Michelangelo (TF): Difference between revisions
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One of the better projectiles in the game. Mike's main gameplan is to turret with this and force mistakes from the opponent due to it's good recovery. This projectile sits at an extremely obnoxious height for certain characters to consistently deal with, namely Arm & C. | One of the better projectiles in the game. Mike's main gameplan is to turret with this and force mistakes from the opponent due to it's good recovery. This projectile sits at an extremely obnoxious height for certain characters to consistently deal with, namely Arm & C.dome since it can't be ducked nor easily jumped over in tight situations. You mostly want to zone with this from afar because there is some startup, but at times you can callout certain jumps and pin the opponent with a knockdown, leading to more camping. When in projectile wars, use the light version to gain advantage and use the heavy version when you're deep in to secure a hit OR force the opponent to jump. | ||
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Revision as of 10:09, 5 July 2021
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
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Standing Light Kick
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Standing Heavy Punch
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Close 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
Dynamite Bomber (Light)
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Dynamite Bomber (Heavy)
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Rising Thunder (Light)
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Rising Thunder (Heavy)
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Dragon Breath
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Ultimate Attack
Ogre Rush
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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. KEEP IN MIND that due to Aska's weird hurtbox you will need to use LP Rising Thunder instead against her as the final hit of the heavy version will always whiff even if you cross up the jump-in, leaving you open for punish.)
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.
| 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 |




















