Donatello (TF): Difference between revisions
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| Line 189: | Line 189: | ||
|hitadvan=-4/-1 | |hitadvan=-4/-1 | ||
|cancelable= | |cancelable= | ||
|description= | |description=This move was probably intended to be an anti-air. It works as one, but it should not be used due to it's mediocre priority and long startup. | ||
}} | }} | ||
}} | }} | ||
| Line 206: | Line 206: | ||
|hitadvan=KD/-8 | |hitadvan=KD/-8 | ||
|cancelable= | |cancelable= | ||
|description= | |description=A decent slide that can beat moves like Aska's Hayabusa. It is safer from farther distances. Use this this move with caution as it can be punished on block. | ||
}} | }} | ||
}} | }} | ||
| Line 225: | Line 225: | ||
|hitadvan=N/A | |hitadvan=N/A | ||
|cancelable= | |cancelable= | ||
|description= | |description=The actual bo doesn't hit, but rather the elbow. Like Leo's j.lp, this move has infinite frames despite the animation inplying that it ends. | ||
}} | }} | ||
}} | }} | ||
| Line 242: | Line 242: | ||
|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 259: | Line 259: | ||
|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 276: | Line 276: | ||
|hitadvan=N/A | |hitadvan=N/A | ||
|cancelable= | |cancelable= | ||
|description= | |description=Tons of active frames, but belly flop should be used over this due to it's longer range. | ||
}} | }} | ||
}} | }} | ||
| Line 293: | Line 293: | ||
|hitadvan=N/A | |hitadvan=N/A | ||
|cancelable= | |cancelable= | ||
|description= | |description=Less priority than Leo's, but it is still very important as it can also beat certain attacks safely. | ||
}} | }} | ||
}} | }} | ||
| Line 310: | Line 310: | ||
|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 327: | Line 327: | ||
|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 War's DFA | ||
}} | }} | ||
}} | }} | ||
Revision as of 16:33, 1 August 2021
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 (Light)
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Hyakuretsuki (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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