Teenage Mutant Ninja Turtles x Justice League Turbo/Michelangelo

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Michelangelo
Height
Weight
Eyes
Age
Birthplace
Weapons
Favorite Activities
Ultimate Goals

Introduction

The talented, happy-go-lucky Michelangelo might prefer watching a bombastic action movie over battling supervillains, but when his friends need him, he's ready to leap into the fray, in a style only he can bring. He's absolutely smitten at meeting his comic book heroes, but none moreso than the gorgeous Amazonian goddess. In order to impress her, he intends to show off his mastery of Omega power!

Character Strengths

Strengths:

Weaknesses:

Data Arsenal

Life                                  :  
Pre-jump Frames                       :  
Jump Time                             :  
Stun                                  :  
Forward Dash                          :  
Backdash                              :  
Wakeup Up                             :  

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
File:TMNTxJL Michelangelo slp.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Standing Light Kick
File:TMNTxJL Michelangelo slk.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Standing Heavy Punch (Close)
File:TMNTxJL Michelangelo clhp.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Standing Heavy Punch (Far)
File:TMNTxJL Michelangelo farhp.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Standing Heavy Kick (Close)
File:TMNTxJL Michelangelo clhk.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Standing Heavy Kick (Far)
File:TMNTxJL Michelangelo clhk.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Crouching Light Punch
File:TMNTxJL Michelangelo crlp.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Crouching Light Kick
File:TMNTxJL Michelangelo crlk.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Crouching Heavy Punch
File:TMNTxJL Michelangelo crhp.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Crouching Heavy Kick
File:TMNTxJL Michelangelo crhk.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Jumping Light Punch
File:TMNTxJL Michelangelo jlp.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Jumping Heavy Punch
File:TMNTxJL Michelangelo jhp.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Jumping Light Kick
File:TMNTxJL Michelangelo jlk.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Jumping Heavy Kick
File:TMNTxJL Michelangelo jhk.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Jumping Neutral Light Kick
File:TMNTxJL Michelangelo jnlk.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Jumping Neutral Heavy Kick
File:TMNTxJL Michelangelo jnhk.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Body Splash
File:TMNTxJL Michelangelo bs.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link

Throw

Shoulder Toss
File:TMNTxJL Michelangelo throw.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Giant Swing
File:TMNTxJL Michelangelo cmndg.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Special Moves

Light Dragon Breath
File:TMNTxJL Michelangelo ldb.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Heavy Dragon Breath
File:TMNTxJL Michelangelo hdb.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Dragon Breath Ω
File:TMNTxJL Michelangelo dbo.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Light Dynamite Bomber
File:TMNTxJL Michelangelo ldynbom.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Heavy Dynamite Bomber
File:TMNTxJL Michelangelo hdynbom.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Dynamite Bomber Ω
File:TMNTxJL Michelangelo dynbomo.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Light Rising Thunder
File:TMNTxJL Michelangelo lrt.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Heavy Rising Thunder
File:TMNTxJL Michelangelo hrt.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Rising Thunder Ω
File:TMNTxJL Michelangelo rto.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link

Ultimate Attack

Dance of Fury (Super 1)
File:TMNTxJL Michelangelo super1.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Dance of Fury (Super 2)
File:TMNTxJL Michelangelo super2.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Dance of Fury Ω
File:TMNTxJL Michelangelo superomega.png
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link

Combos & BnBs

Notation is as follows: Cr = Crouching, St = Standing. Any instance of a light going into a heavy attack is considered a "CPS Chain", which can be performed by pressing both attack strengths together (i.e. St.LP into St.HP is inputted as St.LP > St.LP+St.HP, but will be simplified into St.LP > St.HP)