Teenage Mutant Ninja Turtles x Justice League Turbo/Batman

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Batman
Height
Weight
Eyes
Age
Birthplace
Weapons
Favorite Activities
Ultimate Goals

Introduction

a brief introduction to the character's lore

Character Strengths

overview of the character's gameplan

Strengths:

  • things they're good at

Weaknesses:

  • things they're bad at

Data Arsenal

Life                                  :  1000 points
Stun                                  :  640 points
Pre-jump Frames                       :  3 frames
Jump Time                             :  38 frames
Forward Dash                          :  35 frames
Backdash                              :  38 frames
Wakeup Up                             :  18 frames

Movelist

Legend

N = Normal chain ok

S = Special cancel ok

H = Super cancel ok

C = CPS Chain ok

O = Oki frames - advantage you have until p2 gets up, does NOT include their wake up time

[] = 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_Template:Char_slp.png|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
[[Image:Template:Level.png|link]] 10 8 C/N/S/H


Standing Light Kick

[[File:TMNTxJL_Template:Char_slk.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
[[Image:Template:Level.png|link]] 8 C/N


Far Standing Heavy Punch

[[File:TMNTxJL_Template:Char_fhp.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
[[Image:Template:Level.png|link]] 8 C/N


Close Standing Heavy Punch

[[File:TMNTxJL_Template:Char_clhp.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
[[Image:Template:Level.png|link]] 8 C/N


Standing Heavy Kick

[[File:TMNTxJL_Template:Char_farhk.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
[[Image:Template:Level.png|link]] 8 C/N


Crouching Light Punch

[[File:TMNTxJL_Template:Char_clp.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
[[Image:Template:Level.png|link]] 8 C/N


Crouching Light kick

[[File:TMNTxJL_Template:Char_clk.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
[[Image:Template:Level.png|link]] 8 C/N


Crouching Heavy Punch

[[File:TMNTxJL_Template:Char_chp.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
[[Image:Template:Level.png|link]] 8 C/N


Crouching Heavy Kick

[[File:TMNTxJL_Template:Char_chk.PNG|210x210px|center]] sweep

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
[[Image:Template:Level.png|link]] 8 C/N


Jumping Light Punch

[[File:TMNTxJL_Template:Char_jlp.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
[[Image:Template:Level.png|link]] 8 C/N


Jumping Light Kick

[[File:TMNTxJL_Template:Char_jlk.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
[[Image:Template:Level.png|link]] 8 C/N


Jumping Heavy Punch

[[File:TMNTxJL_Template:Char_jhp.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
[[Image:Template:Level.png|link]] 8 C/N


Jumping Heavy Kick

[[File:TMNTxJL_Template:Char_jhk.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
[[Image:Template:Level.png|link]] 8 C/N


Throws

Evacuation Toss

[[File:TMNTxJL_Template:Char_Thr.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
85 0 link 2 1 0 O44

A classic over the shoulder throw. This will always guarantee the opponent is going towards your corner of choice, whether it be in the one in front of you for safe jump pressure or behind to create breathing room.


Headbutt

[[File:TMNTxJL_Template:Char_cmdg.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
44x2 0 link 3 1 31 O46

A headbutt which sends the opponent in the air. A defining feature of Batman as instead of a usual juggle starter his is a throw in which you can act immediately after. This creates some very heavy and tricky mix up situations, like being able to walk under your opponent when they are cornered. There are tons of ways to use this to your advantage, such as last frame hit dive kicks or jumping to make things seem very ambiguous so make sure to strike fear into your opponents on use.


Special Moves

Batarang (Light\Heavy)

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] The Obvious Projectile

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link

Batman throws a batarang. A good projectile with a decent hitbox. It had middle of the road start up time on both versions but LP recovers sooner while staying on screen longer. The main thing is you can act while it's still on screen once it hits the mid way point, making some dive kick or stomp reads very strong.


Batarang (Omega)

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link

Omega Batarang, in which he throws two in succession. Faster start up speed, faster recovery and high damage makes this bar none one of the best projectile moves in the game. In neutral you will often beat other projectiles flat out and has a massive +10 on hit, meaning you can link after or even combo into stomp from full screen. In juggles this leads to some of the highest raw damage in the entire game making Batman's comeback potential huge. There isn't enough to say about this move other then if you have omega be sure to keep how you can use this in mind.


Twin Kick (Light)

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link

Batman does two kicks in succession. The first of his double kicks that are can be used to extend his ground strings and can be comboed from lights. The light version on hit does not knock down but leaves the opponent standing near you at +1, giving a mix up opportunity. On block it's only -2 two with some push back and this version has the least amount of frames in between kicks makes it a safe choice in block strings.


Twin Kick (Heavy)

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link

Batman does two kicks in succession. The first of his double kicks that are can be used to extend his ground strings and can be comboed from lights. The heavy version does knockdown on hit, but recovers fast enough to act after, making it his dedicated juggle starter in the corner (13f juggle time). On block it's much worse then it's light counter part, not only being much more unsafe, but having a massive seven frame gap in between the two kicks making it much more reversal prone.


Twin Kicks (Omega)

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link

Omega version of double kicks. The main thing this version does is combine the best properties of the light and heavy versions into one while also adding a third kick. Mid screen this will insure you get high corner pressure with a follow up dive kick, while cornered this will start a juggle. On block it's about as good as the light version with only a small gap between the second and third kick, but it's very tiny. This move also does the most stun out of any move Batman does so in juggles that can be considered over raw damage instead.


Dive Kick (Light)

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link

Batman leaps straight up and comes down with his jumping heavy kick motion in a diagonal angle. This acts pretty much like a faster jump in but with the priority system will beat out normal air to airs.


Dive Kick (Light\Heavy)

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link

Batman leaps straight up and comes down with his jumping heavy kick motion in a diagonal angle. This acts pretty much as a faster jumping attack and thanks to the priority system will beat all air to airs as it counts as a special move. The main difference in the strengths is their distance and whether or not they knockdown. Light on hit while leave you at advantage with them standing while Heavy will be a juggle starter even if you don't hit them jumping.


Dive Kick (Omega)

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Grapping Hook Stomp (Light\Heavy)

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
[[Image:Template:Level.png|link]]


Grappling Hook Stomp (Omega)

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Ultimate Attack

Super 1

[[File:TMNTxJL_Template:Char_super1.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
[[Image:Template:Level.png|link]] 8 C/N


Super 2

[[File:TMNTxJL_Template:Char_super2.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
[[Image:Template:Level.png|link]] 8 C/N


Omega Super

[[File:TMNTxJL_Template:Char_osuper.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
[[Image:Template:Level.png|link]] 8 C/N


Combos & BnBs

combo listing

Teenage Mutant Ninja Turtles x Justice League Turbo
CONTROLS • SYSTEM • FAQ • COMMUNITY
April

April

Michelangelo

Michelangelo

Leonardo

Leonardo

Asuka

Asuka

Superman

Superman

Flash

Flash

Wonder Woman

Wonder Woman

Casey

Casey

Donatello

Donatello

Raphael

Raphael

Oni Karai

Oni Karai

Batman

Batman

Green Arrow

Green Arrow

Aquaman

Aquaman

Chrome Dome

Chrome Dome

War

War

Wingnut

Wingnut

Kirby

Kirby

Despero

Despero

Cheetah

Cheetah

Darkseid

Darkseid

Shredder

Shredder

Rat King

Rat King

Armaggon

Armaggon

Clayface

Clayface

Bizarro

Bizarro

Zoom

Zoom

Omega Shredder

Omega Shredder