Michelangelo (TF): Difference between revisions

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== INTRODUCTION ==
{{TF_Profile
|title=Michelangelo
|charheight=
|charweight=
|eyes=
|age=
|birthplace=
|weapons=
|activities=
|goals=
 
}}
 
== Introduction ==


Much like Leonardo, Michelangelo is very shoto-esc fundamentally in terms of overall style & gameplan. Often considered a glass canon due to his lesser resistance to dizzies while possessing the ability to dizzy quickly, Michelangelo finds himself in the more niche side of the meta. With one of the better DPs/Anti-Airs in the game in the name of Rising Thunder as well as Dynamite Bombers for lethal dizzies and soft reads, Michelangelo has explosive potential on both defense and offense when played correctly. The general downside however, is compared to the 3 other turtles, Michelangelo has the WORST normals of the bunch.
Much like Leonardo, Michelangelo is very shoto-esc fundamentally in terms of overall style & gameplan. Often considered a glass canon due to his lesser resistance to dizzies while possessing the ability to dizzy quickly, Michelangelo finds himself in the more niche side of the meta. With one of the better DPs/Anti-Airs in the game in the name of Rising Thunder as well as Dynamite Bombers for lethal dizzies and soft reads, Michelangelo has explosive potential on both defense and offense when played correctly. The general downside however, is compared to the 3 other turtles, Michelangelo has the WORST normals of the bunch.


== Quirks & Tech ==
== Quirks & Tech ==  


Being one of the 2 turtles (The other being Leo) that can reversal or DP immediately off a Backflip, use this tactic to broaden your defensive mixups when being backed into a corner or simply for baiting an offensive or jump-happy opponent.
Being one of the 2 turtles (The other being Leo) that can reversal or DP immediately off a Backflip, use this tactic to broaden your defensive mixups when being backed into a corner or simply for baiting an offensive or jump-happy opponent.
Line 9: Line 22:
Against C.dome, a character who has a deadly death grab on the turtles, Michelangelo's fireballs go right over chrome sparks. Use this to your advantage and pressure C.dome into making a mistake which Michelangelo can readily punish for game.
Against C.dome, a character who has a deadly death grab on the turtles, Michelangelo's fireballs go right over chrome sparks. Use this to your advantage and pressure C.dome into making a mistake which Michelangelo can readily punish for game.


== Combos/Punishes ==
== 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 ==
 
{{SVG-Move
|image=Tmnttf mike LP.png
|caption=
|attack=Standing Light Punch
|data=
{{TF-Data
|guard=[[Image:Mid.png|link]]
|startup=8
|active=3
|recovery-whiff=12
|hitadvan=-7/-4
|cancelable=S
|description=
}}
}}
 
{{SVG-Move
|image=Tmnttf mike K.png
|caption=
|attack=Standing Light Kick
|data=
{{TF-Data
|guard=[[Image:Mid.png|link]]
|startup=6
|active=1
|recovery-whiff=8
|hitadvan=-1/+2
|cancelable=N
|description=
}}
}}
 
{{SVG-Move
|image=Tmnttf_mike_HP.png
|caption=
|attack=Standing Heavy Punch
|data=
{{TF-Data
|guard=[[Image:Mid.png|link]]
|startup=8
|active=9
|recovery-whiff=10
|hitadvan=-3/0
|cancelable=
|description=
}}
}}
 
{{SVG-Move
|image=Tmnttf mike nHP.png
|caption=
|attack=Close Heavy Punch
|data=
{{TF-Data
|guard=[[Image:Mid.png|link]]
|startup=8
|active=5
|recovery-whiff=10
|hitadvan=0/+3
|cancelable=
|description=
}}
}}
 
{{SVG-Move
|image=Tmnttf mike HK.png
|caption=
|attack=Standing Heavy Kick
|data=
{{TF-Data
|guard=[[Image:Mid.png|link]]
|startup=7
|active=5
|recovery-whiff=13
|hitadvan=-4/-1
|cancelable=
|description=
}}
}}
 
{{SVG-Move
|image=Tmnttf mike nHK.png
|caption=
|attack=Close Heavy Kick
|data=
{{TF-Data
|guard=[[Image:Mid.png|link]]
|startup=7
|active=5
|recovery-whiff=7
|hitadvan=+2/+5
|cancelable=
|description=
}}
}}
 
== Crouching Normals ==
 
{{SVG-Move
|image=Tmnttf mike cLP.png
|caption=
|attack=Crouching Light Punch
|data=
{{TF-Data
|guard=[[Image:Mid.png|link]]
|startup=6
|active=1
|recovery-whiff=11
|hitadvan=-4/-1
|cancelable=S/N
|description=
}}
}}
 
{{SVG-Move
|image=Tmnttf mike cLK.png
|caption=
|attack=Crouching Light Kick
|data=
{{TF-Data
|guard=[[Image:Low.png|link]]
|startup=8
|active=5
|recovery-whiff=16
|hitadvan=-13/-10
|cancelable=N
|description=
}}
}}
 
{{SVG-Move
|image=Tmnttf mike cHP.png
|caption=
|attack=Crouching Heavy Punch
|data=
{{TF-Data
|guard=[[Image:Mid.png|link]]
|startup=7
|active=5
|recovery-whiff=8
|hitadvan=+2/+5
|cancelable=
|description=
}}
}}
 
{{SVG-Move
|image=Tmnttf mike cHK.png
|caption=
|attack=Crouching Heavy Kick
|data=
{{TF-Data
|guard=[[Image:Low.png|link]]
|startup=7
|active=10
|recovery-whiff=16
|hitadvan=KD/-8
|cancelable=
|description=
}}
}}
 
== Jumping Normals ==
 
{{SVG-Move
|image=Tmnttf mike jLP.png
|caption=
|attack=Jumping Light Punch
|data=
{{TF-Data
|guard=[[High.png|link]]
|startup=6
|active=Infinite
|recovery-whiff=N/A
|hitadvan=N/A
|cancelable=
|description=
}}
}}
 
{{SVG-Move
|image=Tmnttf mike jdLP.png
|caption=
|attack=Belly Flop (Down+LP)
|data=
{{TF-Data
|guard=[[High.png|link]]
|startup=3
|active=Infinite
|recovery-whiff=N/A
|hitadvan=N/A
|cancelable=
|description=
}}
}}
 
{{SVG-Move
|image=Tmnttf mike jLK.png
|caption=
|attack=Jumping Light Kick
|data=
{{TF-Data
|guard=[[High.png|link]]
|startup=3
|active=Infinite
|recovery-whiff=N/A
|hitadvan=N/A
|cancelable=
|description=
}}
}}
 
{{SVG-Move
|image=Tmnttf mike ujLK.png
|caption=
|attack=Neutral Jump Light Kick
|data=
{{TF-Data
|guard=[[High.png|link]]
|startup=3
|active=Infinite
|recovery-whiff=N/A
|hitadvan=N/A
|cancelable=
|description=
}}
}}
 
{{SVG-Move
|image=Tmnttf mike jHP.png
|caption=
|attack=Jumping Heavy Punch
|data=
{{TF-Data
|guard=[[High.png|link]]
|startup=5
|active=5
|recovery-whiff=N/A
|hitadvan=N/A
|cancelable=
|description=
}}
}}
 
{{SVG-Move
|image=Tmnttf mike jHK.png
|caption=
|attack=Jumping Heavy Kick
|data=
{{TF-Data
|guard=[[High.png|link]]
|startup=5
|active=5
|recovery-whiff=N/A
|hitadvan=N/A
|cancelable=
|description=
}}
}}
 
{{SVG-Move
|image=Tmnttf mike ujHK.png
|caption=
|attack=Neutral Jump Heavy Kick
|data=
{{TF-Data
|guard=[[High.png|link]]
|startup=5
|active=10
|recovery-whiff=N/A
|hitadvan=N/A
|cancelable=
|description=
}}
}}
 
 
== Special Moves ==
 
{{SVG-Move
|image=Tmnttf_mike_dbomber.png
|caption=
|attack=Dynamite Bomber (Light)
|data=
{{TF-Data
|guard=[[Image:Mid.png|link]]
|startup=10
|active=1[9]*3
|recovery-whiff=8
|hitadvan=+10/+13
|cancelable=
|description=
}}
}}
 
{{SVG-Move
|image=Tmnttf_mike_dbomber.png
|caption=
|attack=Dynamite Bomber (Heavy)
|data=
{{TF-Data
|guard=[[Image:Mid.png|link]]
|startup=10
|active=1[3]*6
|recovery-whiff=8
|hitadvan=+10/+13
|cancelable=
|description=Heavy Dynamite Bomber only lands all hits against Turtles and Armaggon on HS1. Advantage is based on last hit.
}}
}}
 
{{SVG-Move
|image=Tmnttf_mike_rthunder.png
|caption=
|attack=Rising Thunder (Light)
|data=
{{TF-Data
|guard=[[Image:Mid.png|link]]
|startup=3
|active=20
|recovery-whiff=22
|hitadvan=KD/-13
|cancelable=
|description=
}}
}}
 
{{SVG-Move
|image=Tmnttf_mike_rthunder.png
|caption=
|attack=Rising Thunder (Heavy)
|data=
{{TF-Data
|guard=[[Image:Mid.png|link]]
|startup=3
|active=3+3+21
|recovery-whiff=29
|hitadvan=KD/-27
|cancelable=
|description=
}}
}}
 
{{SVG-Move
|image=Tmnttf_mike_dbreath.png
|caption=
|attack=Dragon Breath
|data=
{{TF-Data
|guard=[[Image:Mid.png|link]]
|startup=11
|active=N/A
|recovery-whiff=26
|hitadvan=+3/+6
|cancelable=
|description=
}}
}}
 
== Ultimate Attack ==
 
{{SVG-Move
|image=Tmnttf_mike_UA.png
|caption=
|attack=Ogre Rush
|data=
{{TF-Data
|guard=[[Image:Mid.png|link]]
|startup=12
|active=99
|recovery-whiff=43
|hitadvan=KD/-27
|cancelable=
|description=Given here is first possible active frame and total duration until final frame.
}}
}}
 
= Combos/Punishes =


HP Dynamite Bomber into standing HP or LP Rising Thunder (If you get a soft read and land this, it will often times dizzy and confirm into the combo below.)
HP Dynamite Bomber into standing HP or LP Rising Thunder (If you get a soft read and land this, it will often times dizzy and confirm into the combo below.)
Line 15: Line 422:
Jump in(Immediately begin holding down) HP/HK, cr.LP, HP Rising Thunder (This is an excellent dizzy punish and will always redizzy Raph & other Mikes.)
Jump in(Immediately begin holding down) HP/HK, cr.LP, HP Rising Thunder (This is an excellent dizzy punish and will always redizzy Raph & other Mikes.)


== Frame data ==
= Frame Data Quick List =


{|
{|class="wikitable"
! Mikey || Startup || Active || Recovery || Advantage
! Move || Startup || Active || Recovery || Advantage
|-
|-
| sLP || 8 || 3 || 12 || -7/-4
| sLP || 8 || 3 || 12 || -7/-4
Line 72: Line 479:
*Heavy Dynamite Bomber only lands all hits against Turtles and Armaggon on HS1. Advantage is based on last hit.
*Heavy Dynamite Bomber only lands all hits against Turtles and Armaggon on HS1. Advantage is based on last hit.
*Given here is first possible active frame and total duration until final frame.
*Given here is first possible active frame and total duration until final frame.
{{TMNTTF_Nav}}{{GenPgNav}}
[[Category:TMNT Tournament Fighters]]

Revision as of 13:33, 1 June 2021

Michelangelo
Height
Weight
Eyes
Age
Birthplace
Weapons
Favorite Activities
Ultimate Goals

Introduction

Much like Leonardo, Michelangelo is very shoto-esc fundamentally in terms of overall style & gameplan. Often considered a glass canon due to his lesser resistance to dizzies while possessing the ability to dizzy quickly, Michelangelo finds himself in the more niche side of the meta. With one of the better DPs/Anti-Airs in the game in the name of Rising Thunder as well as Dynamite Bombers for lethal dizzies and soft reads, Michelangelo has explosive potential on both defense and offense when played correctly. The general downside however, is compared to the 3 other turtles, Michelangelo has the WORST normals of the bunch.

Quirks & Tech

Being one of the 2 turtles (The other being Leo) that can reversal or DP immediately off a Backflip, use this tactic to broaden your defensive mixups when being backed into a corner or simply for baiting an offensive or jump-happy opponent.

Against C.dome, a character who has a deadly death grab on the turtles, Michelangelo's fireballs go right over chrome sparks. Use this to your advantage and pressure C.dome into making a mistake which Michelangelo can readily punish for game.

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 8 3 12 -7/-4 S


Standing Light Kick
File:Tmnttf mike K.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 1 8 -1/+2 N


Standing Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 8 9 10 -3/0


Close Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 8 5 10 0/+3


Standing Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 13 -4/-1


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


Crouching Normals

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


Crouching Light Kick
File:Tmnttf mike cLK.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 8 5 16 -13/-10 N


Crouching Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 8 +2/+5


Crouching Heavy Kick
File:Tmnttf mike cHK.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 10 16 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 N/A


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


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


Neutral Jump Light Kick
File:Tmnttf mike ujLK.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 Infinite N/A N/A


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


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


Neutral Jump Heavy Kick
File:Tmnttf mike ujHK.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 10 N/A N/A


Special Moves

Dynamite Bomber (Light)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 10 1[9]*3 8 +10/+13


Dynamite Bomber (Heavy)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 10 1[3]*6 8 +10/+13

Heavy Dynamite Bomber only lands all hits against Turtles and Armaggon on HS1. Advantage is based on last hit.


Rising Thunder (Light)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 20 22 KD/-13


Rising Thunder (Heavy)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 3+3+21 29 KD/-27


Dragon Breath
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 11 N/A 26 +3/+6


Ultimate Attack

Ogre Rush
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 12 99 43 KD/-27

Given here is first possible active frame and total duration until final frame.


Combos/Punishes

HP Dynamite Bomber into standing HP or LP Rising Thunder (If you get a soft read and land this, it will often times dizzy and confirm into the combo below.)

Jump in(Immediately begin holding down) HP/HK, cr.LP, HP Rising Thunder (This is an excellent dizzy punish and will always redizzy Raph & other Mikes.)

Frame Data Quick List

Move Startup Active Recovery Advantage
sLP 8 3 12 -7/-4
sLK 6 1 8 -1/+2
sHP 8 9 10 -3/0
clHP 8 5 10 0/+3
sHK 7 5 13 -4/-1
clHK 7 5 7 +2/+5
crLP 6 1 11 -4/-1
crLK 8 5 16 -13/-10
crHP 7 5 8 +2/+5
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
lDB* 10 1[9]*3 8 +10/+13
hDB* 10 1[3]*6 8 +10/+13
Proj 11 N/A 26 +3/+6
lRT 3 20 22 KD/-13
hRT 3 3+3+21 29 KD/-27
UA* 12 99 43 KD/-27
  • Heavy Dynamite Bomber only lands all hits against Turtles and Armaggon on HS1. Advantage is based on last hit.
  • Given here is first possible active frame and total duration until final frame.


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