | ||
| Line 228: | Line 241: | ||
|active=Infinite | |active=Infinite | ||
|recovery-whiff=N/A | |recovery-whiff=N/A | ||
|hitstun=96 | |||
|hitadvan=N/A | |hitadvan=N/A | ||
|cancelable= | |cancelable= | ||
|description= | |description=The universal command aerial all turtles have. It's the best lingering aerial they have though its priority can be questioned. | ||
}} | }} | ||
}} | }} | ||
| Line 244: | Line 258: | ||
|active=Infinite | |active=Infinite | ||
|recovery-whiff=N/A | |recovery-whiff=N/A | ||
|hitstun=64 | |||
|hitadvan=N/A | |hitadvan=N/A | ||
|cancelable= | |cancelable= | ||
|description= | |description=A short-range move with low priority that all the turtles have. JHK, JHP, and belly flop should be used instead. | ||
}} | }} | ||
}} | }} | ||
| Line 260: | Line 275: | ||
|active=Infinite | |active=Infinite | ||
|recovery-whiff=N/A | |recovery-whiff=N/A | ||
|hitstun=96 | |||
|hitadvan=N/A | |hitadvan=N/A | ||
|cancelable= | |cancelable= | ||
|description= | |description=Tons of active frames, but belly flop should be used over this due to its longer range. | ||
}} | }} | ||
}} | }} | ||
| Line 276: | Line 292: | ||
|active=5 | |active=5 | ||
|recovery-whiff=N/A | |recovery-whiff=N/A | ||
|hitstun=192 | |||
|hitadvan=N/A | |hitadvan=N/A | ||
|cancelable= | |cancelable= | ||
|description= | |description=Worse priority than Leo'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. | ||
}} | }} | ||
}} | }} | ||
| Line 292: | Line 309: | ||
|active=5 | |active=5 | ||
|recovery-whiff=N/A | |recovery-whiff=N/A | ||
|hitstun=224 | |||
|hitadvan=N/A | |hitadvan=N/A | ||
|cancelable= | |cancelable= | ||
|description= | |description=Great as a crossup move. Because it has higher stun than j.hp, it can be a better combo starter. | ||
}} | }} | ||
}} | }} | ||
| Line 308: | Line 326: | ||
|active=10 | |active=10 | ||
|recovery-whiff=N/A | |recovery-whiff=N/A | ||
|hitstun=160 | |||
|hitadvan=N/A | |hitadvan=N/A | ||
|cancelable= | |cancelable= | ||
|description= | |description=This move's high hitbox makes it a very situational normal, working in situations like beating War's DFA | ||
}} | }} | ||
}} | }} | ||
| Line 319: | Line 338: | ||
|image=Tmnttf_don_Hyakuretsuki.png | |image=Tmnttf_don_Hyakuretsuki.png | ||
|caption= | |caption= | ||
|attack=Hyakuretsuki (Light) | |attack=Hyakuretsuki/Bo Thrust (Light) | ||
|data= | |data= | ||
{{TF-Data | {{TF-Data | ||
| Line 326: | Line 345: | ||
|active=1[9]*5 | |active=1[9]*5 | ||
|recovery-whiff=5 | |recovery-whiff=5 | ||
|hitstun=297 | |||
|hitadvan=-19/-16 | |hitadvan=-19/-16 | ||
|cancelable= | |cancelable= | ||
|description=Pushback after the second hit causes the next to whiff. There's an extra frame of advantage because the final hit lands on the last possible frame when holding forward the entire time. | |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's an extra frame of advantage because the final hit lands on the last possible frame when holding forward the entire time. | ||
}} | }} | ||
}} | }} | ||
| Line 335: | Line 355: | ||
|image=Tmnttf_don_Hyakuretsuki.png | |image=Tmnttf_don_Hyakuretsuki.png | ||
|caption= | |caption= | ||
|attack=Hyakuretsuki (Heavy) | |attack=Hyakuretsuki/Bo Thrust (Heavy) | ||
|data= | |data= | ||
{{TF-Data | {{TF-Data | ||
| Line 342: | Line 362: | ||
|active=1[4]*4 | |active=1[4]*4 | ||
|recovery-whiff=8 | |recovery-whiff=8 | ||
|hitstun=412 | |||
|hitadvan=+3/+6 | |hitadvan=+3/+6 | ||
|cancelable= | |cancelable= | ||
|description=Pushback after the second hit causes the next to whiff. There's an extra frame of advantage because the final hit lands on the last possible frame when holding forward the entire time. | |description=Don's main pressure tool. It'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's active frames, making it possible to not only poke outside of the opponent's range, but link more hits if it combos too. Pushback after the second hit causes the next to whiff. There's an extra frame of advantage because the final hit lands on the last possible frame when holding forward the entire time. | ||
}} | }} | ||
}} | }} | ||
| Line 354: | Line 375: | ||
|data= | |data= | ||
{{TF-Data | {{TF-Data | ||
|guard=[[Image: | |guard=[[Image:Mid.png|link]] | ||
|startup=16 | |startup=16 | ||
|active=N/A | |active=N/A | ||
|recovery-whiff=29 | |recovery-whiff=29 | ||
|hitstun=320 | |||
|hitadvan=0/+3 | |hitadvan=0/+3 | ||
|cancelable= | |cancelable= | ||
|description= | |description=In terms of a fireball, Ground Claw is mediocre. It'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's faster than Leo'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's knock-down, and when you're full screen away. Keep in mind that during ground Claw's active frames, most of Don's Arm is invulnerable, and the Bo is completely invincible. | ||
}} | }} | ||
}} | }} | ||
| Line 374: | Line 396: | ||
|active=2[8]2 | |active=2[8]2 | ||
|recovery-whiff=15 | |recovery-whiff=15 | ||
|hitstun=224 | |||
|hitadvan=KD/+1 | |hitadvan=KD/+1 | ||
|cancelable= | |cancelable= | ||
|description= | |description=An interesting "get off me" attack that is best used as a reversal. It's one of Don'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. | ||
}} | }} | ||
}} | }} | ||
| Line 390: | Line 413: | ||
|active=2[8]*5+2 | |active=2[8]*5+2 | ||
|recovery-whiff=15 | |recovery-whiff=15 | ||
|hitstun=224 | |||
|hitadvan=KD/+2 | |hitadvan=KD/+2 | ||
|cancelable= | |cancelable= | ||
|description= | |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's direction so he won'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. | ||
}} | }} | ||
}} | }} | ||
| Line 409: | Line 433: | ||
|active=N/A | |active=N/A | ||
|recovery-whiff=72 | |recovery-whiff=72 | ||
|hitstun=256 | |||
|hitadvan=KD/+23/+8* | |hitadvan=KD/+23/+8* | ||
|cancelable= | |cancelable= | ||
|description= | |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's viability, Don players should establish their game plan around building meter and using this super as a surprise "clutch" | ||
}} | }} | ||
}} | }} | ||
= Combos/Punishes = | |||
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 & Raph. | |||
Cross up J.HK > cr.LP > 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&range=7d&sort=time | |||
= Frame Data Quick List = | = Frame Data Quick List = | ||
Latest revision as of 02:13, 27 November 2022
Introduction
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 "Oh hey, we dont have E. Honda and some Chun li in there, slap their moves on this last one." Even his normals feel like a hybridization of the other three turtles. Don was probably made last of the quartet and they just "plugged and fit" 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.
Quirks & Tech
Heavy Bo Thrust can be done by simply doing the inputs LP, HP, HP. This makes it safer to do in neutral as there's no risk of whiffing heavy punch.
Data Arsenal
Pre-jump Frames : 2 frames (Hi-Speed 1) Dizzy : 640 points
Movelist
Legend N = Normal chain ok S = Special cancel ok C = CPS Chain ok [] = frames between next active hitbox
- = After active frame(s) For calculating total move time
Advantage is on hit and block, respectively
Standing Normals
Standing Light Punch
![]() |
|---|
Standing Light Kick
![]() |
|---|
Close Light Kick
![]() |
|---|
Standing Heavy Punch
![]() |
|---|
Standing Heavy Kick
![]() |
|---|
Close Standing Heavy Kick
![]() |
|---|
Crouching Normals
Crouching Light Punch
![]() |
|---|
Crouching Light Kick
![]() |
|---|
Crouching Heavy Punch
![]() |
|---|
Crouching Heavy Kick
![]() |
|---|
Jumping Normals
Jumping Light Punch
![]() |
|---|
Belly Flop (Down+LP)
![]() |
|---|
Jumping Light Kick
![]() |
|---|
Neutral Jump Light Kick
![]() |
|---|
Jumping Heavy Punch
![]() |
|---|
Jumping Heavy Kick
![]() |
|---|
Neutral Jump Heavy Kick
![]() |
|---|
Special Moves
Hyakuretsuki/Bo Thrust (Light)
![]() |
|---|
Hyakuretsuki/Bo Thrust (Heavy)
![]() |
|---|
Ground Claw
![]() |
|---|
Dance Attack (Light)
![]() |
|---|
Dance Attack (Heavy)
![]() |
|---|
Ultimate Attack
Ryou Hadou
![]() |
|---|
Combos/Punishes
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 & Raph.
Cross up J.HK > cr.LP > 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&range=7d&sort=time
Frame Data Quick List
| Donatello | Startup | Active | Recovery | Advantage |
|---|---|---|---|---|
| sLP | 6 | 1 | 7 | 0/+3 |
| sLK | 5 | 1 | 8 | -1/+2 |
| clLK | 5 | 1 | 8 | -1/+2 |
| sHP | 8 | 4+3 | 12 | -3/0* +1/+4 |
| sHK | 7 | 5 | 13 | -4/-10 |
| clHK | 7 | 5 | 7 | +2/+5 |
| crLP | 6 | 1 | 11 | -4/-1 |
| crLK | 5 | 1 | 8 | -1/+2 |
| crHP | 12 | 5 | 15 | -4/-1 |
| crHK | 7 | 10 | 16 | KD/-8 |
| jLP | 6 | infinite | N/A | N/A |
| BFlop | 3 | infinite | N/A | N/A |
| jLK | 3 | infinite | N/A | N/A |
| djLK | 3 | infinite | N/A | N/A |
| jHP | 5 | 5 | N/A | N/A |
| jHK | 5 | 5 | N/A | N/A |
| djHK | 5 | 10 | N/A | N/A |
| lRB | 5 | 1[9]*5 | 5 | -19/-16 |
| hRB | 3 | 1[4]*4 | 8 | +3/+6 |
| Claw | 16 | N/A | 29 | 0/+3 |
| lSpn | 22 | 2[8]2 | 15 | KD/+1 |
| hSpn | 22 | 2[8]*5+2 | 15 | KD/+2* |
| UM | 28 | N/A | 72 | KD/+23/+8* |
| Teenage Mutant Ninja Turtles Tournament Fighters | |||
|---|---|---|---|
| Aska | Chrome Dome | Donatello | Armaggon |
| Karai | Leonardo | Michelangelo | Raphael |
| Rat King | Shredder | War | Wingnut |
| List of Fighting Games | |||
|---|---|---|---|
| Back to Mainpage |





















