Donatello (TF): Difference between revisions

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|hitstun=96
  |hitadvan=0/+3
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  |cancelable=N/S
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|hitstun=96
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|hitstun=447
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|hitstun=96
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Revision as of 11:22, 31 July 2021

Donatello
Height 5'8"
Weight 170 lbs.
Eyes Black
Age 15
Birthplace Joe's Pet Place, Slowklahoma
Weapons Bo
Favorite Activities Inventing mechanical and electronical devices
Ultimate Goals He needs the money to complete his latest invention

Introduction

Quirks & Tech

Data Arsenal

Pre-jump Frames                        :  
Dizzy                                  :  

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
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 1 7 96 0/+3 N/S


Standing Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1 8 96 -1/+2 N


Close Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1 8 96 -1/+2 N


Standing Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 8 4+3 12 447 -3/0 +1/+4

Second hit is a high. First advantage reflects this case


Standing Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 13 224 -4/-10


Close Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 7 192 +2/+5


Crouching Normals

Crouching Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 6 11 96 --4/-1 N/S


Crouching Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1 8 64 -1/+2 N/S


Crouching Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 12 5 15 224 -4/-1


Crouching Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 10 16 224 KD/-8


Jumping Normals

Jumping Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 Infinite N/A 96 N/A


Belly Flop (Down+LP)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 Infinite N/A 96 N/A


Jumping Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 Infinite N/A 64 N/A


Neutral Jump Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 Infinite N/A 96 N/A


Jumping Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 5 N/A 192 N/A


Jumping Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 5 N/A 224 N/A


Neutral Jump Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 10 N/A 160 N/A


Special Moves

Hyakuretsuki (Light)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1[9]*5 5 297 -19/-16

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.


Hyakuretsuki (Heavy)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 1[4]*4 8 412 +3/+6

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.


Ground Claw
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 16 N/A 29 320 0/+3


Dance Attack (Light)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 22 2[8]2 15 224 KD/+1


Dance Attack (Heavy)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 22 2[8]*5+2 15 224 KD/+2


Ultimate Attack

Ryou Hadou
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 28 N/A 72 256 KD/+23/+8*


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*


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