Donatello (TF): Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
| Line 51: | Line 51: | ||
|hitadvan=0/+3 | |hitadvan=0/+3 | ||
|cancelable=N/S | |cancelable=N/S | ||
|description=Like Leo's standing light punch, it's an okay anti-air. Use this in close scrambles when standing heavy punch won't suffice. | |description=Like Leo's standing light punch, it's an okay anti-air. Use this in close scrambles when standing heavy punch won't suffice. After jumping heavy punch, chain this into Bo Thrust to redizzy Mike & Raph if the situation allows you to. | ||
}} | }} | ||
}} | }} | ||
| Line 155: | Line 155: | ||
|hitadvan=--4/-1 | |hitadvan=--4/-1 | ||
|cancelable=N/S | |cancelable=N/S | ||
|description=Has decent priority, but it's too slow to combo into itself. This is best used as a chain into Hyakuretsuki (Bo | |description=Has decent priority, but it's too slow to combo into itself. This is best used as a chain into Hyakuretsuki (Bo Thrust). | ||
}} | }} | ||
}} | }} | ||
| Line 172: | Line 172: | ||
|hitadvan=-1/+2 | |hitadvan=-1/+2 | ||
|cancelable=N/S | |cancelable=N/S | ||
|description=Does the same damadge as Leo's and Raph's cr.lk, while having more reach than Leo's. Like Raph's cr.lk, the drawback is that it does less stun. Since it can be canceled into backflip, this move works great as a meter builder. | |description=Does the same damadge as Leo's and Raph's cr.lk, while having more reach than Leo's. Like Raph's cr.lk, the drawback is that it does less stun. Since it can be canceled into backflip, this move works great as a meter builder. This is also one of Don's best up-close pokes. Use this instead of standing heavy punch to safely apply pressure. | ||
}} | }} | ||
}} | }} | ||
| Line 189: | Line 189: | ||
|hitadvan=-4/-1 | |hitadvan=-4/-1 | ||
|cancelable= | |cancelable= | ||
|description=This move was probably intended to be an anti-air. It works as one, but it should not be used as much as Don’s other anti-airs due to it's mediocre priority and long startup. | |description=This move was probably intended to be an anti-air. It works as one, but it should not be used as much as Don’s other anti-airs due to it's mediocre priority and long startup. Experiment with it if you're feeling lucky. | ||
}} | }} | ||
}} | }} | ||
| Line 225: | Line 225: | ||
|hitadvan=N/A | |hitadvan=N/A | ||
|cancelable= | |cancelable= | ||
|description=Like Leo's j.lp, this move has infinite frames despite the animation | |description=Like Leo's j.lp, this move has infinite frames despite the animation implying that it ends. | ||
}} | }} | ||
}} | }} | ||
| Line 293: | Line 293: | ||
|hitadvan=N/A | |hitadvan=N/A | ||
|cancelable= | |cancelable= | ||
|description=Less priority than Leo's, but it is still very important as it can | |description=Less priority than Leo's, but it is still very important as it is a fantastic air-to air that can beat certain attacks safely. | ||
}} | }} | ||
}} | }} | ||
| Line 336: | Line 336: | ||
|image=Tmnttf_don_Hyakuretsuki.png | |image=Tmnttf_don_Hyakuretsuki.png | ||
|caption= | |caption= | ||
|attack=Hyakuretsuki (Light) | |attack=Hyakuretsuki/Bo Thrust (Light) | ||
|data= | |data= | ||
{{TF-Data | {{TF-Data | ||
| Line 346: | Line 346: | ||
|hitadvan=-19/-16 | |hitadvan=-19/-16 | ||
|cancelable= | |cancelable= | ||
|description=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. | |description=Has more active frames than heavy Hyakuretsuki, but because it lasts longer, using it is not worth it. Favor heavy Bo Thrust in most scenarios. 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. | ||
}} | }} | ||
}} | }} | ||
| Line 353: | Line 353: | ||
|image=Tmnttf_don_Hyakuretsuki.png | |image=Tmnttf_don_Hyakuretsuki.png | ||
|caption= | |caption= | ||
|attack=Hyakuretsuki (Heavy) | |attack=Hyakuretsuki/Bo Thrust (Heavy) | ||
|data= | |data= | ||
{{TF-Data | {{TF-Data | ||
| Line 363: | Line 363: | ||
|hitadvan=+3/+6 | |hitadvan=+3/+6 | ||
|cancelable= | |cancelable= | ||
|description=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. | |description=Don's main pressure tool. It's mostly used as a combo ender, but it works great as a neutral tool and poke. Keep in mind that it is possible to steer Don during the move's active frames, making it possible to not only poke outside of the opponent's range, but link more hits if it combos too. 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. | ||
}} | }} | ||
}} | }} | ||
Revision as of 10:14, 9 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
![]() |
|---|
Standing Light Kick
![]() |
|---|
Close Light Kick
![]() |
|---|
Standing Heavy Punch
![]() |
|---|
Standing Heavy Kick
![]() |
|---|
Close Heavy Kick
![]() |
|---|
Crouching Normals
Crouching Light Punch
![]() |
|---|
Crouching Light Kick
![]() |
|---|
Crouching Heavy Punch
![]() |
|---|
Crouching Heavy Kick
![]() |
|---|
Jumping Normals
Jumping Light Punch
![]() |
|---|
Belly Flop (Down+LP)
![]() |
|---|
Jumping Light Kick
![]() |
|---|
Neutral Jump Light Kick
![]() |
|---|
Jumping Heavy Punch
![]() |
|---|
Jumping Heavy Kick
![]() |
|---|
Neutral Jump Heavy Kick
![]() |
|---|
Special Moves
Hyakuretsuki/Bo Thrust (Light)
![]() |
|---|
Hyakuretsuki/Bo Thrust (Heavy)
![]() |
|---|
Ground Claw
![]() |
|---|
Dance Attack (Light)
![]() |
|---|
Dance Attack (Heavy)
![]() |
|---|
Ultimate Attack
Ryou Hadou
![]() |
|---|
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 | |||
|---|---|---|---|
| Back to Mainpage |




















