Donatello (TF): Difference between revisions
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|hitadvan=0/+3 | |hitadvan=0/+3 | ||
|cancelable= | |cancelable= | ||
|description=In terms of a fireball, Ground Claw is | |description=In terms of a fireball, Ground Claw is mediocre. It's on the slow side, it's 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 it's 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. | ||
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|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 it's 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 it's invulnerable frames as it is fairly lackluster as an attack. After the invincibility frames, Don is complete vulnerable and is open to all types of attacks. | ||
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Revision as of 02:34, 10 April 2022
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
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Standing Light Kick
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Close Light Kick
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Standing Heavy Punch
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Standing Heavy Kick
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Close Heavy Kick
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Crouching Normals
Crouching Light Punch
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Crouching Light Kick
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Crouching Heavy Punch
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Crouching Heavy Kick
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Jumping Normals
Jumping Light Punch
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Belly Flop (Down+LP)
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Jumping Light Kick
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Neutral Jump Light Kick
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Jumping Heavy Punch
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Jumping Heavy Kick
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Neutral Jump Heavy Kick
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Special Moves
Hyakuretsuki/Bo Thrust (Light)
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Hyakuretsuki/Bo Thrust (Heavy)
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Ground Claw
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Dance Attack (Light)
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Dance Attack (Heavy)
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Ultimate Attack
Ryou Hadou
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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 | |||
|---|---|---|---|
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