Donatello is probably the strangest “nornmal” character in Tournament Fighters. It certainly feels like he just had moves thrown onto him just to complete the character. Leo is inspired by Ryu, Raph by Bison, Mike by Blanka (Or really just a charge shoto) and Don is like "Oh hey, we dont have E. Honda and some Chun li in there, slap their moves on this last one." Even his normals feel like a hybridization of the other three turtles. Don was probably made last of the quartet and they just "plugged and fit" his moves. He is really an enigma with no clear archetype. A good understanding of neutral and when to use his fantastic pokes is required to fully take advantage of this character. Don is considered the third best turtle of the four. He excels in up-close combat, but generally struggles from full screen. Not unlike the other turtles, Don’s general game plan depends on the matchup, but he almost always wants to get in and harass. Most of his harassment includes the use of his strong standing HP, quick crouching LK, and Bo Thrust while simultaneously building meter for his awesome super to either get free chip, or turn the tide of the match.
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.
One of Don's best normals. It is best used as an anti-air or to trade. This move makes for a very good poke in grounded situations, but be mindful when using it in neutral as it can be punished. Throwing it out haphazardly is only really worth it when the opponent is close to being stunned. Second hit is a high. First advantage reflects this case.
Does the same damage 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 if you want to apply pressure safely.
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 its mediocre priority and long startup. Experiment with it if you're feeling lucky.
A decent slide. It can beat moves like Aska's Hayabusa, and close the gap between you and the opponent. It is safer from farther distances. Use this move with caution as it can be punished on block.
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.
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.
In terms of a fireball, Ground Claw is mediocre. It's on the slow side, its startup leaves a lot to be desired, and Don cannot combo into it whatsoever. A fireball is still a fireball though, and it is not without its strengths. It's faster than Leo's on recovery, does a decent amount of stun, and because of its taller hitbox, works as a situational anti-air. However, because of its aforementioned weaknesses you should only really use it up-close on the opponent's knock-down, and when you're full screen away. Keep in mind that during ground Claw's active frames, most of Don's Arm is invulnerable, and the Bo is completely invincible.
An interesting "get off me" attack that is best used as a reversal. It's one of Don's best answers to jump-ins as it's invincibility frames allow Don to avoid the jumping normal and counter the landing. Although it is capable of hurting the opponent and does chip damage, you should almost primarily use this for it's invulnerable frames as it is fairly lackluster as an attack. After the invincibility frames, Don is complete vulnerable and is open to all types of attacks.
An arguably worse version of light Dance Attack, but it has its uses. You can take advantage of its relatively safe active frames up-close, but remember to tilt Don in the opponent's direction so he won't immediately bounce away. This move is best used for getting safe chip damage. Be mindful that because of it's long duration, it is extremely punishable. Use this wisely.
One of the best Ultimate Attacks in the game. Don is invincible on startup and during some of its active frames, which essentially makes him invulnerable throughout the entire super. This is one of the few Ultimates that can be thrown without thought from anywhere on the screen as it is completely unavoidable. The Dragon tilts downward near the end of its duration preventing any attempts to crouch or slide under it. Because of this Ultimate's viability, Don players should establish their game plan around building meter and using this super as a surprise "clutch"
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.