Michelangelo (TF)

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Michelangelo
Height 5'8"
Weight 170 lbs.
Eyes Black
Age 15½
Birthplace Woody's Pet Shop, Pennshellvania
Weapons Nunchucks
Favorite Activities Surfing, Skateboarding
Ultimate Goals He is planning a few days off to do some surfin' and boardin'

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.

Unbockables

Mike has specific unblockables against Armaggon, Shredder, and Aska. These take advantage of the dead frames the trio have when crouch blocking, and because of this, they require precise timing.

Dragon Breath Unblockable

This works with Aska, Armaggon, and Shredder. When doing a close crouching light punch, quickly cancel it into Dragon Breath for a simple unblockable. With Aska and Shredder specifically, it is possible to do this with a close standing light punch for the same unblockacbale. This is not possible with Armaggon because his crouching hurtbox is too low for Mike's standing light punch to connect.

Rising Thunder Unblockable

This one is only possible on Aska and Armaggon. When doing crouching light punch into standing light punch, it will essentially become an "overhead" for the two. When doing the crouching light punch, make sure Rising Thunder is charged. If it is, you will be able to cancel standing light punch into the rising thunder for an unblockable combo. Remember to use light punch Rising Thunder on aska as heavy punch RT's final hit will whiff because of her hurtbox. It is best to use this in safe jump situations for certain option select opportunities.


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
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 1 8 -1/+2 N

The fact that this can anti-air makes it niche should an opponent jump in on your dragon breath, but that's about it.


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

Worth throwing around abit. Body slamming into this is a good neutral game plan that not enough Mike players use.


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

Same as above. You don't get punished for having it blocked.


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

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 +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
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 8 5 16 -13/-10 N

Don't ever use this. Completely useless.


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
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
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

Not quite as ignorant as Leo or Don's versions of this move due to less range, but still has great priority that will see it through. With practice you can make some good jump-ins and follow up with a cr.LP into rising thunder.


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
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

You can definitely abuse this move in pokey situations and to establish the treat of it to your opponent so they respect you. Buffering this move from a backflip often catches opponents offguard, forcing them to become craft with their approach. As long as you're not predictable with it, there are many situations that come up to use this move. Also does good chip if blocked at point-blank range, so keep that in mind when in last hit situations.


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

Reserve this version for dizzy punishes or punishes for unsafe point-blank moves like a blocked or whiffed Raph chestbuster or Aska slide kick. This hits hard, but you really only want to use it when you KNOW it will hit, as it leaves Mike incredibly open for punish if whiffed or blocked.


Dragon Breath
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 11 N/A 26 320 +3/+6

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.


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/References

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.) It is an unexplored concept, but for some reason, Mike's jump in has some WEIRD properties. It is in possible theory if you get a deep jump in with perfect inputs this will redizzy other characters as seen here https://clips.twitch.tv/SparklingEagerSwanDerp-WiE6DSsTyTLetgyJ

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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