Teenage Mutant Ninja Turtles x Justice League Turbo/Superman

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Superman
Height 6'3"
Weight 235 lbs.
Eyes Blue
Age 25 (in people years)
Birthplace Kryptonopolis, Krypton
Weapons Himself
Favorite Activities Writing for the Daily Planet, spending time with Lois Lane.
Ultimate Goals To live life undisturbed on Earth, while being its savior

Introduction

Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.

The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark's true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark's adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.

Character Strengths

Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.

Strengths: - Strong zoning. - Well rounded set of normals. - Flight is incredibly good, easily the best flight in the game. - Very high damage. - Can do some REALLY unreasonably difficult cool looking combos. If you like that, you're at home here.

Weaknesses: - Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage. - Very poor reversal options, if you get on top of him he is mostly likely going to struggle. - His super is pretty mediocre.

Data Arsenal

Pre-jump Frames                        :  3 frames
Stun                                  :  680 points

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

Normal Attacks

Standing Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 1 7 0/+3 C/N/S

This attack only combos in normal speed on P1 side due to hitstun differences.


Standing Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1 8 -1/+2 C/N

Your go-to poke move up close.


Close Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1 8 -1/+2 C/N

Same as the far version, but a low.


Standing Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 10 8 13 -6/-3

It works to stuff some projectiles, but it's decent as a semi-random poke. The distance makes it safe in any situation


Close Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 21 -11/-8 S

The proximity required for this move is extremely lenient. From max distance combo options are limited.


Standing Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 13 -3/-0

A working anti-air that every turtle has.


Close Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 7 +3/+6

Another anti-air. Slightly worse, but with better recovery.


Crouching Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 2 14 -7/-4 S

It is possible to chain into this attack, but its startup stops this from comboing.


Crouching Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1 9 -1/+2 C/N/S

Despite doing the same lower damage as his brothers, he has less reach. This button works to end combos by cancelling into special after two kicks. For Roto Cutter, hold forward before going into this move.


Crouching Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 12 10 9 -4/-1

It looks like it would be a good anti-air, but require positioning with its picky hitbox. Worse priority than suggested. It also whiffs on certain crouchers.


Crouching Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 9 5 12 KD/+2 S

(none)


Jumping Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 infinite N/A N/A

The sword itself doesn't hit, but rather the elbow. A bug gives this move infinite active frames even when the move appears to have ended.


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

The universal command aerial all turtles have. It's the best lingering aerial they have though its priority can be questioned.


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

(none)


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

(none)


Jumping Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 10 N/A N/A

Not as much stun as djHK, but has a much better hitbox for air-to-air. It also covers below him near the end. Can work as a crossup from farther distances.


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

(none)


Diagonal Jump Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 10 N/A N/A

Great for crossups, and has better stun than jHP.


Special Moves

Shining Cutter (Light)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 N/A 34 -5/-2

Use this one over heavy in most cases as it's faster to recover. The advantage shown is from point-blank range.


Shining Cutter (Heavy)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 12 N/A 37 -8/-5

Safer from far away, but still punishable from a read. The advantage shown is from point-blank range.


Endless Screw
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1[12]... 1[2](repeat) 10 KD(first hit) +1/+4(even hits) +4/+7(odd hits)

Both versions have identical data except that Heavy has an additional spin and one extra frame of recovery. First hit knocks down. First back spin does not have a hitbox. Past the second possible hit, only every other hit connects.


Roto Cutter (Light)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 3 30 KD/-10

The DP you should use in most situations. It may not reach up as high, but it goes slightly further.


Roto Cutter (Heavy)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 3 38 KD/-18

The DP you shouldn't use in any situation. Less horizontal reach, and with no extra damage to compensate.


Ultimate Attack

Thousand Flurry
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 25 180 35 -??/-13

Be careful using this as Leo can be hit out of the startup. Every projectile counts. This will either do serious chip damage or dizzy at least once with plenty left over. Advantage data is based on point-blank range.